Showing posts with label stealing. Show all posts
Showing posts with label stealing. Show all posts

Sonic Attack

In case of Sonic Attack on your district, follow these rules:

  • If you are making love it is imperative to bring all bodies to orgasm simultaneously.
  • Do not waste time blocking your ears.
  • Do not waste time seeking a "sound proofed" shelter.
  • Try to get as far away from the sonic source as possible
  • Do not panic
  • Use your wheels. It is what they are for.
  • Small babies may be placed inside the special cocoons and should be left, if possible, in shelters.
  • Do not attempt to use your own limbs.
  • If no wheels are available, metal, not organic, limbs should be employed whenever practical.


Remember:
In the case of sonic attack survival means "Every man for himself". Statistically more people survive if they think only of themselves. Do not attempt to rescue friends, relatives, loved ones, you have only a few seconds to escape, use those seconds sensibly or you will inevitably die

Think only of yourself
Do not panic
Think only of yourself

These are the first signs of sonic attack:
You will notice small objects - such as ornaments - oscillating
You will notice vibrations in your diaphragm
You will hear a distand hissing in your ears
You will feel the need to vomit
You will feel dizzy
You will have difficulty focussing
You will need to breathe more rapidly
There will be bleeding from orifices
There will be an ache in the pelvic region
You may be subject to fits of hysterical shouting or even laughter
These are all sign of imminent sonic destruction
Your only protection is flight
If you are less than ten years old remain in your shelter and use your cocoon



Remember - you can help no one else

You can help no one else

Do not panic
Think only of yourself
Think only of yourself
Think only of yourself




Tieflings: Sins of the Mother

(Pictures that are obviously by Matthew Adams are by Matthew Adams)



Demon blood dies hard in the veins of man. Each child born on down the line attracts a gathering of aunties hoping they don't gain sight of horns or fangs or worse. They stand in silence, two buckets of water at the ready. One warm and clean, one cold and deep.


Tiefling class


Very simple. A specialist may spend 2 skill points at creation or on levelling up to gain +1 attack bonus or 1 spell "slot", i.e. you may memorise a single spell and cast it without blowing everyone up or turning them into piles of eyeballs.

If you don't want to be a gross demon baby then
at least do the sexy tiefling thing right
HOWEVER:

  • XP as Specialist and saves as Cleric
  • At creation roll on the Sins of the Mother (part 2) table 3 times. Spend 1 of your starting skill points for another roll. Only at creation, you were born with this.
  • For any purposes that may be relevant, you count as a demon. If it is important whether you are a demon OR a human, pick the most inconvenient one


Sins of the Mother

If something contradicts a prior roll ask the GM for a do-over.

Step 1: Your skin is a weird colour
  1. Black
  2. Blue
  3. Brown
  4. Normal fleshy colour
  5. Green
  6. Jale
  7. Orange
  8. Purple
  9. Red
  10. Ulfire
  11. White
  12. Yellow
Step 2: You came out wrong
  1. Evil eyes
    Your eyes are pitch black. Along with allowing you to see in pitch darkness you may lock eyes with someone and force them to take a magic save. If this save is failed they take -1 to all rolls until you die. They will know that this curse is your fault.

  2. Ram horns
    Almost fashionably demonic. Head-butt people for 1d6 damage

  3. Goat legs (bare bum optional)
    Move 1/3 faster than normal

  4. Corpulence
    You are incredibly fat. Circus fat. Unrelated to consumption. Even if you are starving to death you will still be obscenely fat. +5 CON

  5. Demonic muscles
    Muscles on muscles. 8-pack, square head, so on. +5 strength

  6. Prehensile tail
    Whatever form it takes, you can use it like a weak third hand. Using it to attack is at -4.

  7. Forked tongue 
    You were born to weave falsehoods into words. +1 to any rolls related to lying, disguise or other such things. The DM should give you some slack in non-rolling situations. Your tongue is also literally forked

  8. Useful Wings
    Leathery bat wings, oily vulture feathers, raw bones that make no sense. Whatever form they take means you can fly at your normal movement speed. You can't hide them.
  9. Fangs
    Impressive overbite, very obvious. Bite people for 1d6 damage. Every time you win a grapple get a free bite if you like.

  10. Gills
    Breath under water without trouble. They flap and generally look unpleasant while you talk.

  11. Trunk
    Instead of a nose, a glorious trunk. Not quite elephant length, rather 3d20 inches long. It can hold things and otherwise twitch about disturbingly. If it's at least 6 inches you can hold a knife with it.

  12. Extra arm
    Random handedness, random position. Still, an extra arm.

  13. Udders
    Your breasts are bulbous and sagging. Milk can be extruded from them with the same effects as your blood. By default that's just nourishing.

  14. Orix horns
    So much more sinister than goat horns. Not very useful for butting people, but it is mightily impressive. +1 to reaction rolls.

  15. 2d6 extra nipples
    Like it says. They serve no function beyond your normal nip abilities.

  16. Crow feet
    Your leg pinch off below the knee into huge crow feet. Clawed (1d4 damage) and spindly.

  17. Pig tail
    Not prehensile, not very useful. Painful to tuck it in, best to let it hang.

  18. Lobster hands
    You only have two big fat fingers on each hand. -1 to all manual dexterity rolls. However they're meaty and strong. +1 to any rolls involving crushing stuff in your hands

  19. Albino
    Pale white skin, pink eyes, blond hair. -1 to everything while in the sunshine

  20. Extra eye
    Random location on your body, you have an extra eye.

  21. Atrophy
    A random limb is withered. Anything performed with that member is at -2.

  22. Beak
    You talk like the bird from The Neverending Story 2. Also feel free to peck people's eyes out for 1d4

  23. Beast with a thousand...
    1.eyes 2.noses 3. ears 4. dicks/vaginas 5. tongues 6. teeth. All over your body.

  24. Bird legs
    See Crow Feet, but all the way to the torso

  25. Acid blood
    When you take more than 5 points of damage in one go everyone adjacent to you saves vs. breath or gets your alien blood on them. 1d4 damage per turn until a round is spent wiping it off.

  26. Boils
    Pustules, foetid sores, weeping skin, you have it all. It doesn't cause you much discomfort, you're used to it. The exact blemishes come and go, but you are always covered in them. -2 to reaction rolls. However, sentient, sane folks must save vs poison to hold it togehter enough to grapple you. If they fail they miss their turn from flinching.

  27. Breathe fire
    Bit of a misnomer. Rather than exhaling fire you may breathe it in. Smoke, flames, volcanic fumes, all good to you. Normal heat doesn't bother you, though a magic fireball will still mess you up.

  28. Centaur
    Go here and roll a d6. You are half that.

  29. Claws
    Strong stinky claws grow from your fingers and toes. Shoes may prove a problem. 1 in 6 chance they're retractable. D4 damage

  30. Cyclops
    You've got one big eye in the middle of your forehead. -1 to shooting things. However, you can see the future. This sight is limited to the event of your own death. In game terms, this means you can tell the GM once per game "this isn't how I die", and you don't. Can't be used where you're deliberately putting yourself in a fatal situation.

  31. Blood hunger
    The blood of fiends flows close to the surface. Once per day you can go mental, screaming and raging. All you can do is attack, rip and tear. No sensible chatting or fine manipulation. Let it all out slugger. Get +(your level) to all rolls involving hitting and damaging. You must attack every round, even if it's your friends. You only quell the blood hunger on a successful poison save (taken at the start of your turn if you want) or when rendered unconscious.

  32. Excrement blood
    Yes, poo blood. It flows thickly through your veins. If your skin is pale you are streaked with dark veins. If you take 5+ damage in one go everyone near you must save vs. poison or be stunned from the stink and getting blood-poo in their hair.

  33. Metal blood
    Liquid metal! Silver veins. People wounding (5+) you need to save vs. breath or take 1d6 damage from molten hot metal

  34. Mucous blood
    Thick green-yellow filth. If you're ever told you're bleeding out get bonuses to not do it. Your blood is slow and sticky.

  35. Mud blood
    Peaty earth blood. Smells nice.

  36. Poison blood
    Save vs breath or have to save vs. poison from getting this in your mouth. Anyone failing dies. Yup.

  37. Bird blood
    Small sparrows burst out of any suitably severe wound (5+). This is incredibly painful, causing 1d6 damage, but the birds fly right at the enemy's face, giving him -2 to stuff and dealing d6 damage. Every turn more birds burst out unless you put a hand over it and make calming noises to them. After the enemy is dead they just fly away.

  38. Tar blood
    Thick and black. Anyone causing you 5+ damage bust pass a strength test or their weapon gets stuck in you.

  39. Plant blood
    White/green sap blood. You are always fragrant.

  40. Vomit blood
    Stinking chunky filth bursts out of wounds (5+) with great pressure. Saves vs breath to anyone next to you. They must save vs magic or roll on this list.

  41. Wind blood
    A yawning portal to Pandemonium lays at your heart. When wounded (5+) the yowling madness escapes. Everyone except the tiefling must save vs magic or be stunned for a turn.

  42. Boneless
    Born without bones, a truly horrific experience for those witnessing. You can't wear armour because of your fluid form, but otherwise function normally. Small spaces are pretty easy to deal with.

  43. Corrosive vomit
    Once per day you may squirt out your guts. This deals 1d10 damage and ignores armour. Saves vs breath for half.

  44. Crown of flesh
    You have a series of protruding growths on your head that look distinctly crown-like. +3 reaction from demons. -1 from everyone else.

  45. Detachable limbs
    If a limb is severed it still functions normally. However they don't reattach themselves. Instead you'd need to brace them to yourself some how. This applies to everything, even your head. Dismemberment still hurts and can kill you, but only through damage, not automatically.

  46. Dripping puss
    You leave a trail of thick red & green puss everywhere you go. It stinks, makes you easy to follow and attracts flies. -2 reaction in confined spaces and +2 to track you.

  47. Emaciated
    Always painfully thin regardless of lifestyle. You only need to eat half as much as a normal person.

  48. Enormous head
    Your head is 2d2 times as big as normal, giving you an ogre-ey look. Helmets no longer fit.

  49. Extra joints
    A random limb has extra joints. Your unusual snake-like movements make it very hard to grapple you. +2 on grapple tests.

  50. Back mouth
    You have a second mouth in the back of your head. You don't control it and should be considered a separate character with a distinct personality. It can and in fact needs to eat and drink, but you have no idea where it all goes.

  51. Eyestalks
    Your eyes extend from your sockets on stalks. Besides being a bit gross it isn't hugly useful. -1 in grapple test 'cos people quickly learn to grab you by the eyeballs.

  52. Feathers
    50/50 partial/full coverage. If partial, roll for location. It'll be symmetrical. Roll on the skin colour table for a suitable colour for them.

  53. Faceless
    You were born with no eyes, no nose, no ears or mouth! The demonchild can't speak but seems to hear and see perfectly well. Doesn't need food or water to survive.

  54. Fits
    Save vs. magic when exposed to a certain trigger (see table) or fit out, foaming at the mouth. Save each turn to come round. When recovered you are at -4 to everything until you rest.

  55. Foetid touch
    Your hands are slick and sweaty with disease. If anything you touch comes into contact with an open wound or someone's mouth they must save vs poison or contract dysentery.

  56. Fur
    It can be patchy or luxurious, your choice. Slight resistance to mundane cold.

  57. Huge X
    One random limb is twice as big as it should be. Double its damage.

  58. Spines
    A crest of spines runs from your forehead, down your back and to the base of your spine. You need to get creative with clothing. -1 to people grappling you, those things hurt.

  59. Headless
    Born without a head. You can sense everything within 20 metres of you as though you had normal senses, somehow. Unfortunately you do still need to eat by stuffing book and water down an unpleasant hole in your neck stump. Eesh.

  60. Hideous
    You're ugly as sin. But normal ugly. A terribly ugly person. People often judge you by it and consider it to represent your true nature. -2 to reaction rolls and loyalty checks.

  61. Frog legs
    You have long bouncy frog legs. You appear smaller because of how you stand (like a frog) but you're normal height. You can jump 15 feet straight upwards.

  62. Hunchback
    You have a malformed hump back. Armour costs three times as much since it must be custom made.

  63. Hypnotic gaze
    Lock eyes with someone and speak gently to them with your demon tongue. Once per day, as charm person.

  64. Inside out
    OH DEAR GOD LET IT DIE. Functionally uninteresting, but your skin is inside out. You leave sticky patches when you sit down and can fake death really well.

  65. Conjoined internal twinYour parents dismissed your friend as imaginary, a result of the other children being scared of you. Only when they put their ears to your chest and heard to voice inside did they come to realise when you were. Your inside-brother gives good advice, but is very pre-occupied with self preservation. You are his world.

  66. Hatred
    You hate something (see trigger table). While in its presence you gain -1 to all non violent rolls and +1 to the opposite. You must save vs. magic to not assault your source of hatred if given the opportunity.

  67. Large ears
    Large and saggy like an elephant. Keeps you cool in the summer but otherwise harmless.

  68. Thick skin
    Your basic AC is increased to 13 due to your crusty, calloused skin. Constantly itchy.

  69. Long legs
    Your legs are twice as long as they should be. You can move 1/3 faster than other people, but your height is often a problem.

  70. Long neck
    Long snakelike neck. You can twist it 180 degrees!

  71. Long nose
    Long and saggy. -1 in grapples 'cos people tend to grab it.

  72. Mad as trousers
    You're generally a bit barmy and once per game the DM can switch a decision you make to the opposite if they think you've not been suitably unhinged.

  73. Immune to magic
    Magic washes over you like water. Any magic that demands an internal change in your will have no effect. You can't be mind controlled, exploded or healed. However a fireball or summoned hyena could still do you in.

  74. Mane
    You have a fabulous mane.

  75. Face twin
    Emerging from a random location (see table) is a malformed foetal twin. It gibbers and twitches at convenient intervals. Screams when in the presence of something (trigger table)

  76. Massive smartness
    You're were born with knowledge, an old soul. Probably literally. You have memories of fire and a fall. Either way, +5 intelligence.

  77. Useless Wings
    Vestigial wings on your back. Their look is up to you, but all they do is flap excitedly.

  78. Shadow
    Your shadow is an active limb. Anything it falls on can be manipulated as though you touched it. Unfortunately this also goes for damage. If someone stabs your shadow it's like stabbing you.

  79. Multiple heads
    You have an extra head. Create it as a henchman without strength, dexterity or constitution. It will have a class and a personality and demand it's fair cut.

  80. Sharp tongue
    Your tongue is like that of a chameleon, but sharp and strong. You can extend it to 3 metres and use it to grab things or cause d4 damage.

  81. Tiny head
    Your head, and the brain in it, are teeny tiny. -d6 intelligence and charisma. +2 vs mind control effects.

  82. Poison bite
    Once per day you can bite someone and poison them. They must save vs poison or die

  83. Scales
    50/50 partial/full cover. Either way, gives you added protection (base ac 14) and looks good.

  84. Scorpion tail
    A huge chitinous tail erupts from the base of your spine, easily 4 metres long. It can lash out for d6 damage, causing a save vs poison in those taken damage. They must save every turn or take a further d4

  85. Rearranged face
    Randomise that face. You look like a Mr. Potato head. This changes every time you wake up.

  86. Short legs
    Half the length of normal legs. Half movement.

  87. Soulless
    When people look into your mind they see a gaping void. There's nothing. You are spiritually barren. Godly magic can't affect you and you are immune to effects that play with your emotions.
  88. Pig snout
    Oink. +2 to finding truffles or other stinky ground food

  89. Weird voice
    Your voice...: 1:always echoes 2:booms 3:squeeky like a mouse 4:hissy like a snake 5:slurping, drool covered words 6:only speaks backwards

  90. Suckers
    You have an array of suckers on d3 ransom loactions. These assist in grappling (+1 per location) and can hold things. Also look gross.

  91. Thorns
    Your skin is covered in fine, small thorns that break off when brushed against like a cactus or rose. d2 automatic damage to anyone you touch or grapple. The life of a thorny tiefling is a lonely one.

  92. Impressive Eyebrows
    Enormous or exotic, whatever form they take they are mightily interesting.

  93. Trail of slime
    Your lower body is that of a huge slug. You move at half speed and leave a stinking trail of slime everywhere you go.

  94. Tentacle arm
    A random arm is of the octopoid variety. Very useful for grappling (+2) and fitting into tight spaces.

  95. Tentacle fingers
    Like the arm (above) only less useful and more disgusting. +1 grapple.

  96. Unnatural appetite
    You eat and only eat: 1: Blood 2:Children 3:Dung 4:Hair 5:Paint 6:Pets 7:Teeth 8:Tears. You need nothing else!

  97. VileYou unconsciously act in ways that offend others. Most people learn to hate you pretty quickly. -10 Charisma

  98. Snail Skin
    Your skin is covered with the thin delicate shell of a snail. It cracks and oozes easily, offering no protection. All it does is give you the appearance of sappy bark.

  99. Radiant
    Your skin glows faintly like the fires of hell. It is alluring. +3 reaction/intimidation rolls. Also casts a dull light, like a candle.

  100. Demonbreed
    You are resilient and powerful, people whisper that your demonic heritage is closer than your mother claimed. Double your HP and optionally remove one Sin of your choice.





Location Maker (roll d12)

When you need a random location, come here




Sub-tables


1- Head
  1. L.Eye
  2. R.Eye
  3. L.Ear
  4. R.Ear
  5. Nose
  6. Mouth
  7. Forehead
  8. Back of the head
  9. Top of the head
  10. Neck
2,3- Chest
  1. L.Breast
  2. R.Breast
  3. Middle of your chest
  4. Back
4- Abdomen
  1. Stomach
  2. Dick
  3. Bum
5,6- Right/left arm
  1. Shoulder
  2. Elbow
  3. Somewhere inconveniently in-between
7,8- Right/Left Hand
  1. Palm
  2. Back of hand
  3. End of a finger
9,10- Right/Left Leg
  1. Thigh
  2. Knee
  3. Shin
11,12-Right/left foot
  1. Top of foot
  2. End of toe
  3. Sole of foot





Trigger Table

  1. Critics
  2. Music
  3. Children
  4. Philosophers
  5. Cats
  6. Lightning
  7. Rain
  8. Direct sunshine
  9. Heights
  10. Pain
  11. Sexual attraction
  12. Water
  13. Laughter
  14. Fire
  15. Confined spaces
  16. The touch of iron
  17. Insects
  18. Priests
  19. Blood
  20. Physical contact

Githzerai Class


Level
Experience
HP
Paralyse
Poison
Breath
Device
Magic
0
-
1d6
15
18
17
15
16
1
0
1d8
14
16
15
14
14
2
2,500
+1d8
14
16
15
14
14
3
5,000
+1d8
14
16
15
14
14
4
10,000
+1d8
14
16
15
14
14
5
20,000
+1d8
11
12
14
13
12
6
40,000
+1d8
11
12
14
13
12
7
80,000
+1d8
11
12
14
13
12
8
160,000
+1d8
11
12
14
13
12
9
320,000
+1d8
9
10
12
11
10
10
480,000
+3
9
10
12
11
10
11
640,000
+3
9
10
12
11
10
12
800,000
+3
9
10
12
11
10
13
960,000
+3
7
8
10
9
8
14
1,120,000
+3
7
8
10
9
8
15
1,280,000
+3
7
8
10
9
8
16
1,440,000
+3
7
8
10
9
8
17+
+160,000/lvl
+3
5
6
8
7
6


A githzerai is either a warrior from Shra’kt’lor or a sorceror from The Floating City. Decide.


All githezerai:

  • Consider it a matter of survival to seek out and kill githyanki and mindflayers. This feeling is entirely mutual and thus a -4 to all reaction rolls should be applied when meeting them. Note that the parties in this three headed vendetta are smart and in no way suicidal. 
  • They don't "worship" any god, but could be said to revere their immortal god-king,Zerith Menyar-Ag-Gith, with something approaching it
  • Uncomfortably intense. Someone prone to tedious cliche would probably make up a saying about something being as rare as a githzerai smile.
  • Some would say paranoid, but the githzerai say "watchful". They're convinced they're always in the middle of a race war.
  • Have a natural resistance to magic that cannot be suppressed. Roll equal to or under your level on a d20 to completely ignore any non-environmental (eg. not stuff like balls of fire or poison gas) magical effects. No “take half damage” no “no saves allowed”. Roll equal to or under and ignore it entirely whether you want to or not. This does not apply to spells you cast on yourself as they are considered “inside” the barrier.
  • Though fiercely loyal to their people and their king, it is the loyalty of individuals, not the obedience of slaves.
  • A githzerai touching a magical item has a 1 in 6 of disrupting it as though through the area of effect version of  Dispel Magic (LotFP p.101). Apply whatever consequences that may warrant. Their particular anti-magic mojo just won't mesh with this thing. The effect lasts only while the githzerai is in contact with it (the effect can't be reset, you & that particular item are not going to get along)
  • Are not monks or psychic. No. Bad.
  • Zerith Menyar-Ag-Gith has encouraged thievery as a noble profession, so all good githzerai learn at least a little chicanery. Get 2 skill points at level 1 and 1 per level thereafter.



Githzerai of Shra’kt’lor:
  • Use all fighter abilities
  • Have an attack bonus equal to your level



Githzerai of The Floating City
  • Start with 3 random spells 
  • Can memorise one spell per level per day
  • All sorcerous abilities and requirements as per Wonder &Wickedness
  • Zerith Menyar-Ag-Gith, the Great Githzerai, will call for you when you reach level 9. It’s uncertain what happens to those called, but those who ignore the God-King are declared enemies of the githzerai and hunted like a despicable mindflayer.


Bariaur Class


Level
Experience
HP
Paralyse
Poison
Breath
Device
Magic
Climb
0
-
1d10
16
10
15
17
13
1
1
0
1d10
14
8
13
15
11
1
2
2,200
+1d10
14
8
13
15
11
1
3
4,400
+1d10
14
8
13
15
11
2
4
8,800
+1d10
12
6
11
13
9
2
5
17,600
+1d10
12
6
11
13
9
2
6
35,200
+1d10
12
6
11
13
9
3
7
70,400
+1d10
10
4
9
9
7
3
8
140,800
+1d10
10
4
9
9
7
3
9
281,600
+1d10
10
4
9
9
7
4
10
422,400
+3
8
2
7
7
5
4
11
563,200
+3
8
2
7
7
5
5
12
140,800
+3
8
2
7
7
5
5
13+
281,600
+3
6
2
5
5
3
6

(House rule note: Bariaur derive HP as a fighter)






Things to know about Bariaur:


- Pride in their appearance. Well trimmed beards, plaited hair, brightly dyed or bawdily shaved pelts, painted hooves and horns, tattoos, DECORATION. They have a distinct sense of beauty and an almost pathologic desire to differentiate themselves.

- They can use all fighter abilities (charge, defensive stance etc.)

- To say they're like centaurs would be insulting. Not a half man/half brain-dead draft animal, but half belligerent, independent goat.

- Mountain goat. Despite appearances, they have an innate aptitude for climbing.

- All have horns unless the unspeakable has happened. A butt from an adult bariaur causes 1d8 damage, and three times that (instead of the usual 2) if they use a charge action. HOWEVER they must save vs breath or receive an equal amount of damage. 3 in 6 chance a charged target is knocked over if equal or lesser size.

- They're herbivorous and find the idea of eating meat repulsive. They're not necessarily vocal about it. They're an independent lot, they can dig your divergent desires.

- Some bariaur would say that those with only two legs are basically disabled. Bariaur work out encumbrance as per a donkey. However, they lose their climbing skill as soon as they become Lightly Encumbered.

- Deep seated and entirely irrational hatred of giants. +1 to all rolls involved in harming giants. AND, if talking to a hairy jotun is desirable, they must pass a charisma check to repress their desire to be incredibly obnoxious and inflammatory. They really have no idea why.

- Their running-bits are goat, allowing them to move 50% faster than humans.

- They're pretty big. -1 to stuff when manoeuvring in tight spaces (most dungeons). Also, turning around in a small tunnel is impossible.

The Book Of Maiz

Format stolen from Logan Knight:


http://www.lastgaspgrimoire.com/religion-is-a-nest-of-serpents/





The Book
Of
Maiz



You are a Mystic of Maiz, your actions need no explanation.

When you wish something to happen, roll below.


4d6
Invocation
18-24
Success
15-17
Success requires Minor/Situational Devotion
13-14
Major Pact
7-12
Inopportune Favour
4-6
Brilliant Manifestation of Divinity

The Liturgies of your faith are a contextual guide to the levels of power you can call upon.

Favour may be used in one of two ways for Invocation:

  • Before Rolling, you can offer any number of Favour points to allow you to re-roll that many dice. You can stop at any time but you have to keep the final result.
  • After rolling, if the result is more than 12 you can use Favour points, but can’t re-roll each dice more than once.

Every re-roll adds a Round to the time needed for Invocation. If your Invocation has an ongoing effect or you gain Inopportune Favour, roll below to determine how long it lasts. When the time ends you can offer another Favour point to roll again and prolong the effect.


d12
Duration x d6
1-9
Rounds
11-11
Turns
12
Days


Inherent Abilities

Smell the Heart Fire
With a few moments assesment you can determine the relative strength of another in relation to yourself

War Boar
Mystics of Maiz are resistant to mundane pain and cannot be coerced with it

Healing
You may also attempt to heal wounds, sickness, and curses.
(One attempt only.)


4d6
Restore/Purge
18-24
Success
15-17
Success/Bestowed Mark
13-14
Bestowed Mark
7-12
Malpractice
4-6
Brilliant Manifestation of Divinity

Favour can be used in the same manner as Invocation, and if the subject of your healing is part of the cult of Maiz you can re-roll one dice without using Favour.




Calling Upon a Liturgy Beyond Your Reach

If your level is lower than the requirement for a higher liturgy, you must offer a number of Favour points equal to double the levels you are missing in order to attempt to Invoke it. These Favour points don’t grant any re-rolls.

The First Liturgy
Mystic Level 1
In the order of minor aspects of fire, shouting, feats of strength and belligerence

The Second Liturgy
Mystic Level 3
In the order of the sparking of blood fury, rousing monotonous singing, minor porcine transformations

The Third Liturgy
Mystic Level 5
In the order of war-sound, bestowal of significant aspect of the boar, the infliction of pain

The Fourth Liturgy
Mystic Level 7
In the order of feats of head crushing, eye gouging, teeth ripping strength, major aspect of fire

The Fifth Liturgy
Mystic Level 9
In the order of rampant conflagrations, transforming into the avatar of Maiz, the War Boar






Explanation of Terms

Favour
Gain Favour with Maiz by performing actions that please him.

1 POINT
  • Smash the skull of a living enemy
  • Destroy something beautiful
  • Eat a ritual meal of splintered bone

5 POINTS
  • Perform a significant act of vengeance, for yourself or another
  • Refuse sleep

15 POINTS
  • Provoke an act of mass violence
  • Kill a Mystic (of any god), shatter his skull and stamp his brains into the dirt

Minor/Situational Devotion
Invocation requires either something immediately obvious that would please Maiz, or the result of this table:


d6
Minor Devotion
1
Promise of a pleasing offering.
2
Short-term abstinence or indulgence.
3
Manifest something holy from your flesh.
4
Perform a sacred ritual.
5
Recount your deeds (offer d4 Favour points)
6
Religious fever (roll on Duration table).

Major Pact
You must agree to undertake a quest or something equally weighty for Maiz in order for the Invocation to be successful. If you already have one unfinished and you roll another, the Invocation simply fails.

Inopportune Favour
You are honoured with a manifestation of Maiz’s blessing, though the timing could be better. Roll on Duration table unless you used Favour for the roll, in which case the effect is permanent.
Gain d4 points of Favour.

Brilliant Manifestation of Divinity
Your body shreds in the birthing of a terrible avatar of your god, roll on Duration table then roll up a new character. In the case of a Restore/Purge roll it is the target that erupts.

Bestowed Mark
Maiz’s influence manifests as a mutation of His animal aspect. Roll on Duration table unless you used favour for the roll, in which case the effect is permanent.

Malpractice
Oh, gosh, this isn’t quite what you meant to happen. Take a look at the GM, he’s rolling on a table. This isn’t good.

Religious Fever
Mindless, uncontrollable worship until the duration ends.





An Armoury

Picture stolen from Matthew Adams

1 - Paddycrook

A traditional tentacled head attached to the dried and hardened penis of the jabobo. Originally a tool of the Kairnic herdsman who could use the flexible shaft to thwack wayward or aggressive animals or, if herding larger and more leathery stock — such as the muscular and often dangerously amatory jabobos themselves — can use the barbed metal head to grab, pull and lock limbs.

Cattle raiders soon discover that this tool is equally suited to taking them to task as it is the herds. The dried shaft can cut through unprotected skin and the barbed head will shred the soft flesh from anything it grabs.


2 - Absinthe Knuckle

You might be surprised that among the Absinthian plainsmen there is a huge societal stigma against killing. One might wonder, considering their notoriously warlike ways of carrying on against the city-states and each other, how this is possible. The answer is via a very generous interpretation of killing. They execute their criminals by placing them atop their high totems and waiting for them to fall off to their deaths, as they see it, by their own hand. They kill at range, by the wind's whim. They grasp their swords in the ice-pick grip of these Knuckles, creating a degree of separation from the deceased.

They are a pragmatic people, not to be stopped by generations of folk tradition.

3 - Iron Keys

An iron key for the iron gates of the Halls of the Castigator, ceremoniously held by every guard of the prison-city. They don't fit any extant lock and are instead used as symbols of office and massive flails.

The city is unchanged since before the fall of the Great City and its separation into scattered city-states divided by rubble and killing fields. The guards still guard and take prisoners, as they ever did, from the cities, secure in their ancient duty under the The Veracious Lawgiver and of their their indispensable position as neutral castigators among the roiling Empires.

Though they do have to stop the occasional prison break via siege.

4 - Fetch

Associated with the criminal class of Yongardy, who carry these openly as a sign of intent when the mood takes them.

They are a simple weapon best suited for alley ways or the narrow corridors of the manses of the rich. Simply put, they are a pair of knuckle dusters with a thin, strong, wire between them (used for garotting or general entanglement) and a spike set on one end. Typically used to ambush or grapple, they can also be utilised one handed as a wild and unpredictable flail, possibly keeping your perusers at bay.

5 - The Butterfly

Named not for its attractive shape and suprisingly pliable build, but its famed ability to "butterfly" opponents, splitting them from collarbone to pelvis, popping them open in spectacular fashion.

They were originally made by the warrior society/priesthood of Mayse, based on the apocryphal tale of early followers failing to penetrate the thick shells of the soldiers of the Snail God, buckling and bending their swords as they thrust at their twisted armour. Mayse, on seeing this failure and desperately desiring the high snail priests skull be bashed upon his temple steps, taught his followers to fully split their pliable swords and hack at them, thus shattering the shells and plunging into the rich goo beneath. Ever since then they have shunned piercing weapons as being inferior and suspiciously dastardly.

6 - Bucolicannon

All servants who attended The Raging Vizier in his troubled twilight years were required to wear one of these for their own safety. The Vizier, a world renowned and ancient sorcerer, was caught in the throes of a degenerative senility, one which would forget and then remember the spells of his youth and vomit them forth at the most unfortunate times.

So, rather than risk another 40 years of sleep, or the opening of a hellmouth, his chief page came up with the genius plan to equip every member of his staff, from the kitchens to the gentlemen of the privy chamber, with a helmet mounted blowgun full of powerful sedatives. Even with their arms turned to eels and their legs detached and arguing, they can roll on their side and safely subdue the doddering old coot.

Since his tragic demise others have seen the possible applications of them. If only the chief page, or in fact any of his household, had survived the lifehook he placed on them. Some say they're chasing him still, naked down the halls of the underworld.

More ways to kill a man AKA Ripping off WFRPG1

If the basic blocks of combat remain in place then they are easily swapped about. So here we've got rolls to hit, rolls for damage, armour etc. making it simple to slot into the typical OSR style game. It needs testing and adjusting, but I like the sound of it so far.




Assumptions made: HP = Constitution score, criticals and fumbles, damage past 0 is an injury (adjust table to read "1- Flesh wound 2- Serious injury 3+- Mortal blow" maybe)



  1. Roll 2d8 to hit, both differently coloured (pick one as special), adding your base attack bonus and weapon modifier*
  2. If you score 10 or more, you hit
  3. Double 1 is a fumble, double 8 is a critical hit.
  4. Use the highest D8 for damage, add your Strength modifier, deduct their Constitution modifier (ignore negatives)
  5. Determine hit location by reading special die of the 2d8 rolled:
    1    Head
    2    Right leg
    3    Left leg
    4    Right arm
    5    Left arm
    6-8 Body

    Fighters can switch the die used

    For non-human shaped creatures, make up something else. Just start at the hardest shot and work down.
  6. Deduct the **armour of that location from the damage caused
  7. Reduce HP and resolve any critical wounds


Winning:
If you strike an opponent consecutively without him striking you, +1 to hit 'cos you're Winning! This is mostly your job to remember.


*Weapon modifiers
Normal weapons, +2Str +0AtkB
Unarmed 0Str -0AtkB
Big weapons +4Str -1AtkB
Small weapons +1Str +0AtkB
Long weapons +2Str +1AtkB (while unengaged or Winning, otherwise +1/+0)

Parrying
Roll 2d8. If you match a number rolled by the opponent, ignore that much damage. If you match no numbers, no more parrys and lose your next attack as you overextend yourself.

If you match both numbers, immediately attack him.

**Armour:
Shields give 1 armour to all body parts
Armour works in layers. Light (buffcoat, arming jacket) medium (chain, scale) and heavy (plate). All offer 1 armour for whatever body parts are covered. To use medium you must wear light under it. To use plate you must wear medium.

Each body location covered counts as an item for encumbrance. E.g. A leather jacket covering your torso and both arms is 3 items worthy of heavy.

So a knight in full plate would have 3 armour on all spots and have 18 items worth of encumbering stuff. There's a reason knight have people carry their stuff for them.