Showing posts with label secret santicore. Show all posts
Showing posts with label secret santicore. Show all posts

Sunday, March 8, 2015

Secret Santicore Reference: "Places"

Here's my final installment of the Secret Santicore table of contents. You can find it all together, with added information, in this viewable google spreadsheet.

James has posted the Adventures table on his blog, and will be bringing us all Monsters soon.

TitlePagesDescription
Trollheim2-3A city inhabited by a Dark Dwarf and his followers. Description and lore type text, + monster statblocks and some NPCs. A sort of arcane lovecraftian architectural horror city.
Fort Delierium4-5A keyed map of a walled fort and surrounding small village. Map itself is perfectly detailed, the keys offer the most bare of building names. Will require some GM work, but the right kind of GM work.
Across the Mountains6-8Notes on several cultures "across the mountains" from your current campaign location. Includes rules for gunpowder, special spells for the location, setting lore, and more. A mini-campaign setting.
The Portal Collector9-12Various pieces of fine art that also act as extra-dimensional portals. Their function is related to their form. Includes a dice drop table where you drop dice on one of the pieces of art, an included collage.
Fantasy Shoppes13-14d20 table of shops you might find in a fantasy city. Includes info on shopkeeper, how they are, what they do.
The Other Side of Mirrors15-16Rules for entering the other side of a mirror. Includes a spell, "Window Walk", and what to do with Vampires and mirrors that face each other. Behind the mirror is the world of the ID and Ego, those animal instincts that bubble up to our minds in our fantasies.
Zero-G Encounter17A zero-g encounter / room in a Wizard Tower. Added rules for combat make it more tricksy than usual. Hilarious description text.
The Cosmic Sinkhole18A neat little encounter created when the room the players are in phases in / overlaps with a giant ant colony, and the only way out is to let the pupea they face kill them.
Just Another Town19-21Three d20 tables for generating an interesting happening at any given random village, as well as an NPC who can introduct the players to that happening.
Welcome to Fantasy Islands22-24Tables and worldbuilding information to help you build islands quickly. Includes a random encounters table for each island type.
Interstellar Discoveries25-27d17 (?) table of random encounters on uncharted planets. What happens when your spaceship lands?
The Plurality of Hives28-29Description of a multi-dimensional portalway ruled by sentient insects who allow traveling caravans to trade between the plans. Each doorway enters a different RPG system.
Drawing: Dank and Slimy Location30A great ink drawing of an adventurer being killed by some slimy slime in some dark underground dungeon cavern.
Prisons on the Vegland Borders31-35Rules for creating and stocking prisons of vegetable people. Since veggiefolk don't exist in any OSR RPG, there are also rules for creating and running them and how they should interact with animalfolk.
Orobor36-40Rules for running a 7-roomed, 7-inhabitanted extraplanar dungeon thing. Reading it is better than me trying to sum it up in any way, so go do that.
Wilderness Area Trap Generator41-43Tables and rules for creating and running both hunting and defensive traps in wilderness areas.
Jessup's Tree44This is one of the best secret santicore instructions I've ever read, and the entry lives up to the ask. A description of a tree that has seen so many lynchings that it wants more, and is corrupting a nearby village so that it can feed on more hanged souls.
Turtle Monestary45What appears to be a monestary built into the shell of a giant three-headed turtle. Sadly, the image is a little washed out so it's hard to see too much detail.
Citadel of the Goblimites 46Detailed isometric one-page dungeon style map. Includes various rooms with adventure suggestions in the name. Map = detailed, descriptions = sparse, perfect combo.
All the Greats on Your Favorite Station47-49Two space stations for a Star Wars-esque getting, both with a fantasy/horror vibe. One is keyed and mapped as a node map, the other is pure description. Both are clever and would make a good session of play.
The Taking Trap50A trap inspired by "The Giving Tree". You befriend a creature who gets you out of a deadly trap, but then asks a little bit too much in return.

Secret Santicore Reference: "Things"

And so is finished the table of contents for the "Things" Secret Santicore 2014 PDF.

There were a tonne of great rules and systems in here. "Diseases and Cures" is definitely finding its way into my Rivercrawl game, and "Gear and Careers" is just going to be my new normal for "defining player gear at chargen".

When the Monster is the Treasure2-3Rules for harvesting parts from monsters/animals. Tables for what you get, what they do, what it's worth, etc..
Things Found in an Abandoned Hospital or Asylum4-5A d66 (or 11d6?) list of things found in a modern abandoned medical facility. Each item comes with a modifier to make it work for a horror or medieval game.
An Arsenal and Armoury Pertaining to the Shed and Stolen Nails of Giants, Giantesses, and Giant Brood6-7A listing of items created from the use of the finger and toe nails of Giants. Arrayed in several tables depending on if found wild or as spoils of war. All pretty nasty in a body-horror type way, but also useful if you're OK with the nasty. Includes rules for several weird diseases you can catch from using the objects.
What is That up There, My Lord?8-9Four d10 tables that can be used to generate a "Buck Rogers-type" spaceship, including the craft, the pilots, the weaponry, and its mission.
Deep Dungeon Transports10-14Discussion of the viability of various types of non-magical transport options in the deep underdark. Breaks the general problem into more specific instances, describes ways of solving each instance. Includes putting something in the belly of a Purple Worm, getting transport across the deep underground sea, and using Beholders to carve out large tunnels.
Black Magic Alphabet15-16d26 alphabet tables for generating tomes of black magic, including their name and what's contained inside them.
The Alchemist Store17-18Eight d6 tables for generating an alchemist's store, including items in the shop, other customers, the owner, etc.
Games of Irradiated Wastelands19Five short descriptions of games played by peoples in a post-apocalyptic setting. Gonzo/silly in the best way.
Dangerous Technology for Stupid People20-28100(?) dangerous technology items, such as the Fez of Protection, the Soup Bowl of Death, and a Spinning Bow Tie that knocks down missile attacks. Great fun list.
The Seven Vestments of Sutoyar the Mad29-32Seven magical clothing items enchanted by a mad historical figure. Each has advantages and disadvantages when worn, as well as a magical and mundane history.
Amulet of Flawed Majesty33-35A magic item which gives the character a permanent +1 to Charisma and the occasional +6 to charisma and random super power, but at the cost of the characters' soul.
12 Wizard Hats36-38Twelve wizard hats, each with an image and a description, each of which offers certain advantages and disadvantages in play.
Alien Bionics39-43A d20 list of alien bionics with descriptions on how to use each. These are fairly serious scifi technomagic items, and rules are provided for using each one in play including advantages and disadvantages.
Thirteen Tomes44-45A list of 13 magical books, each with a paragraph description detailing what they do. Any would make great loot in a D&D campaign.
Random Effects for Eating Mushrooms or Other Bizarre Foods46-49d100 table of effects from eating weird, dangerous, rotten, unknown, etc foodstuffs. Most are short and fun in play, offering more flavor than mechanical (dis)advantage, although mechanics are there.
Magic Cutlery50-51Backstory and a list of 15 magical eating implements. Can be left in a wizard's tower, a magical school, etc.. The effects tend to be small but useful in a dining setting. I'm sure players can find a way to make them useful for killing things and taking their loot.
The Five Blades of the Dead Titan52-54Five magical, sentient swords, each with different magical abilities that they grant their users, but also each has its own goals and will attempt to take over the character to achieve those goals.
Clerical Spells55-57A number of clerical spells for three different deities: The Builder (Structure and Self), the Lady (Blessing and Light), and the Shipbuilder (Sails and Storms). Excellent list to help add flavor to different types of clerics.
Organizational Events for a Fantasy City58-61A d100 table of events that might happen in a fantasy city that pertain to its management and government. Often will affect a party of PCs, lead to adventure hooks, etc.. Great way to make the city feel alive and bureaucratic.
Gear and Careers62-64A method for determining starting gear of a newly rolled character that doesn't involve buying it. The character will get different gear depending on their ability scores and their class. Low scores don't get bad gear, just different gear. Really neat, versatile, and fast system.
Accessories of Exacerbating Transformation65Three magical clothing items that in some way transform their wearer. Switch mental/physical attributes, mutate them, etc..
Plastic Model Spaceships66-67Tables for quickly rolling up Gonzo Hitchhiker's Guide to the Galaxy style spaceships of varying size and functionality. Comes with illustrations, is both hilarious and functional.
Magical Medical Marvels68-72Various items, spells, NPCs, and adventure hooks, all of questionable healing power. Oh, they'll heal you all right, but they'll also grow you weird limbs you didn't know you wanted (and probably didn't).
Uncommon Skills of the Second Age of Adventuring73-74A list of narrow skills / non-weapon proficiencies for your Old School game. All are helpful, most are a little funny too. Great way to round out a skill or feat list.
Random Potion Effects75d20 effects a random potion might have. Some are gross and deadly, some are useful, and some are window dressing. Given the context of "Wizard creates these, force feeds them to prisoners to see what's up", that's a pretty good mix.
Quick and Dirty B/X Vehicle Rules for Science Fantasy or Sci-Fi76-77Really quick and easy to use rules for deteriming the speed, handling, cargo load, etc of random vehicles in play.
Strange and Terrible Artifacts from the Bleak78-79d19 magical scifi artifacts. The short descriptions leave a lot to the GM to decide, but give some great flavor text.
Diseases and Cures80-83Two d20 tables. The first is long descriptions and rules for various diseases that a character might catch. Some might even appear to be helpful on the surface. The second is a d20 list of "rumors of cures", which do a good job of suggesting adventures for the player to go on to get cured.
Galdr Rune Magic84-87A totally new magic system + class for DnD-type games. Uses runes, which can be either invoked by speaking them or inscribed on something. Different effects come about depending on how they're used.
Tapestries, Murals, and Mosaics88-89Various wall decorations. Mostly flavor, no real mechanical effects. Really great flavor.
Mundane Magic90-9430 items whose magic focuses on day to day life, rather than adventuring or combat. Magic as daily technology, if you will. Great list.
Wizard Treasure95-97Tables detailing wizard loot! This is what Seclusium of Orphone should have been. Great system that emergently allows for having more, and more rare, loot for higher level wizards.
Yuletide Playbook for Dungeon World98-100Moves, monsters, and more for your Christmas-themed Dungeon World game.
Items that Grow with the Characters101-102Six whimsical magic items that grow more powerful as the character who is wielding them levels up.
The whole table of contents can be found in our handy-dandy Google Spreadsheet link: https://docs.google.com/spreadsheets/d/11nXs4Tv-XkKC2RD8Y3f5g4MQnnTclm7bzXZ2s7hPiGo/edit?usp=sharing

Secret Santicore Reference: "People"

A table of contents of the "people" PDF for this year's Secret Santicore

Flower Devils vs. Silk Demons2-4Two "meta-organizations", decentralized occult alliances that are somewhat at odds with each other. Each organization has several abilities, flaws, items, etc associated with it. Gives rules on generating NPCs of each organization. Describes how they interact with each other, and gives a timeline of events that are happening in the background of the campaign world.
The Order of the Machine5A "meta-organization" for Fate games. Occult group that worships AI. Gives several NPC templates for high-level occultists.
The Eternally Young6-7Description of an early modern herbal health company/cult. Ideas on how to use this in a campaign. Includes stat block for "Grace Meeks, Undead Beauty Guru" and an alien/god thing which is using the company to its own ends.
The Death Cult8-9Description of a death cult. Details its founding and evolution into several states. Includes punishment for those found worshiping death: eternal life.
The Secret Cults and Guilds of the Desert Kingdoms10-14d30 Cults and Guilds for a desert setting. Each gets a long paragraph description. Laid out to be easy to roll on.
Horror Barbarians15-16Three horror/weird-themed barbarian tribes. Description, flavor text, and some campaign tie-ins.
Interplanetary Pirate Ragamuffins17Seven NPCs biographies. Each a sort of pirate ragamuffin. Given 4e classes but no other stats.
Garden Sports Oriented Combat and Dungeonering Moves18-19Moves built for Dungeon World that are all focused on some form of garden sport. Also gives a list of moves for Robot Characters ("Danger, Will Robinson") and Mi-Go Characters ("Wretched Humans").
What Does This NPC Do in His / Her / Its Spare Time?20-23Various tables to roll on to deterimine the hobbies, activities, and abilities of general NPCs.
30 Reaons not to Murder NPCs24-25d30 table of reasons a party might not want to randomly murder a given NPC.
Rival NPCs26-28An essay on the nature of what makes a good "nemisis" or "big baddy" in play, how to build them up and get the players invested while still leaving them agency, etc.. Includes several nemises of different form from the author's own game (statted for 3.5 from what I can tell?).
The Lonely Heir 29-33A fully-statted class for Dungeon Crawl Classics that is modeled after the typical Lovecraftian protagonist: a lonely pampered young man who falls into something greater than himself, which slowly destroys him.
d12 Sorceror-Queen Generation Table34-35Seven d12 tables that, when rolled on together, generate a playable Sorceror-Queen.
Super Powers in D&D Type Fantasy36-40Various tables and rules for generating and playing D&D characters who have super powers. Presented as "things to do after usual chargen".
Table of Adventuring Parties41-46d10 table of adventuring parties, each with a short back-story and multiple fully-statted NPCs for LotFP.
Four Monastic Orders47-50Descriptive text + rules for 4 different monastic orders, including a 5e "path" for each one. Includes schisms and relationships amongst the orders.
NPC Faction Cartomancy51-52Rules for using playing cards to build various types of NPC factions—whether nations, guilds, etc.. Describes how to lay out the cards and what different types of cards mean in context. Elegant and fast. Includes examples.
People53-57d100 tables for generating NPCs to be found at a market quickly. Includes name, business at the bazzar, and a secret for each.
Three Robbable NPCs58-60Descriptive text of three rich/robbable NPCs, what they have, and how they hide/guard it. Each scenario could lead to muliple sessions of play.
The Hunted—A Gonzo Racial Class for OSR Games61-64Instructions for building a racial class of forrest-dwelling giants for your OSR system of choice. Includes descriptive text of their culture, rules for their special abilities, and how to generate the class regardless of your system.
Rats!65A picture of a party lowering one of their own on a rope into a well, while giant rats at the bottom scramble for his delicious flesh.

More information and references for other PDFs is / will be available in this spreadsheet.

https://docs.google.com/spreadsheets/d/11nXs4Tv-XkKC2RD8Y3f5g4MQnnTclm7bzXZ2s7hPiGo/edit?usp=sharing

Thursday, July 24, 2014

Bureau Dwarves

Originally published in Secret Santicore 2013, vol. 1.

Lore

A dwarf without work is a sorry dwarf indeed. Miners must break rock, architects must build great halls, and kings must fill them with revelry. A dwarf finds meaning in having a task and performing it well, and it content to work hard and then take his meal and mead along with his brethren in the great hall.

But some deviants do not find satisfaction in the daily grind. For them, work is painful and tiring rather than joyful, and the din of their dim-witted colleagues unbearable. It is these dwarves who, through training or accident, learn that the average dwarf is easily influenced—one must simply give him a task to perform.

Bureau are thus these disenlightened spirits who have seen that there is no meaning in the world. In doing so, they can often see bigger picture goals than other dwarves can, and this combined with their ability to corral many dwarves towards a single project makes them dangerous.



Bureau are regular dwarves who do not find meaning in work, but can thus rise above it and assign work to others. They are the taskmasters, project managers, administrators, and bureaucrats of the dwarven world. They are extreme nihilists who attempt to fill the hole left by their lack of purpose through influencing and crafting purpose for others.

Bureau often have neither hair nor beards. Some argue this is because a beard represents the dwarven spirit, which the bureau have lost. Others will counter that many bureau purposely shave, to which the former answer, “exactly!”

When in the presence of a bureau, most common dwarves feel supremely uncomfortable, and even after having been given (and while executing) direct commands, will insist that it is their own idea. As such, bureau’s influence is often under-estimated by all those around them.

Bureau prefer not to deal with most common dwarves, and instead have their tasks relayed by intermediaries. These are common dwarves too stupid to serve well at performing tasks, and who instead must be made to feel important as they run about, bossing other dwarves around.

Bureau are quite rare, and offer much respect to one another. Even while rallying entire dwarven tribes to war against each other in their nihilistic games, two opposed bureau can chat calmly over a cup of tea.



Mechanics

Mechanically, a bureau is a dwarf who, in lieu of all dwarven racial traits except dark vision, has several spell-like abilities (called “social moves”) at their disposal. Bureau gain levels and saving throws as a dwarf, but gain social move slots as a cleric. What this means exactly depends on the system, but generally a bureau should not have dwarven constitution, fighting, or skill modifiers. A bureau requires a positive Charisma modifier (+1 or above), and uses Charisma as its primary stat.

Unless otherwise noted, social moves do not require typical charisma or loyalty checks. Indeed, the whole point of the bureau is to have a class that does not require loyalty in order to get its way. Most social moves can be attempted also through role-play or charisma checks (depending on the system, group, and/or context), in which case they do not take a move but also have a chance of failure.

There is a single exception to the efficacy of social moves: they do not work on PCs, and must be roleplayed. They do work on hirelings, henchmen, and other PC-friendly NPCs, and played right they will work on the players as well.

A bureau must meditate after a good sleep in order to clear her social move slots. The form this mediation takes is up to the player—some exercise, some practice mindfulness, some play solitaire games. Some may even pray to the Gods they don’t believe listen.

There are no 0-level bureau; before they gain levels, they are but dwarves like any others.

Whether a player can play a bureau is up to the DM, although it is this author’s suggestion that the specifics of the player class be hammered out by the DM and her player ahead of time.

The bureau is a combined race+class, as per Basic and its clones. Making it compatible with other races or classes is left as an exercise for the reader.



Social Moves

Below is a sampling of bureau-specific social moves, followed by a list of cleric and magic-user spells that can easily be used as social moves. Original social moves are usually more powerful, but also more specific, than spells of the same level—this is by design.

Social moves are NOT magic. They reflect the charisma, social capital, and systematic authority of the bureau. This holds true also for spells used as social moves. A bureau cannot read magic nor use scrolls.

The creation of other social moves is left as an exercise for the reader. Hopefully between this list and the “works cited” below, I’ve given you enough inspiration.



Quell Crowd – 1st Level

With a powerful voice and well timed gesture, you can get a group of people to stop being agitated and look at / listen to you for several seconds. Useful for settling a crowd, stopping a riot, starting a speech, distracting a group, etc.. This can also be used to stop a single person dead in his tracks, regardless of what he’s doing. While they are only influenced by the move for several seconds, the caster may attempt to keep their attention through other means (which may be conventional or other social moves).

The size of the crowd that this will work on is a function of the bureau’s level using the equation 3^level. So 3 at level 1, 9 at level 2, 726 at level 6, etc. If there are more people in the crowd, then only the closest number will be under the effects of the move—but again, a talented bureau can use this to their benefit regardless.



Give Task – 1st Level

A bureau can give a task to any dwarf in her own clan, bureaucratic unit, or other appropriate social hierarchy which that dwarf will perform, regardless of his opinions on the bureau and the task. The complexity of this task is limited by the bureau’s level. A level 1 bureau can only force a dwarf to work at the taks for 1 day, and at each level that number doubles (2 days at level 2, 4 days at level 3, etc). The dwarf will try his hardest to complete the task while under the effects of the move, but if it is not completed within the allotted time, the dwarf makes a loyalty check, and if it fails he no longer has to attempt it. This loyalty check recurs each time the length of the move has passed (so for a 2nd level bureau, the dwarf makes a loyalty check at the end of every 2 days).

Notice that this works only on dwarves, and only on those who recognize the bureau as an authority of some sort (although it does not require that they respect that authority).



Public Oration – 2nd Level

Get a group of people to listen to you and agree with what you’re saying. The effect will last as long as they’re all together (and longer if they’re predisposed to the message). The size of the group upon which this works is the same as Quell Crowd. Useful for getting information across, influencing societies, marking arguments in front of courts or parliaments etc.. Can also be used to start a riot, although this will be an uncontrolled one whose purpose will be wanton destruction.



Stonewall – 2nd Level

Anyone asking questions or trying to get their way with the bureau is pushed off politely, gently, but firmly. They will think that they have gotten their goals achieved, and it will only be on later close reflection that they will realize that they have not. This can be attempted on other bureau, but will only work on those of a lower level (and they will be aware that it is working, although will be powerless to stop it).



Bind Henchman – 3rd Level

Upon the leveling up of a henchman, the bureau can choose to bind that henchman to his will. The henchman now has the highest loyalty to the bureau as set by the rules of the system, and can cast one 1st-level social move per day (at his own level), as long as it is done in service of his master. Upon each level the henchman takes, he can cast one more spell per a day (but can never cast spells higher than level one).

Casting this spell permanently uses up one third-level spell slot. The only way to free this spell slot is to unbind the henchman. The henchman will be unbound only if he dies by the hand of the bureau who has bound him—his dying in pursuit of his master’s goals (or of old age, etc) will not free up the slot.

Upon the death of their master, a bound henchman will go mad.



Public Influence – 3rd Level

Get a group of people to listen to you, agree with you, and act on your suggestions. Useful for causing a controlled protest, swinging a vote your way, getting unpopular work completed, etc..



Turn to bureau – 4th Level

After much discussion, cajoling, and psychological damage, a dwarf loses half his/her XP but becomes a bureau of the appropriate level (a zero-level dwarf becomes a first level bureau at 0 XP). This will require a number of hours of discussion equal to the dwarf’s level multiplied by 10 (so 20 hours for a second-level dwarf), but these may be spread out over time. As long as the dwarf listens (whether willingly or under duress) for the right amount of time, he will be turned.

As long as the process of turning is underway, one 4th level spell slot is taken up by the process. The bureau can chose to regain this slot by normal meditation, but in that case all progress towards turning is lost and the process must start anew.

If a bound henchman is turned, he becomes a bureau and can make all social moves as a bureau except “bind henchman”. He remains bound in all other ways. Upon the death of their master, a bound bureau is set free (although often chooses to continue their master’s plans).




In addition, all the following magic-user and cleric spells can be performed as social moves by a bureau. In some noted cases, the social move has a different level than its equivalent spell. All of the spells saves and restrictions do apply. However, these are not magic when used by bureau, and all saves must be vs. paralyze or charisma checks.

All spells were taken from Lamentations of the Flame Princess, but other sources should work fine.


Charm Person – 1st level magic-user spell

Command – 1st level cleric spell

Confusion – 4th level magic-user spell (3rd level bureau social move)

Detect Lie – 4th level cleric spell (2nd level bureau social move)

ESP – 2nd level magic-user spell (5th level bureau social move)

Forget – 2nd level magic-user spell (5th level bureau social move)

Power Word Stun – 7th level magic-user spell

Remove fear – 1st level cleric spell (social move only removes non-magical fear)

Suggestion – 3rd level magic-user spell (1st level bureau social move)



Further Inspiration

http://en.wikipedia.org/wiki/Duergar_(Dungeons_&_Dragons)
Evil, psionic-using dwarves.


http://en.wikipedia.org/wiki/Derro_(Dungeons_%26_Dragons)
Evil dwarves who influenced the bureaucratic machinations of Nazi Germany.


http://www.ribbonfarm.com/the-gervais-principle/
Particularly Parts I and VI. Bureau are the “sociopath” layer of Dwarven society.


A Song of Ice and Fire (books) / Game of Thrones (TV show)
Varys is a prime example of a bureau dwarf.


House of Cards (netflix series)
Kevin Spacey’s character? Definitely a high level bureau. The British version of the show (also on netflix) gets bonus points for better portraying how a bureau hides his true nature from those around him. Stanhoe in the British version is definitely a bound henchman.