20 July 2020

More Magical Trinkets

Continued from here.
 
 
d50 Trinkets
  1. A seed that can be pressed into the stump of a lost limb to regrow a functional replacement limb of twigs and branches. When pressed into a neck stump, will give the corpse the head of an obedient, dim-witted servant.
  2. A pouch of builder-seeds. When planted, will grow into any desired (if wooden and a bit leafy) furniture or fixture in only a few minutes. Normally can only create wooden walls, but if loose rocks are available, the branches will pick them up as they grow and fashion a wood-mortared stone wall.
  3. A wineskin of bitter wine. When spilled over a surface, causes an overgrowth of grass, moss, flowers, bushes and vines. When poured on seeds or existing plants, they rapidly grow to massive size.
  4. An endless box of matchsticks.
  5. A small vial of Midas' venom. It transforms living flesh, and only living flesh, to gold.
  6. A soup stone. Boil it with nothing but water and get a delicious soup. Unlimited use, new flavour every day.
  7. A ship in a bottle. When the bottle is broken, the ship rapidly regains its normal dimensions.
  8. A statue that will move behind your back when nobody is paying attention. It does nothing else, just stand there right behind you. No burden or bondage seems to stop it.
  9. A splendid ring. If someone voluntarily accepts this ring from you as a gift, they count as charmed by you for as long as they own the ring.
  10. A pouch that always contains something completely useless in the current situation. The items you take out always go quickly missing.
  11. A violin that turns you invisible as long as you play it.
  12. A jar of endless lava. It drips veeeeery sloooooowly when spilt.
  13. A compass that always points to the most dangerous nearby place.
  14. A small blue key. Any door can be opened with it, but will only lead to a tiny extradimensional broom closet.
  15. Several sheets of blank paper. When the blood of a dying creature touches the paper, its soul is trapped within and the paper folds into an animate origami of that creature.
  16. A rug that acts as quicksand. The creatures or items lost in it are never seen again.
  17. A small wooden box. As long as you stand on it and continue speaking without a pause, nobody will try to interrupt you.
  18. A threadbare dress jacket. As long as you wear it, people will loudly and angrily argue against anything you say, no matter their actual opinions.
  19. A phylactery. How did the lich manage to loose it, anyway? Are you sure you should be carrying it around?
  20. A very snobbish skeleton butler. Once you acquire it, there's no way to get rid of it. It will serve you tea, right now.
  21. A blade of glass. Deals d6+10 damage, but shatters on the first hit.
  22. A blade of grass. When you hold it and concentrate, all nearby grass, leaves, petals and needles become razor-sharp.
  23. A misenchanted arrow. When fired, will seek out its target and circumvent all obstacles, then barely miss, turn around and miss again, ad nauseam.
  24. A cursed arrow that teleport-swaps the archer and the intended target when shot.
  25. Fairy dust. Anyone sprinkled with it will firmly believe they can fly.
  26. Pixie dust. Once you have it, there will always be more in your pockets. Can be thrown on someone to cause them minor discomfort, like itching or sneezing.
  27. A small earthenware jar. You can put any number of things of any size inside without making it heavier, but the only way to get things out is to shatter the jar, spilling all the contents.
  28. A breed-dagger. Any wound it causes spills stinging insects, not blood.
  29. A dagger that drinks in any poisonous/venomous/caustic substance when dipped/stabbed into something. Will drip with the substance until it drinks a new one.
  30. A tankard that prevents any liquid you drink from it from having an effect on you.
  31. A small doll in a brightly coloured dress. You possess and animate it when you sleep.
  32. A canary in a cage. It dies at the lightest hint of a poison, disease, harmful gas or other such danger, but comes back to life when you next rest.
  33. Two small chests. Whenever you lock them, their contents swap.
  34. A small pouch of holy spice. Flavour a meal with it to absolve it of all related sins (non-kosher, cannibalistic, etc.). Angels often use it to enjoy a hearty soul-based meal.
  35. Powdered unicorn horn. Snorting a line makes you metaphysically pure, innocent and virginal for all magical purposes. Lasts until you do something even tiny bit bad (like attacking or swearing).
  36. Dried demigod testicles. Swallowing one grants invulnerability to damage and a feeling of total invincibility until you fall asleep. Once you come down, take double damage from all sources. No known way of curing the addiction, but you could try to get your next fix.
  37. A wheelchair of power. As long as you sit in it, all your stats are increased to 16 / 5, but every time you roll an attribute check, there is a 1-in-6 chance that you won't be able to use you legs ever again.
  38. A fire axe. Can chop flames into neat, portable chunks.
  39. A jar of nightmares. When you open it, everyone nearby (you included) is plunged into the deepest Dreamlands.
  40. An apothecary weight. It cannot be lifted by anyone or anything, save for its rightful owner. It is not crushingly heavy, just cannot be lifted.
  41. A wand of useful tools. Can transform into any small tool, like a hatchet or metal file. When empowered, can also form larger tools like a ladder or jack-hammer.
  42. A scroll of omnipotence. Details a small part of a dangerous ritual to become omnipotent. Should you finish the bit of the ritual, you have a 1-in-20 chance to gain a minor magical power and the instructions on the scroll change to the next bit. Can be used any number of times, but the tasks will get harder and deadlier.
  43. A potion of murder moss. Any surface it touches is instantly covered in blood-red, carnivorous moss. Unless completely burned, the moss will spread slowly, or rapidly when fed flesh and blood.
  44. A stub of chalk. Any space enclosed by its drawing (like a circle on the floor) is slowly divested of air, until a bubble of vacuum forms. It will collapse if the line of chalk is broken.
  45. A flesh-bang. When the pin is pulled, it explodes into a shower of gore and meaty tendrils. Those who succeed on their Save are covered in blood and viscera, those who fail are conjoined with the web-like growth of cancerous flesh.
  46. A box of equivalent exchange. When you place an item inside and close the lid, it is replaced with a completely different item of roughly comparable value. When you insert an item and enough money, you will receive a similar but better item in exchange. It doesn't work with items that you gained from previous transactions.
  47. A syringe of liquid beehive. When injected into living flesh, it will rapidly mutate, developing new orifices and spawning a brood of red bees. The bees are friendly to the creature they live in; they will help it drive away threats and even share their blood-honey, if there are enough flowers to make it.
  48. A jar of brilliant paint labelled "Wizard's Heavy-Duty Anti-Scratch Wonder". Anything coated in it is completely immune to objects and effects of similar colour.
  49. A jar of faded paint labelled "Wizard's Heavy-Duty Anti-Scratch Wonder". It expired a long time ago. Anything coated in it is doubly affected by objects and effects of similar colour.
  50. A single link of chain that becomes a heavy iron ball chained to the leg of anyone it strikes.

15 July 2020

His Flesh

He was a titan. He was a god. He was struck down by his brethren and trapped in these unhallowed halls. He was drawn and quartered and tortured and butchered and eventually, more or less, killed.
 
 
His meat and fat was cooked and devoured in the greatest feast this place has ever seen. Many a strange creature participated in the unlikely peace of this feast, all forever bound by a profound sense of fellowship. Those who tasted his flesh may always request a parley with one another.

His right hand has never stopped moving, and was stolen before the great feast was over. It now resides in the Endless Archives, tended to by the Archivist Monks who provide it with ink and papyrus, and study its scrolls of knowledge and foreknowledge.

His left hand was taken by Wlchzmlk the Cripple Queen. She later became known as She-Who-Touched-The-Sun, after she managed to escape this underworld and reach the mythical surface world so far, far above. Of course she eventually returned, as all wayfaring, wayward denizens do.

His legs were gobbled up by K'irssa and H'yshra, two Sisters of the Worm. For their gluttony, they were imprisoned in hanging cages where the Worm cannot free them. He is sure to reward anyone who would bring his Sisters back.

His skull and ribcage used to be worn as an armour by Umm Burhyaa Ra'ar al-Muscati, the Lichloved. Since her peaceful death, they have been interred in her tomb, along with other treasures beyond belief and an army of husbands and slaves.

His brain was sold to the dErO, who made it the core of their thinking machine. Any psychic can reach through the machine to all others. In fact, the dErO insist you do so. Yes, you!

His right eye was given to the nameless beholder, to quell his rage after he lost his central eye in a failed assassination attempt. It doesn't negate magic, it bends and warps and empowers it.

His left eye was swallowed by a fungal ambassodile for safekeeping. No one has yet acquired the proper deed to collect it.

His third eye has escaped and evades capture to this day, wandering the tunnels and mazes aimlessly, or maybe with an inscrutable goal.

His teeth were made into 47 daggers for the 47 name-thieves, each inscribed with the true name of its wielder.

His tongue was gifted to the golem lord Faragó Nándor, bringing back his eloquence lost in an unfortunate deal years before.

His lungs were claimed by the Bodhisattva of the Third and Seventh Winds, for purposes unknown. His meditations are not to be disturbed.

His stomach was eventually acquired by the Guild of Biomancers, who use it to brew their many drugs and draughts. Ask your local vendor!

His liver was personally prepared by the divine chef Palxaochitli and shall be served only to the champion of the Night Games. The meal is as of yet unclaimed.

His spleen was eaten by an unknown adventurer, yet it proved too powerful for her feeble frame. It gave her immortality in exchange for her sanity, and still sits undigested in her stomach, wherever she might be.

His kidneys were saved for the engagement banquet of Lord Eldar and Lady Aerith. Two stones were found in the kidneys and set into rings of orichalcum, then exchanged at their wedding. No elf can refuse an order given by a wearer of one of those rings.

His bladder was crafted into a hot air balloon by the dwarven brothers Urist and Cog, another of their many ill-fated attempts to escape the underworld.

Many an attempt was made to eat his pancreas, yet everyone failed, as those who take a single bite loose both their desire and need for nutrition, forthwith and forever. What might result from somebody eating more than a mouthful is the subject of much debate and speculation. Lately, baron Von Totenkopf led a successful heist and absconded with the pancreas. He is presumably hiding in the ghoul quarters, the bounty on his head ever-rising.

His skin was flayed, stretched and dried into a parchment, then scribed with all the curses he uttered with his dying breath and bound into a book of horrid magics.

His hair were burnt as an offering to Os and Oa, the conjoined demon-gods. If any bits of his hair were found to still remain, burning them might bring a blessing of the demon-gods.

His intestines were used to bind Yog-yiacarhu, Who-Lurks-In-Corners, and were the first thing to ever pin xyr in place. Unfortunately, many lengths of the intestines were since stolen from xyrs prison, and xe may very well tear free, should even one more loop be removed.

His penis was won in a bet by Barad the Bawdy, a party animal* extraordinaire. It became the pride of his collection of curios and memorabilia, after he realized that getting it grafted on is unfeasible. Barad loves to tell this anecdote to all his party guests, and those that don't laugh tend to become a part of the menu.

His testicles were seized by the Dark and used to breed all manner of Darkspawn. Anyone can challenge the Dark for the ownership of the testicles, but nobody yet dared and lived.

His scrotum was made into a sack, said to bring back to life anything dead placed inside. It is rumoured to be among the possessions of the Last Holy Priest.

His heart has been fed nectar and ambrosia, growing ever mightier and more humongous. When you press your ear to any piping, you can hear its distant beating as it pumps water and oil and blood and steam and sewage throughout the whole dungeon.

His soul has been trapped in a machine of black iron, its main chakras pierced by seven lances of magical metals. They focus his boundless pain and burning hatred, channel them into a heat exchanger to generate steam for heating the dungeon and powering its many traps and lifts and subsystems.

His blood, sweat, tears, lymph, urine, semen, cerebrospinal fluid and snot were preserved and portioned into countless vials. Each of the liquids is ascribed a plethora of beneficial properties, and any remaining vials might fetch a high price from the right buyer.

His cerumen was made into nine times nine foul candles. Lighting one produces horrid screeching and ringing that drowns out all other sounds and prevents concentration of anyone nearby. Longer exposure results in lasting tinnitus, severe migraines, and finally madness.

The leftovers were fed to the rats. None can say for sure, but it might have spurred the sudden and rapid development and procreation of ratlings, making them the nuisance they are today.

 
Everyone knows he is not dead, just biding his time. Maybe the prison of his soul will be damaged, and he will pull his body back together. Maybe some fool will consume enough of his corporeal remains to inherit his spirit, as well. The question is when, not if.

He is still a god, after all.


*) Literally.

23 June 2020

Everybody Was Kung-Fu Fighting

If you haven't seen Spwack's Finders Keepers, go have a look. The character generator is absolutely glorious.

Demon Flips the Cart style
From Kill Six Billion Demons.
 
Anyway, I've recently seen such wonderful films as the Invincible Armour or the Five Deadly Venoms, and they got me thinking that Finders Keepers lacks some nice, dirt simple martial arts. Thus the list below. As it was envisioned for an Into the Odd adjacent rule set, it assumes hp as stamina - very low and easy to recover after a fight, plus you only start taking real injuries once you are at 0 hp. But it wouldn't be an OSR if you couldn't tweak the table to fit into your own wuxia game.
 
From Exalted.
    
Instead of a weapon, you can start proficient in a martial arts style. You can use one style at a time and it takes an action to switch between styles you know. No weapon-based martial art styles were included, so you can only use martial arts while unarmed and unarmoured. If one of your party members knows a different style than you, you can train with them and gain that style once you level up / spend enough XP.

Each martial art comes with a trick, many of which do something with no save / no roll, or grant some immunity. When two martial artists fight, a perfect defense always beats a perfect offense. Thus if a Jiu-Jitsu user tried to knock prone a master of the Jade Mountain Stance, they would fail. Otherwise, you can use the tricks at will.

Optional Rule: Odd Stunts
If you describe your attack in a cool way that incorporates your surroundings (kicking a table at your foe, running up a wall for a backflip kick), the GM may enhance your damage roll.
 
Elemental Bending: Fire style
From here.
 

d60Style NameDmgTrick
1Aikidod6When you successfully dodge an attack, you redirect it back at the attacker.
2Capoeirad6When reduced to 0 hp, immediately gain an extra turn. You may drop to 0 hp at will.
3Celestial Monkey King styled8Once per enemy, you may disarm, trip or pickpocket them with no save.
4Charcoal March of Spiders styled8When you roll max damage, you may remove one of your foe's magical or combat abilities until they rest.
5Demon Flips the Cart styled8You can automatically succeed on a STR check by dropping to 0 hp.
6Dreaming Pearl Courtesan styled6Step up damage if you're prim and proper, and again if your foe could be sexually attracted to you.
7Elemental Bending: Air styled6You can push air to project your strikes at range. You can double jump.
8Elemental Bending: Fire styled6Your strikes can deal fire damage. You take half damage from fire and heat.
9Elemental Bending: Metal styled10Metal weapons shatter when they strike you. Still take the damage normally.
10Elemental Bending: Water styled8Breathe and move freely underwater.
11Elemental Bending: Wood styled8Plants never harm, snare or slow you down. You can climb trees and move between treetops at full running speed.
12Falling Cherry Blossom styled6You fall as a feather and can jump or glide long distances.
13Fierce Horse Soul styled8You run as fast as a horse and can run forever without tiring.
14Five Deadly Venoms: Cd8You may decide to impair your damage, but attack everyone in reach.
15Five Deadly Venoms: Lizard styled6You can run on walls and ceiling until you stop moving.
16Five Deadly Venoms: Scorpion styled8Your strikes can deal either bludgeoning or piercing damage. Roll damage with advantage against unsuspecting foes.
17Five Deadly Venoms: Snake styled8Your strikes are fast nobody can even see you move. No counters, dodging or defensive actions are possible.
18Five Deadly Venoms: Toad styled6Take 1 less damage from all sources.
19Five Dragons As One styled6For each ally in the fight that also knows this style, gain +1 damage, to a maximum of +4.
20Head of John styled6Your head is completely invulnerable, both to physical and mental effects.
21Hungry Ghost styled6Ignore all special defenses (like intangibility or invulnerability).
22Jade Mountain Stance styled6You cannot be moved, tripped, etc. Gain a free attack against anyone who would try.
23Jiu-Jitsud6You can knock prone anyone, no save, as long as you also fall with them. You deal full damage in a grapple.
24Judod6When you roll higher than your foe, you may decide to deal no damage and instead reposition them with no save.
25Karated8If you have enough time to properly concentrate, you can punch through any inanimate obstacle short of adamant.
26Ki Ratad12Whenever you roll 10+ on a damage die, add another die. If you roll 3+ dice in a single attack, all the bones in your arm shatter from the strain.
27Kickboxd8While at full hp, reroll all 1s.
28Krav Magad10When you roll higher than your foe, you may decide to deal no damage and instead disarm a weapon-wielding attacker.
29Krayu Matd8You can spend a round focusing your ki to fire a beam of pure energy on your next turn, dealing your unarmed damage to everyone in a line.
30Kung-Fu: Crane styled8Your attacks have reach as a spear. You never need to roll for balance.
31Kung-Fu: Dragon styled10Murder one low-level mook per round, no questions asked. Must be indistinguishable from all other mooks.
32Kung-Fu: Mantis styled8When you roll max damage, you may maim your opponent.
33Kung-Fu: Panda styled8Advantage on STR saves with your hands pressed together.
34Kung-Fu: Tiger styled8Your strikes can deal either bludgeoning or slashing damage. Roll damage with advantage when you can run and pounce at your foe.
35Laughing Wounds styled10If you die in combat, you may continue fighting for 5 more rounds while laughing madly.
36Leisure Kicks styled6When you roll max damage, you may reroll the damage and send the target flying.
37MMAd8Once ever, when you fight another martial artist, you may decide that you know the trick of their style.
38Muay Thaid10Make a free attack when an enemy retreats or moves past you.
39Ninjutsud6You can climb nearly anything without a roll. Only impossible climbs require (and always allow) a roll.
40Old-school Fisticuffsd8When you drop a foe to 0 hp, make an extra attack.
41Pankrationd8Take no penalties from tight squeezes, being prone, grappled, engulfed, or tied up.
42Pattram Sword Hand styled10When you deal max damage, cut off a limb of the victim's choice. This style is considered evil and its adherents often persecuted.
43Peasant's Pathd6You can teach this style to anyone within a week at no XP cost.
44Porcelain Fist styled8You may deal max damage by taking half that yourself.
45Pressure Point styled8When you reduce a foe to 0 hp, they are completely paralysed until they can regain hp.
46Prismatic Arrangement of Creation styled6Choose one damage type other than bludgeoning. While at full hp, you are completely immune to it.
47Senjutsud8You are never surprised and always act first in an encounter. You can sense nearby danger.
48Soul Reaper styled6Once you strike a foe, you can freely teleport behind their back as a move until the end of the encounter.
49Straw Stops Sleet styled6Immune to ranged attacks if aware of them. Your choice of dodging, deflecting or catching them.
50Taekwondod6When you attack, deal the higher of your damage roll and your opponent's roll.
51Tai Chid6You can walk on top of snow, or twigs and leaves. You can run water surface. You leave no footprints.
52Tenfold Ebon Shadow styled6The first attack you ever make against each individual enemy deals 1d20 damage, but only if you know their name.
53Void Lotus styled6Specify a duration to lock yourself out of time, becoming inviolable. If you have an immovable rod, you also become locked in place.
54Vulcan Nerve Pinch styled6You can forgo doing damage to instead stun the enemy for half the rolled number of rounds.
55Way of the Mastersd8You can teach this style to any animal, and talk with any animal that knows this style.
56White Hand styled6Your hand counts as a shield. "Sundering" doesn't destroy your hand, but you will have to meditate to recover.
57Wrestlingd6A flashy finisher can instakill anyone at 0 hp with no save and force their allies to roll Morale.
58Zui Quand6When drunk, you automatically counter-attack against all enemies that strike at you.
5925 Purities Pathd6As long as you lead an ascetic life, you are immune to poisons, diseases and ageing. You also need only half rations.
6049 Empty Palms styled8Your attacks count as blessed if you ask for forgiveness before attacking.


From Doctor Strange.
 
As a side note, this is quite useful.

13 June 2020

Ancient Artifacts of Stupendous Science

There are interesting gadgets that your players can find when prowling the wasteland, and then there are these things. They were rare and expensive before the Turn, and now they are the most prized possessions of the most powerful water barons, the sacred relics of hidden arcologies, or long lost in forgotten vaults.

Some might be a treasure in the big bad's lair, some a treasure the big bad seeks. Some will be the crux of their evil master plan.

All can surely be used for many a shenanigan.
  
A cruciform.
I've stolen this one wholesale from the Hyperion Cantos.
If you haven't read it, I highly recommend that you do.
 
d20 Artifacts
  1. Bioprinter: From a single droplet of blood, this device can recreate and clone any creature. An adjustable fast-time field will even age the subject appropriately.
  2. Recoiler: A piece of jewellery (normally a ring, bracelet or a brooch) that can be activated to instantly return the wearer to the safety of a pre-defined receiver chamber. Its range is long enough to bring one from Earth to the Moon.
  3. Transmat cannon: During the Turn, these weapons were used to instantly teleport an armed antimatter bomb onboard an enemy vessel. It has a range of about a light second, a projectile chamber large enough to fit several people inside, and cannot be blocked by anything short of very advanced force shields.
  4. Hypnolearning bay: A comfortable coffin where one can lie down to sleep and learn a new skill overnight*.
  5. Phylacterion: A throne of chrome and wiring. When a creature is strapped into it, the phylacterion can either scan their brain and create a new mindstate disc, or download a mindstate disc into the creature's brain, overwriting their whole psyche with another person.
  6. Cruciform: A cybernetic symbiont that bonds with the user and makes them nigh immortal. No matter how grisly their injuries or how little remains from their dead and destroyed body, the symbiont will eventually reconstitute them to full (physical) health. It's impossible to deactivate or detach, so users tend to be dealt with by chucking them into a volcano.
  7. Becoming nook: Lie down into this surgery station and close your eyes as it anaesthetises you. One quick implantation later, you will be on your way to bionic ascension. No surgery roll is required and the recipient gains +4 bonus to their post-surgery Con Save if the becoming nook is used to add a new augmentation.
  8. Warp star: A miniature black hole trapped in an indestructible crystal. Serves as an infinite power cell, capable of powering a whole city alone.
  9. Gravity cannon: An unassuming platform that can nonetheless accelerate anything up to the size of a spaceship to a good fraction of c.
  10. Phase gate: A cannon-like device that will charge up with 5D energy, then blast a hole to the next dimension over.
  11. Nulltime tank: Inside, the time itself stands still. The grieving might keep their loved ones alive, for a certain measure of "life", while the decadent will always have their meals fresh and warm.
  12. Replicator: A cloud of nanites in a box will break down matter on atomic level, then rebuild it into whatever their owner desires. While pretty much anything can be quickly fabricated, one still needs the materials and blueprints.
  13. Matrix: There are many people with access to the Matrix, but this is the Matrix. Destroy this core, and the Matrix is gone. Or reprogram it to change literally anything inside. You can be a virtual god.
  14. Humongous mecha activation codes: The chrome colossi of yore have lain dormant since time immemorial, but this could bring them back to life.
  15. Sensory deprivation tank: The resting place for powerful psions. See here.
  16. Regeneration tank: A sarcophagus-like medical device that can heal any injury, and even bring back the recently dead. Minor injuries disappear within ten minutes, a lost limb would regrow in an hour, while a resurrection might take half a day. When used to bring back the dead, however, they must Save with a penalty equal to the number of hours since their demise, or gain an insanity. Corpses that already started to rot cannot be brought back at all.
  17. Time machine: When you climb inside, you can travel anywhere along the machine's own timeline, from the first moment it was activated to a split second before it will be rendered inoperable.
  18. Docility drug formula: Dulls emotions, squashes all defiant thoughts. Easily spread through water supply. With a passable chemical lab, it wouldn't be hard to mass-produce the drug.
  19. Small spaceship: One planet is not enough.
  20. Stargate: Actually, you don't need a spaceship.
 
A phase gate, from Stranger Things.

*) Still subject to the limits on Memory.