Tuesday, August 18, 2015

Magical Oils of Armoring and Damaging for OSR Fantasy Games

These rare magical oils are applied to armor and weapons, can be made by a skilled alchemist. When found in a treasure trove, dungeon chest, or forgotten crypt, they are typically stored in stoppered ceramic or glass vials. Each vial will contain enough oil for 1d4 applications before running dry. (For use with Labyrinth Lord, Swords and Wizardry, Dungeon Crawl Classics, Lamentations of the Flame Princess, and other OSR fantasy roleplaing games).

Oil of Armoring

The contents of this bottle bestow a magical aura of protection upon any suit of armor or shield to which they are applied . The AC value of the armor or shield will be reduced by 3 points for the next 2d6 rounds

Oil of Damaging


When applied to a weapon, this oily substance grants a +3 bonus to damage. The effects of an application will wear off in 2d6 rounds.  

Thursday, August 6, 2015

25 Deadly Plants

A System-Neutral Supplement For use with any Fantasy, Science Fiction, or Post Apocalyptic Roleplaying Game.

This 3 page .pdf lists 25 poisonous plants, plant monsters, carnivorous plants,and otherworldly plant creatures. They are presented with general descriptions and without stats, allowing the GM to insert them into his game with minimal effort.

Available in .pdf format for $1.00


Saturday, July 25, 2015

200 Character Backgrounds

For use with any Medieval Fantasy or Swords and Sorcery Roleplaying Game.



This single page supplement contains a numbered list of 200 possible backgrounds, allowing it to be used randomly or simply as a quick source of inspiration about a character's past. Stuck trying to figure out what your heroic warrior used to do before he picked up a sword? Need a quick job description for an NPC? From dangerous smugglers and branded criminals to simple farmers and craftsmen, you're sure to find something in this list to spark your imagination.

200 Character Backgrounds is available now as a pay-what-you-want pdf download.

You can get it here.

EMP Missiles for White Star

EMP Missiles

EMP Missiles are physical projectiles that create a very powerful electromagnetic pulse upon contact with the target. This does no actual damage, but the EMP causes all of the target starship's systems to completely shut down for 1d6 rounds. The target starship cannot attack, use any ship modifications, or pilot the ship in any way other than continue moving at the current speed without changing course. While disabled by the EMP, the target starship's shields are offline, temporarily reduced to zero, but will return to their previous strength once the duration of the EMP has ended. This modification may be purchased once per each weapon on a starship,

Range: 8

Cost: ???

Plasma Missiles for White Star

Plasma Missiles for White Star

These physical projectiles explode in a ball of ionized gas. If the target's shields are at zero, a plasma missile does 4d6 points of damage the first round, and 1d6 damage per round that completely bypasses the target's shields for the next four rounds, even if the target manages to repair their shields. Against a target with a shield strength of 1 or more, a Plasma Missile does 1d6 points of damage per round for four rounds that can be mitigated by shields in the same manner as norm damage. This modification may be purchased once per each weapon on a starship.
  • Range: 8
  • Cost: ???

Friday, July 17, 2015

Plasma Cannons for White Star

I've been working on a supplement for White Star that focuses on starship weapons and modifications.  My current working draft contains forty different items in various stages of completion, and I thought it might be fun to share some of them with the rest of the world as I work on them (especially those items that I could use some feedback on).

Presenting the first in my "White Star Ship Modifications" series of posts:

Plasma Cannons

Plasma cannons fire bursts of ionized gas. Upon a successful hit, the target takes 2d6 points of damage. If the initial damage is not completely negated by the target's shields, the plasma will continue to damage the target, bypassing the target's shields completely and doing an additional 1d6 damage per round directly to the target's hit points for the next 2 rounds.

    • Range: 12 8
    • Cost: ???
It's a pretty simple writeup, which is what I am aiming for. Feedback is greatly appreciated. In particular:

  • Is the damage - particularly the part that bypasses shields - too much? The final supplement will contain a few different starship modifications that will help to heal starship HP during battle, if that makes any difference.
  • The range is the same as standard laser cannons. Does that seem like a good range? It was suggested that I drop the range a bit, to reflect the fact that the wepoan fires bursts of gas as opposed to laser.
  • How much should these cost?
Thanks in advcance for any tips and advice.

Sunday, July 12, 2015

Domesticated Mutant Animals in the Wasteland

A set of guidelines for handling domesticated mutant animals in Mutant Future, including two new mutations and four new mutant animals.

Animals in Combat

Domesticated animals, unless specifically trained for fighting, will not generally assist in combat encounters. Even wild versions of these animals, with the exception of waste dogs, will not normally attack unless threatened or cornered. Training an animal to fight effectively and follow commands is a long and labor intensive task, and many breeds and species will never be suited to such work.

Panicked Animals

In stressful situations domesticated animals may be required to make morale checks. This may often occur in combat, or as a result of loud noises or other startling events. Animals failing a morale check will typically attempt to flee the area and may wander a great distance away, but more tame and loyal beasts may react more favorably to stress and confusion. It is up to the GM to decide when to make morale checks for domesticated animals, and what the exact results will be. Cautious characters will remember to keep their animals securely tethered and would be well advised to keep them away from combat situations.

Mutations

The various animals and beasts of burden that the players come across may vary widely from the species listed here. The listed statistics for each of these domesticated animals are based upon their original and unaltered form. It is ultimately up to the GM to decide what sorts of animals are commonly domesticated in the campaign, and various mutations can occur which present strange twists on the conventional breeds of these animals.
When assigning mutations to domesticated animals it is important to keep in mind that these animals are not the same thing as a Mutant Animal character, and even with mutations they will not be intelligent in the capacity that a Mutant Animal character would be. The GM is encouraged to assign mutations to domesticated animals carefully or else they may become too dangerous for their keepers.
Domesticated animals with visible or otherwise noticeable mutations may sell for a higher or lower price, depending on the circumstances, and unfit animals are often passed off as prime stock by unscrupulous traders in the wastelands. Some Pure Humans settlements may abstain from keeping mutated animals entirely, regardless of the nature of their mutations.
The table below lists some of the more common mutations which may exist within different species, breeds, and individual specimens of domesticated animals. The GM may roll randomly, choose from the list presented, or substitute any other mutations he feels are appropriate.

Domesticated Animal Mutations Table

Roll 1d20
  • 1-4 : Aberrant Form
  • 5 : Accumulated Resistance
  • 6 : Albinism
  • 7-9 : Bizarre Appearance
  • 10 : Chameleon Epidermis
  • 11 : Digestive Fortitude (New Mutation)
  • 12 : Dual Headed
  • 13 : Epidermal Photosynthesis
  • 14 : Frailty
  • 15 : Hemophilia
  • 16 : Increased Balance
  • 17 : Iridescent (New Mutation)
  • 18 : Natural Armor
  • 19 : Reduced Immune System
  • 20 : Sensory Deficiency

New Mutations 

Digestive Fortitude: The mutant is immune to the effects of most food borne illness, being able to derive nutritional value from spoiled foods. Common water contaminants such as bacteria or natural waste products are generally safe for the mutant to drink, and he receives a +4 to any saving throws versus ingested poisons.
Iridescent: The mutant can cause his skin to glow, giving off light in a radius up to 30'. The amount of light produced is controllable by the mutant, and there is no limit to the duration or number of uses as long as the mutant is conscious and capable of normal thought. The skin of an iridescent mutant will always give off a faint glow.

New Mutant Animals

Donker

  • No. Enc.: 0 (3d10)
  • Alignment: Neutral
  • Movement: 120' (40')
  • Armor Class: 8
  • Hit Dice: 1+1
  • Attacks: 1 bite or 1 kick
  • Damage: 1d2 or 1d2
  • Save: L0
  • Morale: 7
  • Hoard Class: None

Donkers are small domesticated pack animals capable of limited flight. A donker can carry up to 175 lbs. at normal speed, and up to 350 lbs. at half its movement rate. When a morale check is failed, the donker flees danger, or it falls from a dangerous height, the animal is able to leap using its near-atrophied wings. The leathery wings have a relatively small wingspan and end in tiny hooves. Although they are able to negotiate very rocky and hilly terrain, they are notably stubborn and occasionally hard to deal with.
Mutations: Complete wing development.

Krawler

  • No. Enc.: 1d6 (3d10)
  • Alignment: Neutral
  • Movement: 90’ (30’)
  • Armor Class: 5
  • Hit Dice: 3
  • Attacks: 1 (bite)
  • Damage: 1d8
  • Save: L2
  • Morale: 7
  • Hoard Class: None

Krawlers are large, herbivorous reptiles who are occasionally used as mounts and beasts of burden. They have large, muscular bodies with four stubby legs, and their skin comes in a variety of patterns and earth tones. Although easy to train, Krawlers have incredibly strong jaws and can inflict a serious bite if agitated or provoked. They are usually kept securely muzzled when possible. In the wild, they travel across plains and deserts in slow moving herds, with males competing for dominance. Rogue males and small family groups without a herd may establish lairs and nests in caves, ruins, and other such places. A krawler may carry up to 500 lbs., and up to 1000 lbs. at half its movement rate.
Mutations: None.

Pawkarat

  • No. Enc.: 2d10
  • Alignment: Neutral
  • Movement: 120’ (40’)
  • Swim: 60’ (20’)
  • Armor Class: 7
  • Hit Dice: 1
  • Attacks: 1 (bite)
  • Damage: 1d4
  • Save: L1
  • Morale: 5
  • Hoard Class: None

These mutated rodents are a larger, slightly more intelligent, and far more docile strain of giant rat, typically 5'-6' long, not counting its tail. They make sure footed pack animals, and are able to climb sheer surfaces and squeeze their way into small openings. They are sometimes kept for their meat and their milk, which tend to have abnormally high amounts of protein. A pawkarat can carry up to 100 lbs. at normal speed, and up to 200 lbs. at half its movement rate.
 Mutations: Digestive fortitude.

Waste Dog

  • No. Enc.: 2d6 (3d6)
  • Alignment: Neutral
  • Movement: 150’ (50’)
  • Armor Class: 8
  • Hit Dice: 2
  • Attacks: 1 (bite)
  • Damage: 1d + hold
  • Save: L2
  • Morale: 7
  • Hoard Class: None
Waste dogs are the descendants of various breeds of domestic canines. Their bloodlines have been mixed over time, and there are no pure strains left of the original domestic breeds. The average waste dog is usually about the size of a coyote, and their coloration and distinguishing features may vary from specimen to specimen. Feral packs of waste dogs can cause trouble for lone or injured travelers, but in many places they are still domesticated by humans and mutants. If properly trained, they can make effective lookouts and loyal companions. A waste dog can carry loads up to 20 lbs. at normal speed, and loads up to 40 lbs. at half its movement rate.
After biting an opponent, a waste dog can hold on, doing 1d4 damage automatically every round. It can keep holding on until it dies, unless the victim sacrifices an attack in an attempt to break free. This requires a successful saving throw versus Death, adjusted by the victim's Strength modifier.
Mutations: Accumulated resistance (disease), accumulated resistance (poison), night vision.