Friday, March 27, 2015

fun guys



Some myconid facts:

>Fungoid, obv. Non-humanoid biology means things like poisons, antidotes, flesh-magic don’t affect them normally. In fact they cannot heal in the normal way (see below). Poison has a 50/50 chance of working normally/inversely (granting temporary boon to hp or con or whatever)


>They are detritivores - eat rotting/dead stuff. Like vultures but for the stuff vultures have left. Changes the need for sustenance, since basically any spoiled organic matter is fair game. In fact it is rumored that certain colonies possess some sort of undead-dissolving ability. Sounds disgusting.


>Organized into colonies, probably. So individuals are relatively weak but have specialized roles within the group. Not many free spirit adventurers here. This means that, without any outside influence, the only single myconids you will encounter are bred scouts and trained travelers, so they are likely to behave accordingly.
This is often not the case, however, since entire colonies are so often enslaved by other races, leaving arbitrary units to wander the underdark and fend for themselves.


>Mycs reproduce asexually. So the colony is basically a hive of specialized clones. I guess could be handy in case a deceased myco PC is replaced with an identical character? Play up the clone-with-other-memories aspect and it might be acceptable. Otherwise gtfo, lame.


Myconids can’t be healed with magic/potions. They simply reproduce when close to being worn down, and a clone of themselves (complete with memories) is grown. So like the teleportation method where you get scanned and destroyed and recreated somewhere else but for eating. Consuming in this way requires a creature(s) with at least as many HD as you, and it takes HD may hours. The new you has full hp.


Some myconid generation tools:

For a name roll 3d8 to get syllables:
1- os
2- an
3- la
4- phor
5- ai
6- co
7- si
8- ul (like “yule”)


Add “myc” to the beginning or middle. If doubles, discard one. If triples, it is known only by its memorable scent, like *dowager’s mothballs* or *week-old mown grass*


For appearance, ability and motives, roll 4d8:

Strain
Species
Spores
Wants
1
Crimson
Gills
Giant growth
A fresh corpse
2
Pungent
Bolete
Pacify/sleep
Large rusted object (armor, statue, etc)
3
Sweet
Cap
Mutation
Others of own species (lost)
4
Musty
Russula
Toxin
A grave (to start colony)
5
Dull
Sponge
Fruiting bodies (heal 1d6hp)
A child host (pychomycosis megaspores)
6
Rotten
Amanita
Psilocybin
Overly helpful. Willing servant/meal
7
Wispy
Crown
Phosphorescent
A decomposing tree
8
Blooming
Polypore
Reanimator
Forgotten name of a long-dead person


Spores can be used 1/day per HD.

Tuesday, March 24, 2015

estranya names

this is for future games.

Last Gasp:
M+N
F+N


M
F
N
Chogan
Ulkor
Wakan
Lapu
Chua
Galagar
Milo
Tibalt
Meier
Arnir
Merys
Loche
Euges
Illon
Ture
Vogle
Vitor
Carles
Reed
Shel
Enric
Brembor
Groan
Hrof
Izio
Nithe
Rask
Sapho
Lubul
Tarry
Abraxas
Banmor
Ector
Clota
Ephors
Dour
Callao
Groat
Gadi
Nash
Goaz
Ristul
Belm
Ignacio
Birming
Sayles
Drone
Actun
Gance
Sai
Muna
Wastay
Ahote
Harriet
Taber
Haskill
Jolie
Blair
Vang
Pipra
Broome
Abarran
Brais
Anjo
Martime
Gware
Harm
Khuno
Lanola
Lucreo
Marnaby
Brite
Turns
Sora
Sarin
Kemmel
Dorash
Beva
Geis
Bragi
Brigid
Cass
Stary
Uli
Sela
Ochre
Anise
Elu
Cher
Thorn
Deb
Enis
Tham
Busla
Kauai
Saiph
Spelling
Shuman
Murdoch
Darkon
Dunard
Morgenstern
Owain
Tellus
Voton
Tenk
Thil
Urco
Yumis
Anguish
Talbot
Arnau
Begobas
Gandor
Jaxby
Mord
Puzo
Targ
Osoli
Tiser
Close
Scarmiglione
De Lint
#(1d1000)
Cervit
Dolom
Bew
Sadler
Idle
Faro
Thorpe
Shiloh
Whistler
D’Grover
Lang
Rourke
Cairns
Gyre
Deed
Files
Engstrom
Appear
Tzai
Ewinter
Keane
Parence
Mouse-child

Saturday, March 21, 2015

temporal troubles


Arnold K lifted his skinny fist to heaven: 3 nasty consequences of creating a time paradox.


You now have a Paradox Score (all members involved in temporal shenanigans share the same Paradox Score).

1> You stepped on the wrong butterfly.
“…small thing that could upset balances and knock down a line of small dominoes and then big dominoes and then gigantic dominoes, all down the years across Time…” -Ray Bradbury

Things have...changed. Biological things. The effects of your actions have rippled out through time like a rumor through a crowd, and now lifeforms are starting to show it. Each day that passes, more flora and fauna begin to show signs that they are now longer what they were. Time’s flow over the course of eons has altered, added whole eras to their ancestry, and yet somehow the same individuals walk around now. It seems interesting at first but it can only get worse from here.
Every day your Paradox Score goes up by one. Roll the nearest size die, rounding up (i.e. on the start of the fifth day, roll 1d6). The GM rolls on the local encounter table that many times. All the creatures that are “encountered” get a mutation (count repeated encounters as multiple mutations). Use whatever table you like, Scrap’s is interesting but more for players, I find this one sufficiently visible. Once a particular species has five or more, swap in another critter, or start on common humanoids. If the GM wishes to be more atmospheric, beginning the changes with more normal animals - horses, dogs, cattle - to set the tone that something is wrong.
If unaddressed, convert the game into Gamma World when the Paradox Score reaches thirty.


2> Object loop
“Eh, what’s the worst that can happen?” -Bender Rodriguez


You lost an item of some significance to you in your time shenanigan adventure and now it’s caught in an unstable time loop. Your family Goathammer that you use to shatter the serpentmen’s tesseract; the last arrow you fired at the Chronokhan to halt his ritual; the shirt button your grandfather ripped off you before you accidentally killed him on the way to first meet your grandmother - it seems to be haunting you, impossibly. And there are more of them.
Roll a d20. This is your Chaos Number. Every time you roll it on ANY die (bad luck if you roll a 2) you are reminded of what happened. Your Paradox Score starts at one, and each time you roll your Chaos Number it increases by one. Immediately that many copies of the object tumble out of some bizarre place nearby, often rather inconveniently. These copies can be used as normal - they are in every way the regular object, just at different times.
Anytime your Chaos Number comes up in a roll to use them, a wormhole sucks you, anyone else involved, and all the copies back to the moment which caused the paradox in the first place. Good luck explaining yourself (and your seventy one pairs of heirloom glasses) to yourself.








3> Other timelines.
“Obviously, the time continuum has been disrupted creating this new temporal event sequence, resulting in this alternate reality.” -Dr. Emmet Brown


While you were mucking around with time, so was another you, in another time. That other you is a little different, maybe married someone else, or has a different job. And there was another you beyond that, but from a different country. And another, who looks like Bruce Willis. Somehow they’re here now. You have to kill them.
All encounter tables now have a 50% chance of running into an alterna-clone instead of whatever you would normally (check for clones before rolling on the table). Use Zac S’s time golem d100 table to generate the details for each encounter, but apply only to those PCs involved in the temporal antics. These clones want to replace you in this timeline and must kill you to make it happen. Each PC tracks their Paradox score differently. Every time a PC runs into one of their clones their Score increase by one. Once their score is equal to their Charisma, each additional encounter requires a save vs. Death to make sure the clone doesn’t sneakily replace you in the confusion.
If you fail, you die and get replaced. Play as the clone from now on. This stops other copies of you from appearing.