Thursday, January 16, 2014

[music-related] Doomed!

This time I created something... different.

45 minutes of extremely slow, low-tuned guitar riffage is available for your listening "pleasure". You can download the whole Obsidian album for free HERE but I'm warning you - it's not a doom metal. It's a DOOM metal. Droning, gurgling and seemingly endless.

Here's the example but you should know that it's one of the fastest and most "active" tracks from the whole album :D

Also,that's the first metal release by Perfect Beauty - previous ones are full of dark ambient / industrial / noise anti-music so yes, they are different and no, they aren't any easier to listen :D

Monday, January 13, 2014

Very unusual monster features

This table may be handy during creation of the unique specimens of some monsters. Roll 1d12:
  1. Crystal body. -2 AC, +11 HP
  2. Toxic Blood.
  3. Electricity instead of blood. Damages its opponent if wounded with metal / natural weapon.
  4. Multi-limbed. 1d4 additional attacks per round (determined each round!).
  5. Explodes when killed. 1d10+3 damage in 2d6m radius.
  6. Venomous Kiss.
  7. Incorporeal. -1 AC, -1 damage dealt (to minimum 1), all damage dealt counts as magical, damaged only by magic (weapons, spells or abilities).
  8. Splits when damaged. Only 1+2 HD, if not killed with one hit, it splits into two separate monsters.
  9. Golden body. -1 AC, +1 damage, +2 HD, may be worth a fortune.
  10. Opens a portal when killed. When the monster is slain, magical portal opens and spits out more monsters (another roll for wandering monsters is needed).
  11. Robotic. -1 AC, +1 damage die (lazors, force swords etc.), 1 HP regenerated / round.
  12. Hybrid. Roll for another wandering monster and mix the features of these two (incl. AC, HD etc.).
Additional table that may be used to determine why this particular monster was so different. Roll 1d6:
  1. Result of a magical experiment of some kind.
  2. Gift / curse of gods.
  3. Effect of a powerful spell (may be dispelled).
  4. Extremely rare mutation (imagine the mutagenic substance that turns flesh into a machine!).
  5. Extra-planar monster, just resembling some monster known in this world.
  6. Avatar / messenger of some minor deity (killing it may have unexpected aftermath!)

Friday, January 10, 2014

Magic potion... containers

Have you ever thought that some magic may not come from the magical potion, but from its container? I'm afraid that due to expendable nature of the potion container (bottle, flask, jar and soon) may lead to the missing of this phenomenon but well, it's players' problem, not mine :D

Here are some examples of the magical liquid containers, of course with fixed colors. Roll 1d20:
  1. White. Turns the liquid to 40% alcohol, mainly vodka.
  2. Blue. Turns the liquid into potion of healing.
  3. Red. Turns the liquid to sauerkraut juice.
  4. Yellow. Turns the liquid into urine.
  5. Olive. Turns the liquid into vinegar. 
  6. Brown. Turns the liquid into potion of invisibility.
  7. Transparent. Turns the liquid into molten metal.
  8. Green. Turns the liquid into potion of blindness.
  9. Black. Turns the liquid into fresh water.
  10. Violet. Turns the liquid into cheap, very sour wine.
  11. Silver. Turns the liquid into blood.
  12. Gold. Turns the liquid into poison (randomly determined).
  13. Grey. Turns the liquid into ash (!).
  14. Orange.Turns the liquid into somewhat diluted tree resin.
  15. Dark-green. Turns the liquid into fruit juice (randomly determined).
  16. Pink. Turns the liquid into potion of paralysis.
  17. Navy blue. Turns the liquid into potion of fire breathing.
  18. Aquamarine. Turns the liquid into mustard.
  19. Copper. Turns the liquid into potion of water breathing.
  20. Dark-brown. Turns the liquid into potion of sleep.
After filling the container with liquid, it starts transforming its contents after 1d6 turns. Transformation ends after the next 2d6 turns.

Thursday, January 9, 2014

Bandits and Battlecruisers: Alien Artifacts contents preview

Well, we're currently working on contents of the first supplement for the Bandits and Battlecruisers. Few days ago I posted the first random table from the booklet and today I want to present you the initial list of all ship components that will be described in the supplement (as we want to make it about the alien-made ship subassemblies, not the generic and more typical alien artifacts). Of course I can't speak for Mr. Wight who usually is capable of adding lots and lots of additional stuff to my work, so nothing is final and the list may be further expanded.

So - here you are (in alphabetical order)!


Wednesday, January 8, 2014

d30 random scrap table

  1. Set of aluminium spoons
  2. Large, rusty gearbox
  3. Wrench
  4. Ancient, broken cyber-brain
  5. Steel bucket full of dried concrete
  6. Half-melted barrel of a laser cannon
  7. Iron
  8. Small electrical engine (operational)
  9. Titanium skull
  10. Tangled copper pipes
  11. Cannon shell
  12. Punctured hot water boiler
  13. Gutter
  14. Large spool of copper wire
  15. Iron mace
  16. Small metal box full of nibs
  17. Huge screw
  18. Rusty cleaver
  19. Body of a luxury car in pretty good condition
  20. Small brass figurine
  21. Ten-foot pipe with a knife attached to its tip
  22. Steel bucket (punctured)
  23. Six pairs of scissors connected with a short chain
  24. Cast bathtub
  25. Water pump
  26. Huge cauldron with cannibalistic engravings on its surface
  27. Rusty greatsword
  28. Small can with set of miniature pliers inside it
  29. Guts of the ancient clock
  30. Brand new large ball bearing, still covered with foil

Tuesday, January 7, 2014

Bandits and Battlecruisers review

That's something pretty rare - a review of my Bandits and Battlecruisers game, written by Fracralbat. There are not many of them in the internetz, so enjoy!

Introducing Diamond

I'm not sure if I mentioned it before but in 2013 I ran a few Perilous Path games, all of them with only one player (my girlfriend, Natalia). As we played only during some "wilderness" trips (actually not very wild, but...), we used one of my favorite set of rules, which is... no rules except GM's decisions! And it worked pretty well.

However, about four months ago I decided that some kind of rules actually may be helpful - just to keep track of character's progress. And due to the wandering nature of our game sessions, it had to be diceless.

Instantly I began to think about some kind of a clone of the game with name of the castle in its title. And castle's name is the same as the common name of the fossilized tree resin :) Unfortunately, I got stuck with its most basic component for over one-third of the year.

For over four months I was unable to simply create a decent set of... basic attributes. I didn't wanted to simply rip off the original four stats, as I avoid direct cloning of the ideas. Also, I thought that despite their work perfectly for demigod creatures, they will be somewhat incomplete for (more or less) ordinary mortals.

Yesterday the enlightenment came. Of course, during the shower (gushing water is my usual source of good ideas :D). Yesterday I finally managed to figure out the five main attributes. And here they are:


Strength depicts raw physical power.
Dexterity combines both manual ability and more general agility and grace.
Endurance in most cases means the durability of one’s physical body, his/her ability to withstand pain, fatigue and other negative factors.
Mind combines intelligence, cunning and willpower.
Power is a bit tricky, as it contains both combat skills and magical / mystical abilities, as well as any kinds of extrasensory perception.

Most humans have their attributes between 10 and 50. Heroes from the ancient past (and experienced PCs) could have some of their attributes as high as 70-100. Most powerful mythical monsters may have some of their stats even at 250, while gods can attain even higher numbers.

How to use the Power stat?
It's simple, at least for me (but may be bit harder to explain) - in combat, Power attribute may be used combined with Dexterity or Strength, or even both of them.
For magic, Power should be used mostly with Mind, but in some cases Endurance is important as well.

Well, that's all for the moment. I think that players will get 100 character points to distribute amongst the attributes, plus of course some extra points to spent / gain on additional features (I'm currently thinking about them so expect some examples... soon).
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