Showing posts with label random table. Show all posts
Showing posts with label random table. Show all posts

Monday, February 14, 2011

THE GRAND LEGACY OF PROF. HUBERT J. FARNSWORTH


A little re-tooling of this excellent list of inventions makes a gnarly gonzo DungeonStocking/Room Contents/Weird Encounter table... (use link at bottom for details, links w/in table are broken)

(d50)
40 Safety Sphere
42 Doom-proof Platinum Vest
43 Assorted lengths of wire
44 Universal Robot Controller
45 Scooty-Puff Jr. (or Sr.)
46 Chicken Walker
47 Holophonor
48 Suicide Booth
49 Head Jar
50 Quantum Interphase Bomb

#44-50 are not Farnsworth creations, and were added to increase the list to an even 50 entries. Details for all entries can be found on the Infosphere (except #43)

It is possibly worth noting that the Prof also invented Fast Cars, Beautiful Women, and Trendy Nightspots, all while living in a tiny apartment.



    Sunday, February 13, 2011

    EARTHMAN ORIGINS (a la Algol)

     I love the classic sci-fi device of transporting (modern) humans from Earth to Strange New Worlds, a fun idea also found on both Athanor and Algol, to name only two.  Link below to the original tables I stole the idea from!

    EARTHMAN ORIGIN TABLE (d24) and the Things They Carry.
    01 Archaeological accident &/or curse, has safari helmet
    02 Was LARPing in steam tunnels, has aluminum foil hat and dice
    03 Is dreaming... maybe?  Has any one minor mundane item of choice
    04 Out of body experience/Astral Projection, has earplugs and eye-mask
    05 Took bad drugs, believes reality is an hallucination, has disposable lighter
    06 Bitten by mysterious wolf, has pentacle on palm
    07 Was dabbling in Super Science, has calculator watch
    08 Unwilling/Willing subject of occult experiment gone right, has faith
    09 Unwilling/Willing subject of scientific experiment gone wrong, has vendetta
    10 Remembers only a beam of light... has car keys, credit card, and cell phone
    11 Stayed up late exploring RPG Blogs on the net, passed out, has beer bottle
    12 Abducted by aliens, has repressed memories
    13 Was trying to find the lavatory at a Grateful Dead show, has ticket stub
    14 Cursed by a filthy street person, still has the 75 cents
    15 Deceased and and bodily reincarnated, has embalming scars
    16 Was at Stonehenge at the wrong solstice, has worthless quartz crystal
    17 Was in a tornado, is accompanied by small dog
    18 Was in an seeking the hollow earth, a cryptozoid, or lost city, has machete
    19 Lost in a corn maze on Halloween, has costume &/or mask
    20 Rock climbing/hiking/kayaking, met with strange cloud, has Swiss army knife
    21 Passenger, crew or pilot, sailed into the Bermuda Triangle, has flask of liquor
    22 Separated from tour group at the Great Pyramids, has visitor's map
    23 Shipwrecked, has a compass and probably a beard
    24 Struck or seriously injured and is in a coma, was clutching hospital bill

    http://planetalgol.blogspot.com/2009/11/post-100-d24-earth-man-on-planet-algol.html
    http://swordsofathanor.blogspot.com/

    Thursday, February 10, 2011

    YOUR OWN... PERSONAL... FORCE FIELD

    *turn on your tranceiver, I'll make you a believer... just try to touch me!*
    If you're gonna crawl across an alien landscape, ya gotta have a personal EFG. Where else are you gonna clip your Raygun, your loincloth? Gnoob!

    ENERGY FIELD GENERATORS
    Harness/Webgear apparatus with Power Pack (25 ch)

    TYPE/CH per TRN/EFFECT
    1. Mirror 1 Reflects/Dissipates Lasers
    2. Electro 1 20 HP/rnd Shield vs Electric
    3. Sonic 2 30' radius Silence
    4. Kinetic 3 10 HP/rnd Shield vs Physical
    5. Cloak 2 Invisibility
    6. Holo 3 Illusory Projection
    7. Force 4 30 HP/rnd Shield vs (any) Energy
    8. Antigrav 1 Levitate/Feather Fall
    9. Antirad 4 Negates Radiation (only)
    10. Nullfield 5 Impervious Shield
    11. Displacer 1 -2 AC, first AT auto misses
    12. Enviro 1 Filters viruses, disease, gas

    Figure each has an on/off switch, possibly an input for a larger, backpack Power Pack (50ch)
    Also thought it might be cool to have "modular" EFGs; the more-or-less standard basic harness and Power Pack, but with a selector switch (on/off/output A, output B, output ALL) the type of field generated dependent on which type(s) of emitter modules are attached. This could be fun... possibly a harness and emitter module could be found at separate times/locations... a player could be seeking additional new modules to add to his gear... "I'm not messing with this one - he's got four different emitters attached to that thing!"

    DAMMIT DAMMIT DAMMIT


    HOUSERULE - SPELLCASTING
    Wanted an alternate to automatically losing the Spell if struck during casting.  These rules allow the possibility of completing the Spell despite being hit, if the Player chooses to take the risk, and also provides for a chance of a more severe penalty to occur...

    If caster is struck for damage prior to starting the Spell, the
    Spell cannot be cast, but is not lost.  If caster is struck after beginning, but prior
    to completing a Spell, a save vs Spells may be (Player option) made to determ if casting may be completed (-1/Spell lvl).  If failed, the spell is lost, and if the fail result is "1" or less, caster is subject to the Spellcasting Failure Table.  Damage greater than 1/2 of the Spellcaster's HP negates the option of saving, Spell is lost, no other effect.

    SPELLCASTING CRITICAL FAILURE (d6)
    1. Spell attempted affects caster, and possibly others
        in area of effect (save, if any, applies)
    2. 1d4 additional random Spells memorized also lost
    3. Auto Stunned 1d4 rnds
    4. Unable to employ Spells for 1d4 trns
    5. Unconscious for trns = to lvl of Spell attempted
    6. Feebleminded, save -4, permanent until Dispelled, a successful 
        Save requires a second roll on this table, using a d4

    Athanor has the best take on this I've seen, I just wanted something less extensive.

    Monday, February 7, 2011

    MAGIC RINGS

    Like anybody needs another Ring Table, but here's the one I'm using for Gnarth, which incl the classics, some variants, some restrictions and clarifications, and removes those I just didn't like

    RINGS (d50) * = up to 10 Charges or 1/Day, Duration (if any), 1 turn

    1. FLYING up to 6 trns/day
    2. FREE ACTION immune Webs, Holds, Sleep
    3. PROTECTION bonus to AC (1 in 10 Displacement +2)
    4. WATER WALKING/BREATHING/ACTION
    5. WIZARDRY memorize one additional spell of ea lvl
    6. SPELL TURNING % as per Dispel Magic at 12th lvl
    7. SPEAKING w/ANIMALS
    8. SHOCKING TOUCH +1d4 dam by contact, 1/trn
    9. ULTRAVISION 12"
    10. HASTE*
    11. HEALTH immune disease/sickness
    12. LONG YEARS age at 1/2 normal rate, immune to unnatural aging
    13. HYPNOTISM one sentient creature at any one time, of =/< HD/lvl
    14. INVISIBILITY*
    15. HEALING as Heal spell *
    16. ALERTNESS improved/bonus to Initiative, Surprised 1 in 8, immune to Sleep
    17. FEARLESSNESS immune Fear
    18. SUSTENANCE need not eat/breathe for # weeks/days = to lvl
    19. FREE WILL immune mental influence/control such as Charm, Hypnosis, etc
    20. FIRE (or other) RESISTANCE as Scroll
    21. TRUTH auto Detects Lies, user unable to lie
    22. MAGIC MISSILES 2d4+1 missiles/day, fire up to 3/rnd
    23. MAGIC DETECTION* glows if previously undetected magic enters w/in 10'
    24. LIGHT & DARKNESS as Light spell, unlimited, plus Darkness 10' rad, 1/day
    25. UNSEEN SERVANT 1/day
    26. KNOCKING*
    27. MIRROR IMAGES* 1d4 images
    28. ETHEREALITY 1d4+2 charges
    29. POLYMORPHING* 1d4 forms, predetermined &/or selectable
    30. NON-DETECTION immune to scrying or detection
    31. VENOM NEUTRALIZATION*
    31. JUMPING*
    32. BURNING HAND*
    33. BLESSING* (1 in 10 apllies to 1" radius)
    34. LUCK bonus to saves (1 in 10 auto Save, 1/day)
    35. BLINKING*
    36. FEATHER FALLING
    37. TONGUES*
    38. TALKING DEAD*
    39. SHIELDING as Shield Spell
    40. GAINFUL REST regenerate 1HP/hr, while sleeping only
    41. COLOR SPRAY*
    42. CHANGE SELF*
    43. ESP 30’ range
    44. WOUND NEGATION* completely heals any one specific wound/strike
    45. IDENTIFICATION 10 charges
    46. GASEOUS FORM*
    47. STRENGTH* STR of 18
    48. TRAP DETECTION*
    49. ABILITY BONUS adds to Primary Ability, lowest Ability, or specific Ability
    50. DM SPECIAL (new Ring, roll twice, etc, possibly limited ch &/or uses)

    GNARTIAN "ARTIFACTS"

    In my Carcosa/Algol-influenced world of Gnarth, the term "Artifact" is used specifically to refer to polyhedral, psychically controlled magic items. Most need further detailing.

    ELDER ARTIFACTS (d24)

    Exceptionally powerful magic items of the Elder Species, always in the form of a sphere,
    cube, or other polyhedron, though of varying material. Some contain charges, some usable only
    by Spellcasters, possible side effects, all very rare. Often hover/float as GNARN stones (many
    operate while levitating), and may in fact be large GNARNS. Some Artifacts "bond" with a specific
    user, some charged items are Level Variable; # charges = to user's lvl (subtract 1 ch per use,
    gain one ch per XP lvl advance), plus 1d10 ch.

    1. CUBE O' FORCE Hematite, Projects Energy Fields, 6ch/day, 1 trn dur, Type &
    Cost/Trn: 1. Cloak, 2. Hologram/Illusion, 3. Anti-grav, 4. Kinetic (20 HP/r), 5. Force, 6. Nullfield

    2. SPHERE O' ANNIHILATION Ultrablack metallic sphere, creates Antimatter copy which auto
    interposes between user and any one attacker, and attacks 1/rnd as user, save vs. Disintegration.
    User must save vs INT on d20 ea time used, or Orb floats 10'/rnd random direction for 10+1d10 rnds

    3. PYRAMID O' RESURRECTION Smoky crystal "scans" corpse, restores life, removing all BM,
    as well as 1d4 GM, no loss of XP, Save vs 1 lvl Drain when first grasped, thereafter has level-
    variable ch

    4. CUBIC GATE Bronze cube composed of 27 smaller cubes, Allows instantaneous access to
    predeterm or previsited site, 1/wk (d6): 1. on Klaatu, 2. on Verrada, 3. on Nikto,* 4. 1000'
    Teleport, 5. predeclared Recall Point, 6. Random Location (useable anytime)

    5. ORB O' IMPRISONMENT Dull gray stone sphere, effect as Spell, # ch lvl variable, Save for no
    effect/no loss of ch, 1/day

    6. PRISMATIC PYRAMID Multicolored crystal, Prismatic Sphere 1/wk, Prismatic Spray #ch lvl
    variable, Color Spray 1/day

    7. SHINING TRAPEZOHEDRON Metallic, Doubles first level spells, increases Spell effects as
    if +4 XP lvls, can recall Spells cast, total # Spell lvls/day recalled = to XP lvl

    8. ORB O' NULLIFICATION Deep purple stone, No Magic, Mutations, or Energy Devices will
    work w/in 100' rad of user, duration/day 1trn/XP lvl

    9. OMNISCIENT OCTAHEDRON Pale blue dbl pyramid Answers any question fully, 1/wk, and
    allows consult table 1/day/XP lvl with ANY question, will be answered as best as possible from
    following possibilities, 1 in 8 uses results in completely random response (d8): 1. As I see it, Yes
    2. Signs point to Yes 3. You may Rely on it 4. Ask Again Later (24 hrs) 5. Concentrate and Ask
    Again 6. Don't Count on It 7. Sources say No 8. Outlook Bad

    10. CELESTIAL STAR Translucent diamond-like twelve-pointed crystal, "Turns" Undead as Cleric
    of XP lvl +2, sheds light causing 1d6 dam/rnd to Undead w/in 10', 1 trn/day, 1/day Undead
    Disruption beam, 100', save vs Spells

    11. CUBIC KEEP Rough, dull white stone, enlarges to impervious 10' cube, Phasedoor 5'x5'
    only bearer can activate, 20 cubic foot interior; load it up!

    12. ORB of the ALL-SEEING EYE White crystal with floating "eye", total of 3 uses/day, any
    effect(s), dur 1 trn; Clairvoyance 100', Find Traps, Detect Magic, Secret/Concealed/Hidden,
    Invisibility, Illusion

    13. ICOSAHEDRON O' INFLUENCE Multi-colored ceramic, allows "re-roll" of any d20, #ch/day=
    to lvl

    14. DECAHEDRON O' HEALING White metal, Completely Heals all wounds, 1/day(?)

    15. OCTAPLEX O' SUCCESS 24-sided flat yellow stone, allows substitution of d24 for d20 for
    self or others w/in 60, 1 ch/day/XP level, max 12/day

    16. HYPERCUBIC MAZE Dolm Tesseract, Hypnotizes, and if successful, target can be
    commanded to enter extra-dimensional Maze for 1d4 trns

    17. GLOBE O' INVULNERABILITY Orange crystal grants constant Minor Globe (unaffected by
    spells lvls 1-3) 1/day, Anti-Magic Shell (5' rad) 1/wk

    18. DODECAHEDRON O' DOOM Black stone riven with random crimson "cracks", can call down
    a Meteor Strike doing 10d10 dam, roll for ea w/100' diam area, 1 use/month,ea drains 1,000 XP

    19. THE GRAND RHOMBIC TRIACONTAHEDRON none living know the exact nature/powers of
    this 30-sided golden Artifact... some postulate that it is a weapon of inconceivable might,
    possibly a Doomsday device designed to extinguish the sun, while others believe it to be an
    Omega-13 device which alters/amends the flow of time itself...

    20. PYRAMID O' PLAGUES Calls forth the Creeping Doom, a swarm of 101-500 biting/stinging
    creepy-crawlies (determ total by 1d4 for # of hundreds, +1d% additional), ea does 1 HP auto
    damage, once ea attacks, it dies, first use summons an uncontrolled swarm, attack all w/in 10",
    ch = to lvl (w/o addit 1d10ch)

    21. RUNIC CUBE Mottled, rough stone, each face can project a Symbol (Discord, Fear, Insanity,
    Hopelessness, Pain, Sleep), two uses/day, total

    22. DEATH STAR Dark gray six-pointed star, control Undead as Cleric of same XP lvl, beam
    drains 1d4 XP lvls, and when these equal 2x bearer's lvl, he transforms into an Undead himself

    23. ASTRAL OCTAHEDRON "Appears as a piece of the night sky", allows out-of-body,
    "Silver Cord"-style Astral travel, 1/day

    24. HENAGONAL SINGULARITY The first person to view this impossible 1-sided thing must
    save vs INT (minus 1d4) on a d20, or thereafter be afflicted with a drooling, gibbering form of
    Feeblemind, if successful, can call upon the HS to fulfill one Wish, whereupon it collapses in upon
    itself and disappears from normal space
    * the three Moons of Gnarth

    http://en.wikipedia.org/wiki/Polyhedron

    Thursday, January 27, 2011

    SUPER-SIMPLE RANDOM BEASTIES

    Easy system for producing weird, random-assembly monsters/mutants.

    1. BASIC STRUCTURE Determ creature's body structure & appearance by
    combining the features of two or more Random Monsters (d6): 1-3 combine two, 4 or 5 combine three, 6 combine four. Select any features you like, get an idea of appearance, attack forms & damage, movement, abilities. Average combined HD and AC. I like to mix AD&D, Gnarth (my own campaign), Gamma World, and Mutant Future

    2. APPEARANCE Modify size and outward appearance, if you like. Size is best
    left to discretion; most are Large, while a small number are Medium, Huge, or
    even Gigantic.

    APPEARANCE/EXTERIOR (d6)
    1. Hairy (shaggy, matted, patchy, scruffy, dreaddy)
    2. Scaly (reptilian, fishy, overlapping, plated)
    3. Skin (leathery, wrinkly, warty, lumpy, bumpy)
    4. Spiky (bristly, horny)
    5. Exoskeleton (carapace; partial or full, "shell")
    6. Slimy (covered, oozing, trailing)

    3. SPECIAL ABILITIES Add 1-4 Mutations &/0r Attributes of Interest.
    Apply any features already selected toward these totals, or tack on additions

    ATTRIBUTES OF INTEREST (d50) Detail as you like

    1. Displaced; -2 TH, first AT auto miss 26. Bio-luminescent
    2. Plant-like feature(s) 27. Prehensile tongue/tail
    3. +1d4 HD 28. +1d4 AC
    4. Specific Weakness 29. Contagious/Infectious
    5. Ability Score/level Drain 30. Changes color to suit mood or blend
    6. +1d24 HP 31. +1d4 Save vs Magic or other
    7. Increased/Special/Weird Movement 32. Weird fascination with...
    8. Detects Invisibility or other 33. Ultravision/Extra sense
    9. Duplicates/Splits when hit 34. Corrodes/Dissolves
    10. Spell Casting Ability 35. Random spell, 1d4/day
    11. STR bonus, +1d4 36. Berserker!
    12. Slime producing 37. Acidic Blood
    13. Poison (AT, Contact, Ingested) 38. Wounding, Unhealing
    14. Immune or Aura - Heat or Cold 39. 1/2 dam from Blunt weapons
    15. - Spells, lvls 1-3, or specific 40. Thief Skill (Backstab, CW, MS, HN)
    16. - Lasers, other Energy 41. Vampiric, gains HP by AT
    17. - Radiation 42. Specific enmity (Wizards, Mutants, etc)
    18. - Mental Influence, general/specific 43. Increased rate or # of AT
    19. Highly territorial 44. Odd, disturbing, or scary noise
    20. Sticky (weapons, etc adhere) 45. Regenerate 1d4/rnd
    21. Magic Resistance 46. Damaged by Magic only
    22. Vorpal, Amputating, Withering 47. Takes extra damage from ?
    23. Detects &/or Dispels Magic 48. Able to employ weaponry
    24. Speaks the tongues of men 49. Ability as Magic Potion, 1d4/day
    25. Elongated/retractable neck/limbs 50. Pick One or New Idea

    Thursday, January 20, 2011

    RAYGUNS

    There are few things more iconic to weird science/space pulp than a strange, sinister raygun! Produced only by highly advanced Alien technology. 100' range (unless noted otherwise), one shot/rnd, power source/ammo is non-standard and unlikely to be replaceable, charges/shots avail as per DM. Require Save vs R/S/W/Raygun rather than rolling an attack to hit on the combat table.
    (d30)
    1. SHRINK RAY 50% of height/weight per shot, effects either permanent, or reverts at 1" height/day, might just have a Growth Ray selector as well!
    2. FOSSILIZER 3" beam, petrifaction, effect permanent
    3. NEURAL DISRUPTOR save -2, stuns 1d4 rnds, failed save of "1" causes head to explode!
    4. BUG GUN fires swarm of stinging, flying bugs, or clutch of boring worms
    5. WEB GUN 30'x20' cone, as Spell
    6. SONIC BLASTER 6" cone, effect selectable: 3d6 DAM, Stun 1 rnd, Deafen, or "Brown Noise"
    7. MUTATOR roll on Bad Table (possible selector for Good Mutations!), only mutates target on first use, subsequent exposure = 6d6 Radiation dam
    8. DEVOLVER as per the Mutation, Devolution, failed save of "1" causes Complete Body Devolution
    9. NERVE FIRE causes uncontrollable movement at top speed in random direction
    10. BLUE GOO viscous, hardening goo causes Slowing (no save) or complete immobility (failed save), dur 1 trn
    11. GINGIFICATION RAY (TELEPORTER) no save (?), safely transported 100" in random direction
    12. TRACTOR/REPULSOR BEAM "telekinese" up to, say... 1000 lbs?
    13. SICKLY PURPLE DEATH RAY liquifies flesh, leaving only bones, save vs Death Magic, +2
    14. FREEZE RAY 3" beam, or cone, selectable, 6d6 Cold damage
    15. OXIDIZER (RUST GUN) metal items (not just iron, steel) must save vs Disintegration or rust/flake into dust
    16. POLLINATOR (SPORE GUN) range 3", creates 1" radius cloud, effects a s per DM
    17. THE DREAD BLACK RAY save at -2, drains one XP lvl/HD per shot
    18. BLUE BOLT/BLUE BALL 8d6 Radiation damage, selectable bolt (save -1) or 30' radius ball, save for 1/2 dam
    19. RUBBERAY tranforms matter into rubbery substance, save vs Disintegration, does not affect living beings
    20. IDIOCY lowers INT to 3, regain 1 pt/day
    21. AMNESIA FLASHWAND if save failed, roll d4 and lose: 1 day, 1 week, 1 year, all memory! (also wipes all Spells from memory)
    22. METABOLIC REFRAGULATOR/DEFRAGULATOR heal or harm for 10 HP, selectable
    23. ANTI-GRAV PULSE "levitates" target 30-60' (1d4+2, times 10), effect ends in 1d4 rnds
    24. FUN GUN victim undergoes spastic fit of laughter for 1 trn, -1AC, TH, Dam, Saves, Initiative, cannot speak or cast Spells, no save
    25. BUBBLE GUN encases target in Force Field bubble for 1d4 trns
    26. CHRONOTRON PROJECTOR target is propelled through time, either backward or forward (selectable), 1d24 hrs (random)
    27. BERZOOKA all creatures w/in 3" sphere are simultaneously affected by Haste, and a berserk, murderous rage, and attack closest being
    28. REANIMATOR zombifies recently deceased corpses (AC 10, HD&Dam 1/2 original, Always attacks last), dur 24 hrs, Undead save vs Disruption
    29. COMBO WEAPON Roll again, and also has secondary, lesser function; auxiliary laser, electric discharge, grenade launcher, motion detector, accuracy scope (-1 save)...
    30. LAZY GUN mysterious ancient objects, possibly the creation of an Elder Species. The Lazy Gun is the only weapon known to display a sense of humour, and oddly, weighs three times as much when turned upside down. It is the Ultimate Ray Gun, auto destroying whatever it is fired at, although it can only be fired 1/day, and there is a 1 in 10 chance/use that the user will be drawn through a temporary Black Hole into another reality, while the Lazy Gun Teleports 100-1000 miles away.


    DETAILING (d30) roll twice, adds to the fun

    1. Brushed Aluminum 2. Gold filigree 3. Hepatizon!
    4. Mother o Pearl Inlay 5. Xenowood stock 6. Bronzed
    7. Blued 8. Rusty 9. Brightly enameled
    10. Brass/Copper fittings 11. Fins 12.Shiny chrome
    13. Muzzle nozzle 14. "Radar dish" 15. Indecipherable engraving
    16. Scary prongs 17. Bedazzled 18. Transparent casing
    19. Scuffed plastic 20. Ceramic 21. Barrel etched w/notches
    22. Crystal encrusted 23. Blinking nodes 24. Sparking aperture
    25. Buzzes 26. Hummmmms 27. Emits colored smoke puff
    28. Ultrablack 29. No barrel 30. Wing It!

    http://planetalgol.blogspot.com/2009/09/technological-artifacts-ceramic-knife.html

    http://en.wikipedia.org/wiki/Lazy_gun (haven't read it, yet)

    http://en.wikipedia.org/wiki/Hepatizon (leave it to Blair at planet Algol; I love his weird details - obviously)