Saturday, August 3, 2013

Mechaborg - A race for OSR-based Japanese-themed future/postapoc games

People that have robot bodies. No part of them are organic anymore. The bodies were built before the collapse and some people (willing or not):
  • ... have had their soul transferred to one
  • ... have had their mind uploaded to one
  • ... did forbidden alchemy/magic shit
  • ... have had their brain used as a "boot disk" for one when their body was destroyed/a vegetable
  • ... have been animated without a mortal being used
  • ... always wanted to be a robot
  • ... are some emo robot that wants to learn to love
These are just examples, as always, you are encouraged to come up with your own, even if it's not right away.

Game rules:

Don't need to (and can't) eat, drink, or breathe.
Can't benefit from potions or other items that rely on having a metabolism/digestive tract.
Immune to Poison, disease, any effect that requires a metabolism or organs (petrification, death effects, magical paralysis, etc. still affect. Mutation doesn't. Unless the DM wants it too. That would be weird.)
Don't heal naturally: Must spend 10en (gp) per HP to repair, and spend 1d3 hours per HP in a safe and well-lit setting to repair themselves if they have the skills. Else they require a mechanic (treat as a healer for the requisite time for price; minimum 15gp per HP.)
Do have souls/spirits, so are affected by raise dead, healing spells, and such.
Affected by things that affect metal.
Armor is affixed plating: Can only be swapped out when in a safe place. Instead of unarmored - leather - chain - shield it's light - medium - heavy - superheavy. All are metal with the same effects, but all except light cost double after character creation (You start with light.)

You may roll on the following table, and may spend 75% of your starting cash to get a single reroll. If you don't, you're an average humanoid mechaborg with no special features.

Random Mechaborg Features

d5 (tens place) + d10 (ones place)

10-19 Scavenged: -25% repair costs, -1 Con

20-22 Karakuri: -1 initiative (call on the character last and count their action after everyone else on their side if using group initiative,) Primarily wood instead of metal, -10% repair costs in areas where wood is plentiful, May choose to "lock" to stand perfectly still for an indefinite amount of time.

23-24 Heavyarms: 2 attached shoulder guns (small) may attack with one or both, but no other attacks at the same time. Firing both provides +1 to hit or +1 damage, chosen before the roll. Consumes ammo normally. Not initially proficient. May replace them with larger ones at double the cost. Can't use superheavy plating.

25-26 Mighty: one arm (1d2: primary hand, offhand) is a pile bunker. Can use as an attack for 1d10 damage, but can't use the round immediately after. Arm has no hand. Pile bunker may provide a bonus to open doors at DM discretion.

27-31 Scout: Can't use two-handed weapons. Limited to light and medium plating. +1 surprise, infravision as dwarf. Small. Can split-move and fire ranged.

32-33 Sniper: Initial proficiency with all ranged weapons. No initial proficiency with melee weapons.

34-35 Mobile Fighter: Barehanded attacks deal an additional +1d8-4 fire damage (minimim +0 fire damage). You can't turn this off.

36-40 Steam-powered: 1d5 heat damage to those touching your torso or per round of grappling. Need 1d3 gallons of water a day or -1 to all rolls and move half as slowly the first day, -2 to all rolls and move 1/4 as slow the second, and go inert the third day. Can consume potions/elixirs for half effect.

41 Heaven: Go berserk when below quarter HP or when you fail a save vs a fear and/or madness effect. During such: Unbreakable morale. Fight for 3d3 rounds, attacking as if they had 18 str and going after enemies first and closest targets after. Continue fighting for the indicated amount of rounds, even if brought to 0 or below (if at 0 or below at the end you die.) Collapse and remain inert for 1d10 turns after, if not dead.

42-48 Robo: Can combine with 1 other Robo-type mechaborg at a time, which takes 1 round.
  • Note the the individual mechaborgs' current original hp totals, halve the higher, and add it to the lower. 
  • Count as large while combined. 
  • Ability scores are the highest prime requisites of both, with average of both for the others. 
  • AC is the higher of the two. 
  • Held items and gear held by one drop (roll off if you can't decide.) 
  • The two players roll d6s and add their cha mod, rerolling ties. Whomever has the highest controls the combined Robo on the first round after combining, then alternates. 
  • Saves, To-hit, spells, and other class abilities apply based on who currently has control for the round. 
  • Either one may end this, splitting the suffered damage while combined between each of their noted individual HP amounts. 
Example: a mechaborg fighter and a mechaborg magic-user combine. The Fighter's 14HP are halved to 7 and added to the MU's 5, for a total of 12. They use the fighter's Str score and the magic-user's Int score, and average the rest. They roll off, the fighter gets to start. They can't use the MU's spells, but they can attack at their own to-hit roll this round.

49-50 Veheic: Nonhumanoid. Can affix one crossbow or gun at a time to body at triple cost. Triple Land move speed. Can carry double the normal capacity, and can carry 1d3 passengers (can't be changed). Count as Large size. Up to you whether you're a tachikoma, tank, robo-buggy, herbie or something else.

Wednesday, July 31, 2013


"All thanks to the GREATEST LORD WAKAMAN! May all the Praise be give to him. I am Trasiin! I hold GREASTEST LORD WAKAMAN in sincere gratitude and high esteem for this help and his kindness he has rendered to me. Without compromising word, GREATEST LORD WAKAMAN helped me in getting back my long lost relationship and also bring back my life when I thought all was gone. I am a new creature now with the help of his powerful spell! And he also rendered help to 2 of my very good friends I also introduced to him, one got back his huge amount of money! The other is now a happy mother with 2 kiddies now and many more I have seen in different forms. Friends! I Plead with you, search no further for charlatans who act as real spell casters, the realest and most true spell caster is GREATEST LORD WAKAMAN! He is so true in his words, and they are substantial!" - Misshapen Mutant

 Greatest Lord Wakaman is a foul flesh-warper who wanders Grottheim, bestowing "gifts" upon people at his whim. He wears a long mask covered in geometric patterns, with two great horns rumored to be hewn form a cambion's skull. He is draped in tattered, shaggy robes of a multitude of colors. Normally he is followed by 1d4+1(exploding die) devotees, each having been granted a random one of his "gifts." His devotees will generally attempt to restrain attackers and those who are percieved as having wants, needs, or problems (most adventurers) while Wakaman bestows one of his gifts. Wakaman will take offers of magical knowledge, and if the knowledge is great (5th level spell or highter or equivalent) he will grant in exchange the knowledge to perform his Warp Flesh ability 1 time per week. The second trade will allow the use once per day, the third once per hour, and the last will grant unlimited uses. However, each time the recipient of the ability has 1 random part of their face melted shut (1d4: Eyes, Nostrils, Mouth, Ears.) And will give them a similar, unhorned mask like his own. As long as they wear the mask, the melted part does not impede them: They may speak, hear, see, and smell  normall, and they no longer need foor or water if the mouth is melted shut. Under the mask, Wakaman's eyes, lips, nose, and ears are all melted shut.

GREATEST LORD WAKAMAN: AL Demonomaniac (Chaotic), MV 120ft, AC 7 (Ascending: +2), HD 11 (roll each time Wakaman is encountered), #AT: 1 (Fleshwarp), DG 1d6+2, SV MU11

Warp Flesh - On a touch, Wakaman deals damage as he attempts to mutate the recipient. On a successful hit, the target makes a poison/death/fortitude save. If it fails, they gain a random mutation (I suggest using the metamorphica) and must Save vs Spells/Will or else their attitude towards Wakaman will be as if he is their Greatest Lord. They are free to persue other tasks, but will preach the saving power of Greatest Lord Wakaman to all, even those that don't listen, and will generally seek to lead people to him. They will always be able to find their way back to Greatest Lord Wakaman. (If a character gains this ability, replace "Wakaman" with the name of the character.)

Devotees that accompany him are either normal men with 1d4 mutations each, or rolled NPCs with a like number of mutations, DM Discresion.

 This was inspired by one of the spamcomments on Erik Tenkar's blog ( ). Setting used is Jack Shear's Devilmount ( )

Thursday, July 25, 2013

Battlesystem-Style Counters: Heavy Foot (Humans)

I'm making a project to make these kinds of counters like the old battlesystem box had. I first saw them on eBay, not knowing where they were from, and after a bit of research discovered their origins.

These ones here are a basic clone of one of the human counters, renamed to the OD&D/Chainmail troop type. I've made a few with other weapons than swords, but they aren't in counter sheet form yet. This sheet is B/W only for ease on printers. Just print (centered), glue to cardstock, and cut along the lines.

Thursday, July 18, 2013

d6 Die Drop Insta-Dungeon

Instructions: Roll two d6's on a sheet of paper. Draw a corridor between them, read the numbers on the dice for special rules. Corridors that overlap form an intersection ( or overlap in the Z axis, if you can handle that. ) Corridors are 1d3 x 10ft wide and 1d3 x 10ft tall, rooms are 2d3 x 10ft tall. Or you can just assign them heights/widths.

when dice roll the same number, creates a room instead of an intersection

1's square ( d6+1 x 10ft to a side )
2's rectangle ( d6+2 x 10ft one pair of sides, d6+1 x 10ft the other )
3's circle ( d6+1 x 10ft radius )
4's star ( d6 points, d6+2 x 10ft radius. a 1-pointed star is a triangle or teardrop, a 2-pointed star is a rhombus )
5's roll twice, combine them. the second is offset 1d6 x 10ft from the first ( but they have to connect )
6's extra large room. roll again, adding 1d6+1 x 10ft to the dimensions

if either is 1-2, the corridor/room has a special feature, determined by the other die

Special feature
1 monster
2 monster and trap
3 monster and treasure
4 trap ( 3/6 chance of it being on door(s) )
5 treasure and trap
6 other. roll on Extra Special Features

Extra Special Features
1 unguarded treasure ( 4/6 chance of it being hidden )
2 trick ( statue, pool, altar, etc. )
3 prisoner, possibly friendly
4 stairs/pit/slide down
5 rival adventuring party
6 other; roll on Super Special Features

Super Special Features
1 portal to another plane ( Hell, Vietnam during the war, Carcosa, DM choice really )
2 elevator / teleporter ( down/up several dungeon levels, or even to some remote location on the surface )
3 exotic rival adventuring party ( martians, 1920s investigators, lizardmen, go nuts )
4 avatar of: a god / demon lord / other super-powerful being ( come up with a reason they're there )
5 wrecked piece of advanced machinery ( space ship mostly embedded in the rock, rusted upside down tank, half a flying saucer )
6 roll again. if that's also a 6 then there's an artefact in this room. if you can't handle that then make it a talking magic sword or space marine armor or something

Monday, July 15, 2013

Devilmount Subclass Tables

Original idea and implementation by Dyson Logos.
Devilmount Setting by Jack Shear.

When picking a class, Roll 1d12 on the relevant table. If you don't want to roll, just take Focused (+10% XP)

Random Fighter Subclasses (d12)

 1. Barbarian – +2 on saves vs Magic, +1 to hit/damage vs Spellcasters
 2. Duelist – +1 AC in chain or lighter armour
 3. Hulk – +2 melee damage, -1 initiative
 4. Berzerker – Can frenzy in battle 1/day: +2 to hit and damage
 5. Archer – +1 to hit and damage with bows
 6. Militia – +1 to hit and damage with crossbows and polearms
 7. Landskneckt – +1 to reaction rolls, +1 to hit and damage with Two-handed Swords and Pikes
 8. Phalanx - +1 AC when using a shield
 9. Pit Fighter – Can treat off-hand weapon as a shield
10. Sentinel – -1 chance to be surprised
11. Focused – +10% to earned XP
12. Choose one or make up a new one

Random Cleric Religion Subclasses (d12)

 1. Mary – Can wield weapons with sharp and pointy bits
 2. Heretic – At each spell level replace one cleric spell with a spell from the same level magic user spell
 3. Druid – Can also turn plants as undead
 4. Joan – Can reroll one d20 roll per day. The second roll is taken, even if it's worse.
 5. Kristus – Can frenzy in battle 1/day: +2 AC, +1 to hit and damage
 6. Peter – Turn undead at +2 levels
 7. Sebastian – +1 hp / die on all healing spells
 8. Abel – +2 caster levels with offensive spells, cannot wear armour (except for shields)
 9. Christopher – Proficiency and +1 to hit and damage with weapons that have moving parts after 2d6-(int mod) days of study.
10. John – +1 to hit & damage opposite alignment (Chaos / Law -or- Chaos/Evil, choose one)
11. Focused – +10% to earned XP
12. Choose one or make up a new (pagan) one

Random Magic-User Subclasses (d12)

 1. Warlock - 1d3 damage, 60′ range magic blast at will (allows save vs spells to resist)
 2. Sensitive - Detect magic by touch
 3. Planar Scholar - +1 on reaction rolls with extraplanar entities, 15% chance to be able ot communicate with newly met entities.
 4. Scribe - Can copy a scroll for 1/2 the normal cost & time to make one.
 5. Alchemist - Can make a copy of a Tussin for 1/2 the normal cost & time to make one.
 6. Seer - Cast Augury 1/day per 3 levels
 7. Witch-Hunter - +2 on saves versus spells
 8. Two-Fisted Sorcerer - Can cast two spells in one round 1/day, -2 spells per day of 4th-9th level spells
 9. Judazian Cultist - At each spell level replace one magic user spell with a spell from the same level cleric spell list.
10. Guardmage - Can wear leather armour
11. Focused - +10% to earned XP
12. Choose one or make up a new one

Random Gray Man Subclasses (d12)

 1. Deathdealer - Crits are rolled twice and 1 is picked.
 2. Student of Men - +1 to hit and damage against humans
 3. Man in Black - Gain spells as a Tiefling, except -1 spell per level. -2 to reaction rolls. Cannot wear plate armor.
 4. ShieldBreaker - Ignore up to 3 points of enemy AC from armour or shields.
 5. Voidsighted - Double infravision range
 6. Machinist - +1 to hit with crossbows, +1/6 chance of unusual construction detection
 7. Survivor - d10 hit die
 8. Kidnapper - +1/6 Surprise
 9. Fated of the Mothership - Additional +1 on all saves
10. Battle Rager - +2 to hit and damage on the first round of combat, -1 penalty to AC at all times
11. Focused - +10% to earned XP
12. Choose one or make up a new one

Random Tiefling Subclasses (d12)

 1. Black Arcanist – +1 spell prepared per level. The amount able to be cast per day remains the same, but the caster can choose from any prepared spell of that level to cast using the slot. Prepared spells are not lost as they are cast, but the slot is "used up" until spells can be prepared again. A tiefling of this subclass cannot wear armor or use any weapons besides Daggers.
 2. Dirgesong Sniper – +2 to hit with bows
 3. Woodland Ghost – 66% chance to be unseen and unheard in the wilderness
 4. Arcane Mercenary – +1 to hit and damage with swords
 5. ManHunter – +1 to hit and damage against humans
 6. Tarterian Whisperer – Cannot wear armour, cast Augury 1/day per 3 levels, Command 1/day per level
 7. Dark Rider – +1 to hit, damage and AC while mounted
 8. Eldritch Swordsman – 1/day/level can cast a spell on a sword while attacking, spell effect centres on the sword if it hit the target, or is lost if the attack misses.
 9. Spellblade - As long as at least 1 spell of highest level available is prepared: +1 to hit with melee weapons, +2 damage with melee weapons and +1 AC. -1 spell per level.
10. Otherworldly Charmer – +1 reaction roll bonus
11. Focused – +10% to earned XP
12. Choose one or make up a new one

Random Lumpen-one Subclasses (d12)

 1. Darkeye - +1/6 Surprise chance
 2. Leaper - Jump up to 10' long or 5' high, takes half damage from falls
 3. Big'un - Can wield larger one-handed weapons like long swords
 4. Ambusher - Backstab enemies to do 2x damage.
 5. Squat - +10 lbs carrying capacity, can travel 25% further per day overland than normal.
 6. Witch Doctor - Can make a copy of a Tussin for 1/2 the normal cost & time to make one.
 7. HoleWarden - -1 chance to be surprised
 8. Brute - +2 melee damage, cannot wear armour heavier than leather.
 9. Luck-Chanter - +2 on saves versus fear and mind control, grants 1 companion the same bonus (companion is chosen once per day and remains in effect for the rest of the day).
10. Scavenger - Get lost less, good judge of found food.
11. Focused - +10% to earned XP
12. Choose one or make up a new one

Friday, May 24, 2013

Blood & Treasure Character Sheet

I made a comprehensive character sheet for John Stater's Blood & Treasure.

Here are the links to it in both .odt and .doc format. Download it because google docs make it look screwy and uneditable. To open an odt file you need either OpenOffice or LibreOffice, which are like Word but free.

Tuesday, May 14, 2013

New Magic Item: Plate Armor of Obscenenities

This expertly engraved plate armor is covered in pictograms of profanities and rude hand gestures. Whenever an enemy misses the wearer with a melee attack, one of the pictograms is activated. This causes a vibration to shake through the striker, and a shout of a random insult to echo form the armor, requiring the foe to make an immediate morale check. Each suit is crafted with 50 pictograms, but a found suit may have 2d20, at GM discresion.

Wednesday, February 6, 2013

Some Weird Psionics System

I made this in about 20 minutes. Use those weird Psychic cards if you use the optional card-based junk.


7th stat: Psi
Psi = Avg of Int, Wis, Cha
3-10 = No Psionic Potential. 50% chance of immunity to mental psionics.
11-12 = 0. May only use psi powers with some sort of psi-boosting aid (item, spell, eardwelling parasite, etc.)
13-15 =+1
16-17 = +2
18 = +3

Roll 1d5 during character creation. this is the character's Psilignment (passive defense. map to the cards if you wish)

Psionic attack: roll 1d5 per point of Psi bonus. An opponent who is aware rolls 1d5 as well. If the opponent's number is rolled on any of the attacker's dice you hit. Use the opponent's Psilignment if the opponent is not actively expecting the psi power.
(variant for high psionics and extra headplosions: Roll 1d5 with an additional 1d5 per point of psi bonus. in this case even those with no Psi bonus can use powers unaided.)
(Variant for those with those wacky cards: have the attacker guess the opponent's card. This makes it much easier to hit a Psilignment once the attacker figures it out, assuming the person doesn't automatically start defending themselves.)

Powers: Pull powers from whatever source you want for your game.  D&D, some other game system, whatever. Maybe even give each psilignment something special.

Thursday, January 3, 2013

Milky Reaches 20+20 Questions

Stolen from John Stater ( who got it from Jeff ( and I think Brendan? (

Bonuses granted for having an awesome hat/helmet and doing stupid/risky/awesome things inspired by Zzarchov (

These are here to motivate me to run a game. I came up with these as I went along, and am sketching out a setting based on my answers.


1. Ability scores generation method? 3d6 in order

2. How are death and dying handled?
Dead at 0 hp

3. What about raising the dead?
Yes, but you have to find (emphasis on FIND) someone high enough level to do it, and give them or complete something in return

4. How are replacement PCs handled?
Rolled up right then-and-there, and included as soon as feasable.

5. Initiative: individual, group, or something else?
Individual, using a d6 and counting down.

6. Are there critical hits and fumbles? The Arduin Crit table is in play, used by monsters as well as fightery type classes. Clerics, magic-users, and thieves get no such benefit!

7. Do I get any benefits for wearing a helmet?
Yes. It protects you from head criticals (once) and reduces or eliminates damage from getting knocked over, sticking your head out from beyond cover, or other such things. Elaborate helmets with wings, spikes, or other large and obvious fancy bits award a small amount of non-adjusted bonus XP based on how much they're worth. This latter thing applies to fancy hats as well.

8. Can I hurt my friends if I fire into melee or do something similarly silly?

9. Will we need to run from some encounters, or will we be able to kill everything?
You will need to run from some encounters.

10. Level-draining monsters: yes or no?

11. Are there going to be cases where a failed save results in PC death? Yes

12. How strictly are encumbrance & resources tracked?
I will attempt to keep track of everything. Porters are useful.

13. What's required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for down time?
You level up at the end of a session, assuming you've returned to a safe place. Spells are not gotten automagically. You must research/find new ones.

14. What do I get experience for? Killing monsters, taking stuff, wearing a fancy hat/helmet for an entire session, doing something awesome/stupid and risky and pulling it off, scouting ahead, being rearguard in a dungeon, being the mapper in a dungeon.

15. How are traps located? Searching (tell me how) and then maybe rolling dice. Or running into them.

16. Are retainers encouraged and how does morale work? Yes; they have a secret morale score and it is rolled on in stressful situations.

17. How do I identify magic items? Detect magic reveals if it's magical. Identify reveals one property. Legend Lore, bardic knowledge, etc. reveal historical uses for the item, if succesful, but not specific properties. Finding somebody to cast those spells for you is expensive, but happens without needing to spend the downtime or spells yourself. Experimentation is best way.

18. Can I buy magic items? Oh, come on: how about just potions? No.

19. Can I create magic items? When and how?
High level spellcasters (9+ or thereabouts) can create magic items with access to specific ingredients and specific tools. Other classes' equipment has a chance to become "special" after level 3; At the end of a session, they can store XP gained in a SPECIFIC item on their person that did something significant in the session (subject to my approval.) Every 600 Exp spent = 5% chance of item becoming special. Increased by 15% if the character is level 9+, but only if EXP is spent.

20. What about splitting the party? If you REALLY want to, but I'd rather you didn't.

1. What is the deal with my cleric's religion? Anything goes, but other clerics of differing religions may not want to help you. Some may even take offense to a heathen in their midst. There's a lot of temples of varying size claimed by different faiths between the city and the jungle.

2. Where can we go to buy standard equipment? Bokk's General Store.

3. Where can we go to get platemail custom fitted for this monster I just befriended? Depends on the monster. Something more hideous will need a hefty bribe, and probably a less-than-savory armorer.

4. Who is the mightiest wizard in the land? In the Milky Reaches it's the mage known as "The Doorway on the Mountain" but everyone stays away from his realm.

5. Who is the greatest warrior in the land? In The Milky Reaches it's Polnori-Koth, "The Gaze of the Cliffs" who conquered an old dwarven citadel on the face of Mt. Pact.

6. Who is the richest person in the land? Po'lah, "The Royal Incandescence." Queen of The Milky Reaches.

7. Where can we go to get some magical healing? The many scattered temples might all offer healing, for a price.

8. Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, alignment change, death, undeath? You need to find a high enough level person to do that. Temples charge exorbitant fees for simple healing, so IF they have someone who can cure those things, you better have some serious dosh.

9. Is there a magic guild my MU belongs to or that I can join in order to get more spells?
No; you can possibly trade with wizards, if you find them and they don't kill you outright and take your spellbook.

10. Where can I find an alchemist, sage or other expert NPC?
Sages of civilized stuff can be found in the city. Nature-minded ones are scraggly hermits out in the wilderness.

11. Where can I hire mercenaries? I'll put mercenary listings will up when there's some available. You can also recruit NPCs through play.

12. Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law? In the city weapons must be bound, and it's against the law to cast spells in the streets.

13. Which way to the nearest tavern?
Bokk's General Store is actually a shop/tavern/inn all in one. you ever see those hunting lodges out in the middle of the country? It's kinda like that.

14. What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous? I'll post news about them.

15. Are there any wars brewing I could go fight? You could take up the sword in the name of a religion and kill those who oppose the faith, but most temples don't have the resources in the area for an out-and-out war. If you piss off too many people in the name of one religion, you might piss off the religion you're "helping."

16. How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes? Warlords will run now and then.

17. Are there any secret societies with sinister agendas I could join and/or fight? Yes, there's [REDACTED]

18. What is there to eat around here? Varying fruits, capibara, pork, nabiz (hot wine spiced with cinnamon) imported from the south, flatbreads, goat, goat milk...

19. Any legendary lost treasures I could be looking for? The Well of Fortune, Din-aldad's Vessel, The Swords of the Stars, and there's rumors of a lost civilization that existed where the jungle now is...

20. Where is the nearest dragon or other monster with Type H treasure? The Queen's Palace, as well as Polinori-Koth's Citadel, aren't monsters but they are quite rich...

A few other things ...

Bokk buys just about anything, but he doesn't pay full price as he's a dealer, not a collector. He's also a moneychanger, for a modest surcharge. (usually 5%-15%) And offers loans and pawns.

The court of Polinori-Koth pays well for weapons and armor, if you can get to their fortified citadel.

It's rumored that on the far edge of the great jungle is a monastery.

Talismans made from Gingko leaves and fossils are said to provide protection in battle.