"I play Conan, you play Mulan, Bob plays Gandalf, and we fight Dracula because there's sick loot in his castle."
25 September 2025
d66 Character Creation Questions
24 February 2024
Hexploration Adventure Quickstart
If you prefer fantasy wilderness to post-apocalyptic wasteland, here are some starting tables for you.
- Start with d6-1 rations, a backpack, blanket and waterskin, plus normal clothes.
- Roll for a Weapon, Armour and Money.
- Roll for a Background and get its items.
- Roll for d3 other starting Useful Items.
- Choose or roll d6/2 languages. Do not round, languages can be half-known.
- If you'd like to have a class, you can roll here.
| d12 | Weapons | d8 | Armour |
|---|---|---|---|
| 1 | Club | 1 | None |
| 2 | d2 Knives | 2-4 | Light |
| 3 | Staff | 5-6 | Medium |
| 4 | Axe | 7 | Heavy |
| 5 | Sword | 8 | Shield and roll again |
| 6 | Shortbow & d6 ammo | d6 | Money |
| 7 | Spear | 1 | Ring worth d100 silver coins |
| 8 | Warhammer | 2 | d4 silver coins |
| 9 | Battle-axe | 3 | d6 x 10 silver |
| 10 | Flail | 4 | 2d6 x 10 silver |
| 11 | Longbow & d6 ammo | 5 | 2d8 x 10 silver |
| 12 | Zweihänder | 6 | d10 x 100 s in debt, roll again |
| d66 | Backgrounds | ||||
|---|---|---|---|---|---|
| 11 | Acolyte | random scroll | 41 | Jailer | manacles, club |
| 12 | Astrologer | star chart, spyglass | 42 | Juggler | d4 torches and knives |
| 13 | Barber-Surgeon | razor, soap | 43 | Linkboy | lantern, oil for 8 hours |
| 14 | Blacksmith | hammer, tongs | 44 | Locksmith | d4 lockpicks |
| 15 | Butcher | big knife, big ham | 45 | Lumberjack | axe, firewood |
| 16 | Carpenter | hatchet, saw, drill | 46 | Mason | hammer, 3 iron spikes |
| 21 | Coachman | warm cloak, hat | 51 | Miner | pick-axe, lantern |
| 22 | Con Artist | fake jewellery | 52 | Minstrel | lute, perfume |
| 23 | Cook | bag of salt, wineskin | 53 | Prostitute | disguise kit |
| 24 | Drunkard | d6 bottles of booze | 54 | Sailor | rope (15 yds), booze |
| 25 | Farmer | flail, donkey | 55 | Scribe | paper, ink and quill |
| 26 | Fisherman | large net, d4 fish | 56 | Seamstress | needle and thread |
| 31 | Fur Trapper | snare, d4 pelts | 61 | Servant | stolen horse |
| 32 | Guard | spear, helmet | 62 | Smuggler | waterproof sack |
| 33 | Herder | (d3) goat/sheep/swine | 63 | Thief | random useful item |
| 34 | Houndsman | puppy, whip | 64 | Trader | nice clothes |
| 35 | Hunter | shortbow, signal horn | 65 | Undertaker | shovel, gold teeth |
| 36 | Cheesemaker | wheel of cheese | 66 | Wet Nurse | loyal urchin |
| d66 | Useful Items | ||
|---|---|---|---|
| 11 | Unmarked package* | 41 | Tent & bedroll (3 Slots) |
| 12 | Toolbelt with common tools | 42 | d2 Blankets |
| 13 | (d3) Pick-axe, shovel, crowbar | 43 | Warm travelling clothes |
| 14 | Metal file, d4 lockpicks | 44 | Musical instrument |
| 15 | Chain (3 yds) & padlock | 45 | Silver hand mirror |
| 16 | Grapnel & rope (15 yds) | 46 | Stolen signet ring |
| 21 | Pouch of caltrops | 51 | Small but vicious dog (HD 1) |
| 22 | Weighted net or Beartrap | 52 | (d4) Crow, falcon, owl, parrot |
| 23 | Waterproof bag | 53 | Mule & cart (carry 30 Slots) |
| 24 | Tinderbox, 2d4 torches | 54 | Random follower |
| 25 | Lantern, oil for d12 hours | 55 | Helmet or Shield |
| 26 | d4 Jars of black oil | 56 | d6 Javelins |
| 31 | Random potion | 61 | Favour owed by local VIP |
| 32 | d4 Healing salves or Bandages | 62 | Location of a secret hideout |
| 33 | Red salt or Bezoar (d4 doses) | 63 | Membership of secret society |
| 34 | Vials of glue, grease and acid | 64 | Extra background, no items |
| 35 | Bomb, (d2) smoke/shrapnel | 65 | Random trinket |
| 36 | Poisoner's ring with poison, (d4) lethal, sleep, paralysis, charm | 66 | Treasure map |
*) Can contain any item you want that fits into 1 slot and is not too rare or expensive.
| d66 | How Do You Know Each Other? | ||
|---|---|---|---|
| 11 | From the same village | 41 | Idolise same famous figure |
| 12 | From the church | 42 | Looking for same item |
| 13 | From the tavern | 43 | Looking for same person |
| 14 | Childhood friends | 44 | Woke up in the same bed |
| 15 | Mutual friend | 45 | In a riot together |
| 16 | Respected rivals | 46 | Met on a boat |
| 21 | Saved people from a fire | 51 | Met on a funeral |
| 22 | Served in the army | 52 | Met on a wedding |
| 23 | Scammed by the same guy | 53 | Named in same inheritance |
| 24 | Servants to the same lord | 54 | Both have a rare disease |
| 25 | Stole a thing from the other | 55 | Both got mysterious letter |
| 26 | Same horrible fashion sense | 56 | Shared embarrassing secret |
| 31 | Defenders in a siege | 61 | Mentor/student |
| 32 | Plague lockdown survivors | 62 | Prison cell mates |
| 33 | Last members of a cult | 63 | Roommates |
| 34 | Had the same lover | 64 | Pen pals |
| 35 | (Ex-)Lovers | 65 | Related |
| 36 | Former coworkers | 66 | Will open a pub together |
You wake up in the middle of an uncharted wilderness. Good luck.
20 February 2024
The Indebted
Sigurd, Fighter A
STR 6, DEX 3, VIT 7, PRE 5, AWA 7, WIL 5
- Pick-axe
- Unmarked package
- Jars of black oil, x4
- 600 silver in debt
- Map case
- Parchment, ink & quill
- Lock picks
- Pouch of caltrops
- 300 silver in debt
- Booze
- Rope
- 400 silver in debt
- Demon mask of painted wood
- Map of a remote island
- Location of a secret hideout
- 900 silver in debt
13 January 2024
The Rogues
Maera
Specialist A
STR 7, DEX 5, VIT 6, PRE 2, AWA 6, WIL 6
Atk: hammer
Def: chainmail
Background: blacksmith, tinkerer
Interesting items:
- Tongs
- Lantern & oil
- Toolbelt
- Lock picks
Cori
Specialist A
Atk: bludgeon, shortbow
Def: chainmail
Background: farmer, servant, beastcraft
Interesting items:
- Whip & leash
- Baldy the donkey, stolen
- Limpy the horse, stolen
Specialist A
STR 8, DEX 5, VIT 4, PRE 6, AWA 7, WIL 3
Atk: felling axe
Def: chainmail, shield
Background: lumberjack, apothecary
Interesting items:
- Hand axe
- Bandages
- Silver hand mirror
Silver ring(pawned)- Yellow lotus poison
- Bone lotus potion
- Shrunken heads x6
Specialist A
STR 4, DEX 6, VIT 7, PRE 5, AWA 6, WIL 6
Atk: knife
Def: leather
Background: houndsman, apothecary
Interesting items:
- Red salt, 3 doses
- Yellow lotus powder
- Pinkybone the puppy
- Pox the mule & cart
1 January 2024
The Shipwrecked
Fenja
Fighter A
STR 8, DEX 6, VIT 6, PRE 7, AWA 6, WIL 7
Atk: sword
Def: leather, shield
Background: baker
Languages: Tradertalk, a bit of Serpentongue
Barbarian A
STR 7, DEX 3, VIT 5, PRE 6, AWA 7, WIL 6
Atk: sword & dagger
Def: heavy furs
Background: miller
Interesting items:
- Brown lotus poison
- Úlfi the small but vicious dog
Thief A
STR 6, DEX 9, VIT 7, PRE 5, AWA 6, WIL 5
Atk: sword
Def: leather, shield
Background: bureaucrat, spy
Interesting items:
- Boot knife
- Paper, quill & ink
- Lantern & oil
- Tinderbox
Sorceress A
STR 7, DEX 5, VIT 7, PRE 6, AWA 3, WIL 6
Atk: axe
Background: Fled a sinking paradise island nobody has ever heard of. When you sing, reroll non-aggressive Reaction with a +2 bonus.
Interesting items:
- Harp
- Insufferable optimism
- Andronike the crow
Spells: Song of Stones and Stars
26 June 2022
QHW, Day 26: Villains
Morwena the Unseen
Unusually tall and brawny for an elven woman, Morwena is no master of the killing steel as many would guess. Instead, she carries a compound bow three paces long, made from troll horn and ironwood. Her moniker similarly doesn't come from any skill in stealth or invisibility, but rather her penchant for engaging enemies at ranges where they would need a spyglass to even see her.
Her beautiful mare, Feather, gives her the speed to snipe from the next hill over, then escape pursuit and change positions, always staying ahead of her enemies.
Nevermore the Slave
Born in the dark pits of Mörgshire to be a lowly slave and arrow-fodder in the vast armies of Dragana the Demon-Sorceress, Nevermore took on his name after he stole Dragana's horned sceptre and bashed her head in with it. Upon choosing his name, he vowed to free all enslaved or oppressed goblins, wherever they might be, and never stop until all goblin children can live in peace and prosperity.
Nevermore works in secret, travelling through the realms of the various dark lords and organising revolutionary cells in the goblin settlements. Soon, the signal will be sounded and the Evil shall be overthrown.
He still carries the sceptre of his former mistress, its whispers slowly worming their way into his head. Fire is best fought with fire, after all, and the only way to make sure all goblins will be forever safe is to destroy all who would threaten them...
Thog of the Hundred Arms
Thog heard stories of a race of unconquerable warriors, the hecatoncheires, when he was a small child. Thog wanted to be an unconquerable warrior, just like them, so he tried to become one of them. Thog started cutting off the arms of his enemies and sewing them onto his body. Thog was also a troll, and thanks to his remarkable regeneration, this somehow worked.
Kostra the Immortal
Contrary to the belief of the many undead hunters who told tall tales of bringing a final death to the supposed "Immortal", Kostra is not a simple lich with a pompous title. He is an ancient wizard ghost using possessed skeletons to interact with the world of the living, and every time he is "vanquished", he comes back as fast as he can find a new skeleton.
There are no people who have fought Kostra, only those who are either dead, or still fighting him. While he is not all that powerful or hard to defeat, he never ever gives up and really, really holds a grudge. Some whispered legends claim that he will only find peace once his very first grudge is resolved, something he hadn't managed for all the centuries he haunts the world.
Until then, he will always come back, no matter what you throw at him, out of sheer spite.
23 May 2020
Post-apocalytic Adventure Quickstart
d20 Weapons
- Knuckleduster (1d6 unarmed dmg, concealable)
- Combat knife (1d6 dmg, throwable)
- Chain (1d6 dmg, at max damage foe Saves vs trip or disarm)
- Machete (1d6 dmg, at max damage foe Saves vs bleeding)
- Barbed wire bat (1d6 dmg, step up damage die if two-handed)
- Crowbar (1d6 dmg, advantage on breaking things)
- Fire axe (1d6 dmg) and scrap metal shield (+1 Def)
- Knife spear (1d8 dmg, two-handed, extended reach)
- Sledgehammer (1d10 dmg, two-handed, at max damage foe Saves vs knockdown)
- Bow (1d6 dmg, range 100 m, two-handed, silent) and a quiver of arrows
- Twin revolvers (1d6 dmg, 6 shots, range 100 m, noisy, 2 attacks/round)
- Semi-automatic pistol (1d8 dmg, 10 shots, range 100 m, noisy)
- Hunting rifle (1d10 dmg, 5 shots, range 300 m, two-handed, noisy)
- Sniper rifle (1d12 dmg, 1 shot, range 500 m, two-handed, noisy)
- Shotgun (3d4 dmg, 2 shots, range 30 m cone, two-handed, noisy)
- Flamethrower (2d6 fire dmg and foe Saves vs catching aflame, range 30 m cone, two-handed)
- Overloaded laser pistol (1d8+2 radiant dmg, 6 charges, range 200 m, explodes on critical miss)
- Stun baton (1d4 dmg and foe Saves vs stun) and riot shield (+1 Def)
- Vibrokatana (1d10 dmg, step up damage die if powered)
- Chainsaw (2d6 dmg, two-handed, noisy, foe Saves vs dismemberment at 10+ dmg)
If you rolled a ranged weapon, you also start with a (roll d4, all deal 1d4 dmg):
- Big wrench
- Kitchen knife
- Lead pipe
- Sharpened screwdriver
If your ranged weapon has a number of shots listed, you need to take a turn to reload it once you use the shots up.
d20 Armours
- Full body tattoos (Def 10): What do they depict? Why are you so proud of them to wear no armour?
- Tattered formal wear (Def 10): It used to be really expensive. Who were you, once?
- Wrapped in rags (Def 10): Each rag seems to come from a different clothes, different place. What have you seen on your travels?
- Leather jacket (Def 11): It's black, spiked and has a skull on the back.
- Padded jacket (Def 12): Bright, colourful and in a surprisingly good condition.
- Hide armour (Def 12): You tracked it, killed it, flayed it, tanned it and sewn it.
- Patchwork armour (Def 12): Pieces of metal, plastic and leather mish-mashed to guard your limbs.
- Flak jacket (Def 12): Inherited from your great-grandfather, yet it still serves you well.
- Hardshell parka (Def 12): Warm and stab-proof!
- Sports gear (Def 12): You know, real men don't need body armour to play football...
- Camo suit (Def 12): Camouflage jumpsuit made of pre-Turn reinforced cloth.
- Fireproof bodyglove (Def 13): You won't burn, but should still be careful about smoke inhalation.
- Arachnofiber shirt (Def 13): Thin, light and skintight, it makes for an ideal concealed armour.
- E-tex dress (Def 13): The celebrities of yore used to wear something like this. It still plays old ads.
- Tire tread armour (Def 14): Old truck tires are surprisingly durable.
- Chitin breastplate (Def 14): Some mutated insect carapace repurposed as armour.
- Ballistic vest (Def 14): Faded inscription on the back reads P( _'CE.
- Mesh armour (Def 15): Modern equivalent to a chain mail. Made of a fine mesh of plasteel wires sewn into nanofibre coat.
- Liquid armour (Def 15): Trendy jacket filled with antikinetic smartgel that becomes harder than steel on impact.
- Full metal jacket (Def 16): Enhanced exoskeleton scavenged from a dead soldier. When powered, grants advantage on athletic checks.
Choose one of the benefits below:
- Cybernetic
- Gadget
- Mutation
- Psionic
- Vehicle
- Small but vicious dog (HD 1, 1d6 bite)
And also start with enough water and rations for two days.
- The daughter of your village's leader had been betrothed to a powerful water baron, and thanks to his help everyone is happy and thriving. The daughter will soon be departing for the nuptials and you have been chosen to escort her as a honour guard. Just as you're leaving the village, the daughter's supposedly former lover attempts to get to her, but is stopped and dragged away. He vows to rescue her before the wedding.
- You have learned about an armed convoy of a nomadic tribe that will go past your village in a few days. They might have ammo, slaves, cisterns with fresh water, or even medical supplies. You know of a bottleneck on the road that they must pass.
- The local water baron announced a high bounty on the head of a woman who insinuated herself into his bedroom and then made off with his technological artifact of stupendous science. Was she working alone? Did someone send her? Will you keep the artifact for yourself if you find her?
- As every autumn, the emissary of the Flaming Telepath has come to your village to claim some of the produce and youths. Your people are forced to hold a feast for her tonight, and in the morning, she will choose who will be dragged away to slavery.
1 January 2020
Zira: Never Enough Crazy
I also found out about deadEarth, an RPG that (unlike EC) does take itself seriously, but everyone else thinks it's so bad it's fun. The rules are somewhat garbage, but there are over 1000 "radiation manipulations" - something like really deadly mutations on hallucinogenic steroids. I haven't found anyone playing it, but many people have made characters just for the shits and giggles. It's like a strange mini-game, trying not to die during character creation.
So I was thinking, if I take a working set of gonzo rules from EC and graft a huge table of gonzo mutations from dE on top of it, surely nothing bad could happen? Of course, we'll be mixing apples and carrots and hoping for a tasty salad, and that's not possible without some seasoning. In other words, we'll need to make many, many rule adjustments.
Rule Adjustments
Moves grant you multiple actions per round in deadEarth, but there is nothing like that in Encounter Critical. They also determine your movement speed, so we can convert them to EC-style movement speed, 1" per Move. You start with unarmoured movement of 7" in EC and with 7 Moves on average in dE, so that should translate just fine.
Resiliency is basically your hit points. While deadEarth also has hit points for separate body parts, I think we can omit that and simply count Resiliency as hit points when converting to Encounter Critical.
Renown is slowly acquired as you grow in power to become a legendary adventurer. It's not a perfect fit, but I'll be treating Renown as levels in EC.
Shielding is a percentage resistance to radiation. Encounter Critical is not that big on radiation (unless it is in your game), but we could simply add a new Rad Shielding defense that would work the same as normal Armour defense (percentage chance for reduced damage/effect). It's not even necessary to alter the numbers.
And speaking of armour, deadEarth gives each piece of armour stress points that are basically damage reduction. I haven't seen any radiation that would actually grant stress points, so if I happen upon one, I'll resolve it ad hoc, I guess.
There are also something like 200 skills in deadEarth, giving you multiple d6s to beat a variable target number. Learning the skills is needlessly complicated (skill points for each use, variable costs, chains of requirements) and the system does not seem like it would scale well. Encounter Critical uses much less numerous "percentile abilities" that are quite unusual in both names and interpretation, but easy in use as they require a simple d100 roll under the given number. Thankfully, radiations that give bonuses to skills grant them as eg. +2d6, which is easily translated to percentage bonus by rolling the dice, with a caveat: If a single radiation gives a bonus to multiple skills that would translate to the same percentile ability, I'm going to only boost it once.
Here is how I will pair the percentile abilities from EC with the skills from dE:
Alchemist: Chemistry, Demolitions, Pharmacology
Appease: Charisma (also to Seduce)
Argue: Bemuse, Guile, Outright Lie
Camping: Domestics, Horticulture
Clue: Forensics, Investigate, Search, Senses, Spot Trap, Tracking
Crowd Manipulate: Command, Influence, Troubadour
Enrich: Appraise, Business, Haggle
Explore: Navigate, Pioneering
Fake: Forgery
Great Feat: Weight Training, WS Paired
Happenstance: Gamble
Illicit: Streetwise
Invisibility: Hide
Labor: Armor Repair, Construction, Electronics, Jury-Rig, Mechanics, Metallurgy, Mining, Smithing, Weapon Smithing
Lesser Feat: Acrobatics, Climbing, Drive Non-Motorized, Drive Recreational, Drive Sailcar, Running, Swimming
Logic: Computer Programming, Math, Reason, Sensors
Machine Friend: Broadcasting, Computer Operation, Drive Automobile, Drive Boat, Drive Heavy Machine, Drive Plane, Drive Railed, Drive Tracked, Drive Vessel, Robotics
Melee Attack: Boxing, Brawling, Martial Arts, Wrestling, WS Blade, WS Melee
Monster Friend: Beast Handling, Beast Lore, Beast Ride, Drive Cart
Provide: Herb Lore, Trapping/Fishing
Psi Resist: Resolve
Ranged Attack: Vehicle Gunnery, WS Ballista, WS Handgun, WS Missile, WS Rifle, WS Thrown
Read Minds: Interrogate
Saving Throw: WS Shield
Scare: Intimidate
Scholarship: Biology, Cybernetic Engineering, Electronics Engineering, Genetic Engineering, Memory, Physics, Mechanical Engineering, Robotic Engineering
Seduce: Charisma
See the Future: Intuition
Sneak: Escape, Stealth
Sneak Attack: Armor Penetration
Steal: Hork, Jimmy Lock
Survival: First Aid, Medic, Medical Doctor
BTW, the Command skill from deadEarth does not apply to the Command ability from EC because the ability is psi witch specific and works as a form of mind control rather than a leadership skill.
deadEarth also has natural abilities and inabilities that modify skill rolls. For EC, we have to make up a new rule: When rolling a percentile ability that is a natural ability for you, switch the digits rolled (eg. 73 becomes 37). If either of those result succeeds, the roll is a success. Vice versa for natural inability - if either result is a failure, the roll fails. We won't roll for them randomly as is normally done in deadEarth character creation, though, you will only gain them from radiations.
Skill points are tricky. Encounter Critical has free percentile points you can add to your abilities, but in much, much lower numbers than the hundreds of skill points you'll gain in deadEarth. I'd say you can use any skill points you will gain from the radiation manipulations to buy percentile points, but the exact costs will have to be tested. Just looking at the amount of skill points versus the amount of free percentile points you get, every +1% to a percentile ability should cost as many skill points as the new percentage number. This will bring in some math, but I have an app for that and no one else will ever do this anyway. :D
Of course, skill points are also used as a sort of mana pool for
But we'll be making lots and lots of rulings, anyway.
deadCrit Character Creation
- Roll 3d6 in order for your nine statistics from EC, ignore attributes from deadEarth.
- Roll for your character race.
- Pick if you want to be a cave primitive, advanced creature, or a hybrid. Do not roll any mutations from EC.
- Roll for your age, height and weight according to deadEarth, which also determines the amount of your skill points and radiations.
- Do not roll for natural in/abilities, ignore the Player's Choice and do not buy skills from dE.
- Roll for your radiation manipulations.
- Pick a character class.
- Determine your percentile abilities according to the EC tables and bonuses from race, class and radiations, then use your skill points to increase abilities of your choice.
- Gain money and buy equipment per EC rules, not per deadEarth rules.
If you're not dead by now, you are more lucky than most. Good job, go die in the first session.
Let's try it, shall we? It's probably going to backfire horribly.
For attributes, we got:
13 Adaptation
10 Dexterity
15 Extrasensory Perception
8 Intellect
17 Leadership
9 Luck
12 Magic Power
12 Robotic Nature
11 Strength
Not bad rolls at all! We have very high LEA and ESP, so unless that changes dramatically, I will go for the psi witch (read "Jedi") class.
Rolling for race... 72 is a Planetary Ape. That's +1 ESP, -1 LEA, -3 MAG, +1 STR, plus later +10% Lesser Feat and +10% Great Feat. Also roll for our sex... female. So of course her name is Zira.
She could go evolved or hybrid, but the first one would decrease her STR which she will need if she wants to swing a lightsabre, and the second would be too frivolous for our first character.
13 ADA, 10 DEX, 16 ESP, 8 INT, 16 LEA, 9 LUC, 9 MAG, 12 ROB, 12 STR
Going on to the deadEarth Player's Handbook, age is rolled on a d100 where 16-60 is kept and anything else gives you some modifiers and a reroll.
13 - Roll again and subtract 50 skill points. What a great start.
78 - Roll again and add 100 skill points. This could take a while.
83 - Roll again and subtract 100 skill points.
77 - Roll again and add 100 skill points. Sigh...
94 - Roll again and add a D6 to an attribute.
96 - Roll again and subtract a D6 from an attribute. I think the dice are pulling one on me.
74 - Roll again and subtract D6 radiation manipulations.
49 - Finally!
We've seen nearly all of the non-age options on the table, but now we know that Zira is forty nine years old, which in turn means she gets -5 Moves, -1 Strength, -3 Resiliency, 960 + d6x10 skill points and 3d6 radiations. That means a grand total of 12 radiations and 1060 skill points, after all adjustments.
The addition and subtraction from attributes will not apply to the nine above, as deadEarth has a helpful table of the attributes you can change by the rolls in character creation (and those above are called statistics anyway, plus it might be overpowered to just boost or loose them and we're all about game balance, right?). Instead we'll try to mitigate the penalty to Moves, or Zira will be one really slow ape. With +4, we have much more manageable -1 Move, but still need to deal with another d6 of penalty to, hmm... You know what? Height.
But first we should roll for it. That's 48 + 6d6 inches, so Zira is 71" (180 cm) tall, -5 penalty included. For weight, we roll 5d6 on a table that is missing in the Player's Handbook (sigh), but thankfully included in the Game Master's Handbook. We get 16, so Zira's weight is double her height in pounds: 142 pounds (64 kg).
Zira seems really skinny. Maybe she was ill?
We also get attribute modifiers from Zira's height and weight, found in yet another table: +2 Moves, -1 Resiliency and -2 Strength. Looks like Zira won't be so good at lightsabre-swinging after all. At least she is now at +1 Moves.
But now on to the main event - the radiation manipulations (no, I don't know why are they called that). There is one thousand of them in the Player's Handbook (PHB), another hundred each in two Radiation Table Supplements (RTS 1 and 2) and 200 more in the fan-made Attitudes supplement (TT), plus I'll slap the hundred mutations from my Encounter Critical Advanced Mutations Table (AMT) at the end of this list for a nice d1500. Let's do this!
[1] PHB 385: Antlers. In a curious cross with area wildlife, you have gained D6 horns or antlers of your choice on your head. cost: none. range: self. effect: cumulative.
Zira only gets one, so it shall be a beautiful unicorn horn!
[2] RTS1 1004: Testosterone treatment. Roll a D6 to determine your natural masculinity. Your roll determines which radiations you should add to your list from the deadEarth Player's Handbook. On a 1 take (333) Lost, (363) Dyslexia, (184) Sailor’s nightmare, and (409) Crash and burn. On a 2 take (129) Moot, (283) Indecisive, and (204) Boot-licker. On a 3 take (114) Know-it-all, (386) Brainiac, and (781) Dumbfounded. On a 4 take (502) Troll, (924) Hypertrophy, and (286) Dense. On a 5 take (572) Vile and (966) Grotesque. On a 6 take (115) Unlucky, (575) Fameless, (600) Twist of fate, (517) Beginner’s luck, and (339) Demon guide. If your character is female add (152) Gender switch, and make it permanent. And just because you’re a man add (RTS1-02) Sexually stupid. If your character is over the age of 40 add (RTS1-01) Senile from this table. cost: none. range: self. effect: binary.
Now we're starting to see the fun of deadEarth radiations. ;) I rolled a 6 for natural masculinity.
Unhappy with her penalties to Strength, Zira took some medicine to muscle up. It didn't go so well.
PHB 115: Unlucky. From now on use one distinguishable die in all of your rolls. If that die rolls a one, subtract it and your highest die from your total. Roll your unlucky die again. If it rolls one again, something terrible will happen at the Game Master's discretion. cost: none. range: self. effect: binary.
Ouch, that is not good for our hopeful psi witch. Because abilities in EC are rolled on a d100 and not with a bucketful of d6s, lower rolls are better and thus Unlucky should make Zira reroll low numbers. So we will reword this radiation as: If you roll a 1 on your tens die (results 10 - 19) when rolling a percentile ability, reroll.
PHB 575: Fameless. Just your luck, when ever you do something cool, no one is around to see it. You renown is permanently set equal to zero. cost: none. range: self. effect: binary.
That is even worse! I said I'll treat Renown as levels, but setting poor Zira's level permanently to 0 is too cruel for me. Instead, I'll say this doubles the experience requirements for Zira to advance a level. See how kind a GM I am?
PHB 600: Twist of fate. Your luck runs in streaks. Roll a D6 every week. On a roll of 1, 2, or 3, your luck is sour. You lose D6 on all skill rolls that week and bad things will tend to happen to you at the game master's discretion. On a roll of 4, 5, or 6, your luck is in. You gain D6 on all skill rolls that week and good things will tend to happen to you at the game master's discretion. cost: none. range: self. effect: binary.
Getting +/-d6% to all percentile abilities on a week-by-week basis is not as bad as the previous ones, at least, though it is incredibly fiddly.
PHB 517: Beginner's luck. The first time you perform a skill it will automatically raise to 3D6 with no cost to you provided that you have met its prerequisites. cost: none. range: self. effect: binary.
Skills in deadEarth start at 2d6, so I say this is free +d6% to all percentile abilities, rolled separately for each. Nice.
PHB 339: Demon guide. There is a little guy on your shoulder who is telling you what to do and where to go. The unfortunate part is that he always seems to lead you to misfortune. If something bad is going to happen to someone in your group, the game master will make sure it happens to you first. cost: none. range: self. effect: binary.
Ouch once again. Zira is not lucky at all, but she is determined to survive at least the character creation! (And now I jinxed it.)
PHB 152: Gender switch. You become the opposite gender. cost: none. range: self. effect: cumulative.
Yeah, that. Maybe it wasn't just testosterone what Zira took? Given how much bad luck it brought to her, it seems like it was more of a deal with the
Zira was a psi witch all her life, she was loyal and ready for anything her order required. At least she used to be ready. Now she was growing old (she's an ape, remember) and felt her powers wavering, her body no longer keeping up with her mind. She looked at the new
It was a trap. The potion was not meant to empower her, it was meant to prepare the body and mind for possession and thus ease the incarnation of the warlock's patron into this world. The demon needed a living receptacle for his extradimensional spirit, a body and mind strong enough to hold his dark glory without burning up immediately. The warlock thought a psi witch would be perfect - already trained and accustomed to channelling power, Zira should make an exceptional vessel. And he was partially right. She was strong enough to survive the possession. She was too strong.
When the demon stormed into her, he expected little opposition. He flooded Zira's body and started to remake it in his image, turning her male and growing a horn, but then he was stopped. Zira fought back and prevailed. Unfortunately the summoning ritual was completely successful, so the demon couldn't be easily banished back beyond the veil, but he was trapped in Zira's mind, lock away and rendered impotent, or nearly so. He raged, oh how he raged. He screamed in Zira's thoughts for weeks and hurled his psychic force against the walls of his prison, but a psi witch's mind is a fortress.
But now Zira has a demon "guide" always whispering in the back of her mind and bent on her destruction. What little powers he can sneak out of the mind-cell he uses to bring all manner of misfortune on Zira's head, hoping that she will eventually loose her life or mind, releasing him to sate his wrath and lust for revenge on the rest of the world.
RTS1 1002: Sexually stupid. Flip a coin every time you encounter someone of your sexual preference. On heads, while in the presence of someone of your sexual preference, your senses, reason, resolve, intuition, charisma, guile, and influence are reduced by 3D6 each. cost: none. range: sight. effect: binary.
Sigh... I had no idea I would need to know such thing, so let me roll a d4 for Zira's sexual preference: heterosexual, homosexual, bisexual and asexual. She was a heterosexual woman and I see no reason her preferences should change along with her body, so now he's a gay man. Or maybe she's a straight trans-woman? I'm confused and quite sure someone will yell at me for this. Let's keep calling her "she" because she still thinks of herself as a woman, even though her body is now male. Stupid demon-based gender-bending.
Gives -9% to Appease, Argue, Clue, Crowd Manipulate, Logic, Psi Resist, Seduce and See the Future around men. Oh goody.
Onwards!
[3] TT 1380: Phthisis. You have contracted a strange wasting disease similar to tuberculosis of the lungs. Every D6 days lose 1 Strength, Resiliency and Moves. When resiliency is reduced to 0 you die. A doctor can save you with a difficulty 24 roll. With a difficulty 36 roll you will even recover your lost stats at one point per month. Cost: none. Range: Self. Effect: Cumulative.
Do you see now why surviving the character creation in deadEarth is kind of a big deal? And we're only at the third radiation out of twelve! Or maybe it's working as intended, with an inbuilt side quest right off the bat? No? Never mind.
After Zira's order, the Sisters of the Sabre, realised what she had done, they drove her out of the temple that was her home since she was a child. Devastated, humiliated and unable to stop her life from crumbling before her very eyes, Zira became homeless and hopeless. She slept on the streets, she wandered aimlessly in the back alleys of the city that once seemed so welcoming to her, she skulked in shadows and draped herself in rags as every stare seemed accusing to her. She was always hungry, soaked and chilled, despairing and barely sane as the demon continued to claw on her psyche. Her body eventually gave way.
And now we also know why she's so skinny.
[4] PHB 673: Radiation grab bag. Roll a D6 and apply the following condition according to your roll: 1) Remove a radiation of your choice from your list. 2) Remove a random radiation from your list. 3) Roll on the radiation table. 4) Roll twice on the radiation table. 5) Roll twice on the radiation table, but add only one of the rolls to your list of radiations. 6) Remove a radiation of your choice from your list of radiations, then roll on the radiation table. cost: none. range: self. effect: temporary.
Life on the streets is not kind and some of the rain might have been radioactive. Rolling 4...
PHB 622: Radiation aging. From now on, each radiation you gain effectively adds five years to your age. cost: none. range: self. effect: binary.
Okay, Universe, I get it. This was a bad idea from the very start.
Imprisoning a spirit in your mind is no small feat. It drains your energies every second of a day, without respite. You have to dig deeper and deeper into your reserves, until you burn your very life force just to keep going. Zira can feel it, her life slipping away as it's spent to mitigate the damage of a demon rampaging within her soul.
PHB 504 Damage control. If an attacker successfully damages you, roll your Running against their attacking roll. If you beat their roll, you will lose no hit points. cost: none. range: self. effect: binary.
Running translates to Lesser Feat roll to avoid damage - Zira was a nimble one in her younger days! Also she ages five years, so now she's 54. That pushes her to the next age category for further -2 to Moves, Resiliency and Strength.
[5] PHB 978: Jack of all trades. Remove all natural abilities and inabilities. All of your skills 2D6 or below are now at 3D6 and cannot be advanced beyond 6D6. cost: none. range: self. effect: binary.
That one's tricky. I will say it means Zira will have all her percentile abilities in the 30-60% range, no less and no more. We'll see how good or bad that will be later, after the radiation ordeal is done.
Younger Zira was good, but not exceptional in anything. She was too rash and impatient for that. She wanted to know and try everything, she wanted it now. She learnt a bit from every form of lightsabre combat, but had truly mastered none of them. She was trained in many psychic powers, but always ran from her teachers when another discipline caught her fancy. She was enthusiastic and not really thinking about the consequences.
This might be one of the reason why she ended up with a demon in her brain. It would be a valuable life lesson, if it wasn't rapidly killing her.
Five more years of age and now Zira is 59 years old with 5 Strength total and -8 modifier to hit points (those are rolled for your class, which we didn't pick yet). And if you think this is the game conversion not working, then no, that's not the (whole) problem. With so many penalties as Zira amassed, she would be way below zero even if she rolled attributes in core deadEarth.
We can even try it - you start with 2d6 Moves, 1d6+3 Resiliency and 0 Strength. So pure deadEarth Zira would have 5 Moves, -2 Resiliency and -7 Strength. At 0 Resiliency, you have a chance each day to die from a common disease or infection. At -1 Strength, you are crippled and cannot move under your own power. deadEarth is truly the most realistic and balanced game of them all.
[6] RTS2 1181: Ravenous. You now require 4 rations per day to survive. Add 10 pounds to your weight each month. cost: none. range: self. effect: binary.
I don't blame her that she eats as much as she can while there is something to eat, after starving on the streets for who knows how long. Putting on some weight will do no harm to her, anyway.
She also reached the end of the age table, so no more stat penalties for her.
Probably. Maybe. I don't know.
There is this one rule in the deadEarth Player's Handbook: Every year after the age of 40 apply a -1 modifier to either resiliency, strength, or moves. But there are values for starting stats adjustments up to the age of sixty, so it wouldn't make sense to also decrease random stats. If you rolled a starting age of 60, you would immediately get -20 to random stats in addition to the penalties on the age table! Maybe that sentence is applicable to years of in-game time, not to unnatural ageing during character creation? Yeah, let's go with that.
[7] PHB 354: Fervor. You may not be as skilled, but you try much harder than anyone else. Add 1 to all rolls. cost: none. range: self. effect: cumulative.
Oh! Something nice for a change! And it corresponds nicely to what we've learnt about Zira so far.
[8] RTS1 1041: Corrupt. Add D6 to guile and forgery. Subtract D6 from charisma. cost: none. range: self. effect: binary.
The demon is whispering, always threatening and tempting and giving advice that would lead her right off the slippery slope.
Gives +5% Argue, +4% Fake, -1% Appease and -2 Seduce.
[9] PHB 969: Slippery. Your skin secretes oils which keep it very slippery. Any combat maneuver which involves grabs, holds, etc. are at -2D6 to perform. +2D6 to escape. Clothing tends to be uncomfortable; if armor heavier than leather is worn, -2 moves. Your skin also tends to be reflective due to its sheen: -D6 to hide. cost: none. range: self. effect: binary.
Zira has a slick, matted fur that is nothing like the gossamer, perfumed fur of the lady-apes you'll often see on the streets, and she's well aware and ashamed of it. This might help to explain her awkwardness with all men, in addition to now being a male herself. Though she should really get over it, with this radiation her age is 79. Greasy fur does help in fight, however, and also makes water slide right off her body. She's native to the rainy City of Thunders in northern Vanth, so that's appreciated.
Gives -6% Melee Attack for grappling, +8% Sneak and -3% Invisibility.
[10] PHB 104: Supernova. When you die you will explode in a burst of energy. Anyone or anything within 10 feet of you will suffer 6D6 energy damage, 5D6 within 20 feet, and so on, reducing by a D6 for every 10 feet. cost: none. range: 60 feet. effect: binary.
That one can be taken word for word, I think.
The trapped demon burns with horrible hatred, waiting until he can finally burst free of this meaty prison and spread carnage in the world that he should have ruled. The second Zira dies, the demon will manifest in a column of flames and quench his thirst on the ashes of anyone nearby.
[11] PHB 267: Negative influence. Your pessimistic attitude affects everyone around you. Anyone performing a skill in your company must subtract a D6 from their roll, except you. cost: none. range: others in your presence. effect: binary.
Of course Zira has negative influence on those around her, she barely contains a demon in her head! All nearby creatures can sense him and will take -d6% to all percentile abilities from the distracting aura of malice.
[12] AMT 1448: Halo. Either a circle of holy radiance (take half laser and phasic damage), or a triangle of black, evil fire (take half fire damage). Equal odds.
That's one of my extra EC mutations, plus I rolled the evil variant! Zira is so consistent!
The single horn on Zira's forehead is surrounded by black fire, a mark of Glasya-Labolas of the Black Flame, Duke of the Bottomless Pit, Destroyer of Avarnach and First of the Dark Stars. The Sisters of the Sabre expelled her after recognising the mark and all implications thereof. The second she dies, Glasya-Labolas shall be released upon Vanth and all shall be consumed in black fire.
Whew, she survived, even though she's possessed, unlucky, slowly dying of tuberculosis and ninety four years old. But we still need to go over her class, abilities and equipment!
She's obviously a psi witch.
The qualifying stat for psi witches is ESP, which Zira has high enough to get a +10% Experience Bonus. She also starts with 2d6 hit points, and this will be a risky roll, because she has a -8 HP penalty from her advanced age, so she needs to roll at least 9 to avoid dying from too few hit points. If that happens, I say she succumbs to her consumption just before the start of the adventure, and the rest of the party can go investigate the mysterious black explosion that levelled up the tavern they should have had a meeting at, and maybe even find the trail of burned bodies that Glasya-Labolas will leave behind.
9
Wow. Zira gets a glorious single hit point, but she still lives, against all odds. She might have cross-mutated with a cockroach when we weren't looking.
13 Adaptation
10 Dexterity
16 Extrasensory Perception
8 Intellect
16 Leadership
9 Luck
9 Magic Power
12 Robotic Nature
5 Strength
Race: Planetary Ape
Class: Psi Witch
Hit Points: 1
Level: 1
Experience to Advance: 1062
Psi witches get several unique percentile abilities, plus they may use normal abilities in "psychic ways". For example Clue might work as sensing latent emotions or imprints of past memories instead of simply searching for clues, while Read Mind actually reads the mind and not just senses motive from body language.
We now have to reference our stats with tables in EC rulebook to find the level of all our percentile abilities, then modify them with the radiations we've rolled.
Alchemist: 30% (base 17%, +4% Beginner's Luck = 21% without Jack of All Trades)
Appease: 58% (base 56%, +3% Beginner's Luck, -1% Corrupt)
Argue: 47% (base 40%, +2% Beginner's Luck, +5% Corrupt)
Blind Attack: 37% (base 34%, +3% Beginner's Luck), later bought up to 50%
Camping: 60% (base 63%, +3% Beginner's Luck = 66% without Jack of All Trades)
Clue: 30% (base 20%, +1% Beginner's Luck = 21% without Jack of All Trades)
Command: 60% (base 77%, +18% Interaction, +6% Beginner's Luck = 101% without Jack of All Trades)
Command Energy: 51% (base 49%, +2% Beginner's Luck)
Command Matter: 52% (base 48%, +4% Beginner's Luck)
Conjure: 30% (base 2%, +4% Beginner's Luck = 6% without Jack of All Trades)
Consume Alien Food: 30% (base 10%, +1% Beginner's Luck = 11% without Jack of All Trades)
Crowd Manipulate: 60% (base 64%, +18% Interaction, +6% Beginner's Luck = 88% without Jack of All Trades)
Enrich: 30% (base 17%, +2% Beginner's Luck = 19% without Jack of All Trades)
Experience Bonus: 30% (base 1%, +10% high qualifying stat, +1% Beginner's Luck = 12% without Jack of All Trades)
Great Feat: 30% (base 1%, +10% Planetary Ape race, +3% Beginner's Luck = 14% without Jack of All Trades)
Guard: 60% (base 58%, +2% Beginner's Luck)
Happenstance: 30% (base 20%, +1% Beginner's Luck = 21% without Jack of All Trades)
Invisibility: 60% (base 68%, +4% Beginner's Luck, -3% Slippery = 69% without Jack of All Trades)
Labor: 60% (base 78%, +1% Beginner's Luck = 79% without Jack of All Trades)
Lesser Feat: 39% (base 25%, +10% Planetary Ape race, +4% Beginner's Luck), later bought up to 49%
Logic: 60% (base 65%, +3% Beginner's Luck = 68% without Jack of All Trades)
Machine Friend: 37% (base 32%, +5% Beginner's Luck)
Meld: 51% (base 50%, +1% Beginner's Luck)
Melee Attack: 30% (base 27%, +1% Beginner's Luck = 28% without Jack of All Trades)
Mistaken Identity: 30% (base 11%, +3% Beginner's Luck = 14% without Jack of All Trades)
Monster Friend: 30% (base 20%, +6% Beginner's Luck = 26% without Jack of All Trades)
Psi Resist: 47% (base 41%, +6% Beginner's Luck)
Psychic Implant: 41% (base 37%, +4% Beginner's Luck), later bought up to 42%
Ranged Attack: 55% (base 50%, +5% Beginner's Luck)
Read Minds: 46% (base 42%, +4% Beginner's Luck)
Restore Courage: 60% (base 69%, +18% Interaction, +1% Beginner's Luck = 88% without Jack of All Trades)
Saving Throw: 53% (base 48%, +5% Beginner's Luck)
Scholarship: 35% (base 34%, +1% Beginner's Luck)
Seduce: 60% (base 66%, +18% Interaction, +1% Beginner's Luck, -2% Corrupt = 83% without Jack of All Trades)
See the Future: 30% (base 6%, +2% Beginner's Luck = 8% without Jack of All Trades)
Sneak: 48% (base 36%, +4% Beginner's Luck, +8% Slippery)
Steal: 30% (base 13%, +2% Beginner's Luck = 15% without Jack of All Trades)
Survival: 43% (base 39%, +4% Beginner's Luck)
Unpleasant Order: 60% (base 57%, +5% Beginner's Luck = 62% without Jack of All Trades)
We also shouldn't forget the conditional -9% penalty to Appease, Argue, Clue, Crowd Manipulate, Logic, Psi Resist, Seduce and See the Future around men that Zira takes from Sexually stupid.
Unarmed Damage: 1d3
Melee Damage Bonus: -4
Ranged Damage Bonus: 0
Lbs. of Psychic Force*: 1
Interesting. Jack of All Trades cripples some of Zira's best abilities, but it also makes her somewhat competent at anything she tries. And stuff like Great Feat, See the Future or Steal benefits quite a bit from it.
But we also have 1060 skill points to spend because Zira got no activated radiation manipulations and thus has no reason to keep them.
We could boost our pitiful 30% Melee Attack, but that does nothing to mitigate the damage penalty from low Strength, or the unpleasant fragility of a single hit point. Zira won't be a lightsabre-wielding swordswoman, but at least her Ranged Attack and Ranged Damage Bonus are not outright abysmal. If she can get a solid ranged weapon, she might pull off a wandering sniperwoman.
However, Zira will need her Blind Attack to advance in character level, and Blind Attack applies to both melee and ranged as long as you can't see, as far as I can tell. Let's boost it to 50% for 572 skill points. Zira's Ranged Attack is still a bit better, but now she can more or less ignore lighting conditions in a fight.
We should also boost Lesser Feat, because not only is it used for all cool stunts, Zira can also use it to dodge thanks to Damage control. So for 445 skill points, we'll buy it up to 49% (we don't have enough skill points to get it up to 50%, sadly).
That leaves us with 43 more points and that's not really enough to buy anything cool, so instead we'll go for the least amount wasted and buy +1% Psychic Implant for 42 points.
That actually seems to be working pretty well!
Zira gets 600 gold credits to spend on her starting equipment. First of all, let's get a weapon:
lever-action rifle: 1d12+1 damage, range 35"/180", price 374 GC
ammo for 2 battles**: price 8 GC
Zira has such a low Strength that she cannot wear any armour properly. In the original Encounter Critical rules, the lowest Strength requirement for suits of armour was 8, so we need to look at the extra armour chart in the module Asteroid 1618 for lighter (and pretty expensive) armour that Zira can use without penalties. And I don't want to have an EC character without a utility belt, because them pouches!
molecule vest: kinetic defense 30%, energy defense 15%, price 200 GC, requires 5 Strength
utility belt w/pouches: price 5 GC
Rations are 1 GC per day, but Zira needs four times that, so she can only afford food for three days. And for her last gold credit, I think she deserves a swig of ale for all her troubles.
rations x12
ale x1
And finally, let's roll once on the table of extra gear, just for fun: 146.
cool-looking scars
Nice!
That was really, really fun and really, really long. Zira survived a total of twenty one radiation manipulations and ended up as a more or less playable EC character.
Would I recommend the radiation manipulations from deadEarth to anyone trying to spice up their character creation? No. But there is some strange, masochistic charm in the unplayable, deranged results they seem to consistently produce. If you want to punish your players with really nasty mutations, deadEarth might be an inspiration.
*) Psychic Force is supposed to give the GM a rough idea of how much a psi witch can do with her Command abilities.
**) Ammo in EC costs 1/100th the cost of the weapon per battle. Pretty simple and handy.
17 September 2019
Super Duper Heroics
I wanted to try something different. The players could still choose between three powers or two powers and a sidekick, but then we went over to the Superpower Wiki, which has a
that can be used to give any aspiring cape a nice random power loadout. Of course, some deliberation is needed how to interpret or limit some powers, and stuff like Omnipotence or Author Authority should be rerolled outright, but generally it worked out well.
Case in point, Paper Princess rolled three powers:
High-tech Alien Exoskeleton: The power to own a high-tech extraterrestrial armour.
Paper Bullet Projection: The power to fire bullets of paper.
Illusion Manipulation: The power to create illusions.
She was a university student who happened upon a misplaced, mysterious book in the library. When she attempted to open the book, it exploded into a storm of loose papers that encased her in an armour of paper. She quickly learned that the armour transforms back into a book when doffed, gives her a little bit of strength and protection, and that she can shoot the surprisingly sharp sheets as blades or form various distractions by shaping the paper into objects and barriers.
She went on to become a hero, except that her decisions in the course of play were ultimately informed more by her huge student debt than by heroism.
Of course, not everyone ended up so consistent. Another player decided for the sidekick option and rolled Black Lips:
Shadow-metal Breath: The ability to release metal and shadow from one's mouth.
Indexing: The power to encode and preserve any and all sources or information, history, data, etc.
He was a teenage emo with perfect memory and pretty scary breath weapon. His mother forced him to take on Little Bugger, his younger brother, as a sidekick.
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| From Astro City. |
All in all, everyone seemed to have fun playing with an unorthodox powerset, and you could use randomized powers to inspire a build even in much more rules-heavy game. So, who would your villain or vigilante be?
*) More like professed superheros, really.


























