Dungeon Mist

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It might be found in any dungeon. A thick white mist, singed with blue, and so cold it leaves dew on your skin. It rests in every room and corridor like gentle water–rising into little tidal riots anytime a door swings open. The changing level of the floor causes its depth to vary between your knee and your chest.

If you’re short enough to breathe the stuff, it acts as a mild hallucinogen. You’ll see colorful specters of the dead around you, watching with silent, stoic hatred. At least you tell yourself they’re hallucinations. They aren’t, though. Not really.

In some dungeons, things move beneath the mist. Creatures like Goblins, Kobolds, Halflings, Gremlins, and other various diminutive subspecies. The haunting specters are a small price to pay for this perfect advantage against the hated tallfolk. Anything on the short and nasty side gets a 4-in-6 chance to surprise when walking through the dungeon mist. When fighting, short creatures have concealment.

There is a current to the mist. An undertow you may never realize is moving you if you’re not careful. While walking through corridors, you won’t notice it. Nor will you notice it when examining an object within the environment. It’s so subtle that you’ll just naturally shift your feet to compensate, keeping the object of your focus within view. If, however, you find yourself distracted. If you stop to have a conversation, or engage in combat, then the mist will move you slowly. The referee should move the party about 10′ per round / conversational exchange. The current is clever enough to avoid closed doors, and to slip its victims through small or distinct spaces with great subtlety.

Periodically, a massive wave of mist will rise and flow unchecked through the corridors of the dungeon. The best way to represent this is to add this wave to the encounter table.

Characters might be granted a single round of movement to attempt to dive for safety, or possibly just a save versus Breath to grab onto some nearby object. Otherwise, they will be picked up and tumbled along with the wave, until you are cast off from it in some completely different part of the dungeon. The new location should be determined by whatever the referee finds most amusing, and the mist is under no obligation to release each character in the same place.

Being carried off by the mist will also affect a character’s mind for a time, causing them to suffer a brief madness:

  1. When you close your eyes, instead of blackness, you see another world. You’re standing over the rotting corpse of a murdered child. The body is in a little hut on the edge of a forest village, lit only by candlelight. If you keep your eyes closed you can look around this world, and if you move you will see yourself moving through this world (though your body is still bounded by whatever environment you’re actually present in).
  2. You have been clapped in irons. None of your companions can see your restraints, they might insist that you’re imagining it, but your companions are wrong. If your restraints were fake, you would be able to move your hands more then a foot apart from each other. You’d be able to take strides that covered more than a few inches at a time. Your companions must be the ones who are crazy!
  3. You hear the overwhelming sound of dozens of wailing babies. It drowns out any other sounds you might want to hear (or not want to hear, as the case may be).
  4. Suddenly everything becomes clear. Fragments of conversation connected to brief moments of wakefulness half-remembered after you laid down to sleep last night. Your companions stayed up late to meet in secret. Specifically intending to exclude you and only you while they shared a delicious cake. Your favorite kind of cake! They laughed about it too. About what a fool you were, and how happy they were that you would not have any of the cake. Well…you’ll show them! YOU’LL SHOW THEM!
  5. You are a cat. You have cat concerns, and cat thoughts, and will pursue cat pursuits.
  6. Apparently while ya’ll were trapped in that stupid mist, all of your friends decided to put on scary masks. You do not like them. They are scary. You should tell your friends to take them off. If they refuse, well god damn it, you should just pull the damn things off.

    (Your friends are not actually wearing masks)

    (You just don’t like their faces.)

    (I wrote this entire thing while drunk.)

    (I should probably wait to post it so I can edit it while I’m sober, but I’m not gonna do that.)

LotFP Monster: The Seamster

The Seamster

The world is imperfect. It is unmolded clay crying out for a sculptor. Within every pebble is a statue, within every pen is a poem, and within every group of people is a single perfect person waiting to be born.

The Seamster is a gangly creature. Human shaped, but not quite correctly so. It would be difficult to put a finger on precisely what makes the Seamster look wrong, but anyone who sees it knows that it is. It wears simple clothing that hangs loosly over its slight frame. The pockets of its leather jerkin are filled with threads and needles and other useful odds and ends.

Armor 15, Move 160′ (40′), Hit Dice 6 + 2, 32hp, Sew Attack (No Damage), Morale 8

  • On a successful attack roll, the Seamster has successfully sewn a few stitches into its target. The process is quick and painless, dealing no damage. The thread remains in place until the Seamster chooses to use an attack action to yank it out.
  • When the Seamster manages to get his stitches into you, roll 2d4 to determine the location of the stitch. This also determines the resulting consequence when the Seamster eventually yanks his thread out.
    2. Heart. Yank deals 2d12 damage.
    3. Eyelids. Blind until yanked out. Yank deals 1d8 damage.
    4. Arms. Yank deals 1d6 damage, and forces the victim to make an unmodified attack against a nearby ally, or against themselves.
    5. A shallow stitch on surface skin. 1d6 damage.
    6. Legs. Yank deals 1d6 damage, and the victim stumbles 20′ in the Seamster’s desired direction.
    7. Guts. Yank deals 2d6 damage, and 1d4 Constitution damage.
    8. Genitals. Yank deals 2d6 damage, pluse 2d4 Charisma damage.
  • The thread the Seamster uses is both very fine, and very strong. Every time you think you’ve found it, it slips through your fingers and it takes long moments to find again. Cutting the thread, or following it to the Seamster’s location, is impossible in a combat situation. It may be possible if slower, more deliberate action is an option.
  • As an attack action, the Seamster may attempt to vanish from sight. Any character who was specifically focusing on the Seamster may save versus magic. If anyone succeeds on their save, the Seamster’s vanishing attempt fails. If the save is universally failed, then the Seamster is functionally invisible until it attacks again. There is no limit on how many times the Seamster may attempt this.
  • When determining who is “specifically focusing on the Seamster” for the purposes of making a save against his vanishing ability, be strict. The save is not granted to anyone merely observing the combat, or who is focused on casting spells (in magic, the target is always something of an afterthought).In game terms, only characters whose last action was physically attacking the Seamster should be given a save. (Though, use your discretion in adjudicating edge cases).
  • In a hidden tome of ancient lore, it might be discovered that The Seamster has a weakness. It finds it difficult to attack anyone wearing a thimble. Wearing one of these grants +2 AC against attacks from The Seamster.

If you were ever to engage the Seamster in conversation–unlikely, given its murderous proclivities, but not impossible–it would likely bring the conversation around to its favorite little paradox:

It wonders, first, whether all things must be created by some other thing that came before it. Since this is obviously correct, it wonders where this chain of creation began. What first thing existed, with nothing prior to have created it. This, it posits, must be God. And since nothing other than God can create itself, the Seamster concludes that it must, itself, be God.

The exact details of how the Seamster came to create itself is not a thing it is willing to discuss. It may humor a guess or two, but will quickly demand that any questioning about its origins cease. The seamster sewed itself into existence, that is all anyone needs to know. To speak of the details would be vulgar in the extreme.

Regardless of whether the Seamster strikes at you from the shadows or engages you in an unlikely chat, its end goal is always the same: to find the masterpiece of human life that is hidden within a group of people. Once it has disabled or killed everyone in a group, it will begin its work: picking and choosing the best bits from this body or that. Shaving away all of the excess, leaving only the refined essence of a person. Tucking in a little here, padding out a little there. The Seamster’s masterful stitching will be invisible on the finished product.

When it is done, an entirely new character will exist, taking the best parts of every other character from the slain group. Its Strength will be the highest of their strengths, its Con the highest of their Cons, and so on. The new character’s maximum hit points will be equal to the highest max HP from the slain group. It will have all of their best skills, their best attack bonus, and all of their spellcasting ability. In short, this new character will be MinMax’d to fuck. And all of the players whose PCs were used for parts get to have a roll-off to determine which one of them gets to control this new character. Everybody else has to re-roll.

If The Seamster is somehow killed, then whomever dealt the killing blow is cursed. They must save versus Magic or all of the stitching on their person instantly becomes undone. Their clothing and armor fall to pieces, leaving them naked. Their backpack bursts open, spillings its contents everywhere. The effect is instantaneous, and will not repeat itself if the character acquires new stitched items.

LotFP Class: Torturer

130092_story__wpid-400guillotine17October is the month for spoopiness. Lets get spoopy.

Sometimes people don’t want to be honest with you. Sometimes they’ve got secrets that they’re determined to take to the grave. Fortunately, there are things much worse than death, and you’re intimately familiar with all of them. You can introduce these deceitful cockroaches to pains they’ve never imagined, and soon enough they’ll be telling you things they didn’t even know they knew.

Torturers have a d6 hit die. They use the fighter’s saves and experience table. In combat, Torturers lack the consistency of the fighter, but they compensate in their detailed knowledge of how to maximize suffering. The damage die of whatever weapon the Torturer uses is increased by one step. (A d6 becomes a d8, etc.)

If a Torturer deals the finishing blow to a target, then at their option, the target may be merely helpless rather than slain. Once helpless, they are ready to be plied by the Torturer’s eponymous ability.

Torture requires that a Torturer carry a kit of torturer’s tools with them, which are an encumbering item. These consist of a small variety of knives, clamps, and perhaps a thumbscrew. Once they’ve got a helpless target to play with, the Torturer may use their unique talents to receive the answer to one question per ten minutes of torture.

If there is any reasonable chance that the creature being tortured knows the correct answer to the question, then they will provide it. If you ask a footsoldier about their general’s plans, then this footsoldier just happened to be walking past the general’s tent when a few choice words were being spoken. What they can tell you might be incomplete, but it will be useful.

If there is no reasonable chance that the creature being tortured knows the correct answer (as in you picked up a random child off the street and asked them about the secret plans of a wizard half the world away), then they will lie. The referee, however, should not lie. They should tell the players that the victim doesn’t know anything, and that they’re spouting nonsense just to make the hurt stop. As an experienced Torturer, the PC knows how to spot the difference.

Torturers may ask a number of questions equal to their level, plus 1. After all possible questions have been asked, the victim dies from their injuries. If the Torturer stops 1 question short of their possible amount, then they can keep their victim alive. Asking the same victim any further questions requires a successful heal check, and a week of time to allow them to recover.

Speaking of: every artist needs an eraser. As such, Torturers begin play with a heal skill of 2-in-6. This automatically goes up by 1 at levels 3,  6, 9, and 12. If you do not already use the heal skill in your games, here it is reprinted for the use of the Torturer as a unique class ability:

Using the Heal skill requires a character to have a healing kit handy, which is an encumbering item. On a successful check, the injured character may roll their hit die, and recover the resulting amount of hit points. If the check is succeeded by a margin of 2 or more (for example, if a 1 is rolled when the skill is at 3-in-6), then the patient receives 2 hit dice worth of healing. If the check is succeeded by a margin of 4 or more, the patient receives 3 hit dice of healing.

Healing checks require 3 turns to perform. If a check is attempted when there is only a 1-in-6 chance of success, then failure causes 1 hit point of damage. Inexperienced hands tend to make things worse rather than better.

If the Torturer has access to a fully equipped torture chamber, they may attempt brainwashing. Such a chamber is usually underground, costs at least 10,000 silver pieces to equip, and comes complete with racks, iron maidens, and a collection of sinister alchemical concoctions. Unless the Torturer’s activities are state sanctioned, the location of their torture chamber must also remain a secret. If it is discovered, it will be mobbed and ransacked by a justifiably enraged populace.

Brainwashing requires a helpless victim with at least 1 fewer hit dice than the Torturer. A single attempt takes 1 week of time, after which the Torturer may roll 2d4 on the following table. They may add +1 for every additional 3000 silver pieces they spent stocking their torture chamber.

2. Your victim has successfully fooled you. They faked being brainwashed, and the moment you let your guard down they escaped. They will probably lead an angry mob back here promptly.
3. You overdid it, and your victim is now brain damaged. It’s not a total loss. They’re very suggestible. They’ll do pretty much anything you tell them to. Unfortunately they’ve got so little left inside their head that they’re more likely to break a dish than they are to wash it.
4-6. Stockholm Syndrome has set in hard. Your victim has become devoted to you with an almost religious zealotry. They can’t bear to be away from you for more than a couple hours at a time, and tells anyone who will listen what a great guy you are. They’ll do pretty much anything you tell them, but they’re awkward and obvious about it.
7. Your victim doesn’t really remember the torture, they just have this vague idea that at some point you invited them over for a cup of tea, and during the conversation they realized what a great dude you are. They decided at that point that it really was in their best interests to stick with you and do whatever you tell them to. They function as a henchperson with a loyalty of 11.
8. You’ve turned your victim into a sleeper agent. They will return to their lives and act completely normal. No one will know anything is different about them until a triggering event of your choosing occurs. When that happens, they will carry out whatever instructions you give them with a complete disregard for their own life or safety.

Where Does Story Come From?

A scene from Tales of the Dying Earth by Jack VanceThe argument that a game’s story emerges during play, rather than flowing from behind the referee’s screen, is by now a settled issue. The referee creates the world, and the players create the story through the actions they take within that world. Others have made this argument more eloquently than I can, and I have no intention of retreading that ground. However, recently I had a conversation which posed a further question: how can you get a consistent story to emerge during play?

I used to run D&D as a more narrative-driven game, before I was convinced by the argument above. There are a couple people who’ve said they’d like me to run one again. One of these people, my brother, is a player in my ORWA campaign. After a recent session, he and I sat for several hours chatting, and he complimented me on ORWA’s narrative. Apparently, ORWA is precisely the kind of narrative-driven game he’d been wanting to see me run.

I had to take a minute to wrap my head around why he would say that. From my perspective, ORWA didn’t have any more or less of a narrative than any other game I had run in recent years. There’s adventure in every direction. I don’t push the players towards any particular hooks. I have no plans for how the game will proceed, beyond the scheming of my NPCs. And those schemes are as thwartable as those NPCs are killable.

Simply speaking, I have no “plot” in mind that I’m trying to weave into the game. So why would my brother say that ORWA has a better narrative than other games of mine he has played?

At this point it occurred to me that the gameplay of ORWA has been following a fairly linear narrative path. Not because I planned for it, but because my players discovered a narrative thread and bound themselves to it. (A thread, I might add, that I never intended them to find).

Without going into too much campaign detail, at the end of their first adventure my players discovered a shadowy cabal of wizards called “The Internet.” They were warned, repeatedly, not to mess around with The Internet, but they ignored that advice and confronted one of the secretive wizards anyway. The players demanded better payment for the work they had done, and the wizard agreed, on the condition that the PCs subjugate themselves to the will of The Internet. Under this agreement the PCs are allowed to pursue their own interests so long as they don’t conflict with those of The Internet, and the PCs must be available to perform jobs for The Internet when called upon. The players agreed, and ever since then nearly every adventure has been a mission conducted in service of The Internet.

The players are not bound to this story. They could spend more time pursing their own goals if they want to. They certainly encounter any number of adventure hooks they pass up in favor of waiting for the next Internet mission. They could work to break free of The Internet if they wanted, but aside from a single exception, they don’t seem interested. I don’t know if they’re just being carried forward by momentum at this point, or if they’re eager to see what The Internet will do next.

Whatever the motivation, the fact is that the players found a story that they thought was interesting, and they stuck with it. Every week they pursue the story further, and it grows and evolves accordingly. There are regular characters with whom they’ve developed relationships, not because I’ve decided that those characters will be recurring. But, rather, because those are the characters who live in this corner of the campaign world. And it’s the corner of the campaign world the players have decided to spend their time in.

In the course of any normal D&D campaign, the players will brush up against countless stories. Most of those stories will serve as vignettes. They’ll last an adventure or so, and then the players will be on to something else. That’s fine, because the story that really matters is the story of the PC’s adventures, whatever those adventures may be. Eyes of the Overworld does not suffer for Cugel’s constant motion from one adventure to the next. A great story can be told through many vignettes.

But if you’d like to see a consistent narrative that grows and changes over the course of an entire campaign, there’s no need for the referee to impose that narrative. All that needs to happen is that the players need to pick a narrative to pursue, and stick with it. It could be their own narrative–establishing a kingdom, becoming famous adventurers, exploring some new unknown country; or they could latch themselves to someone elses’ narrative by joining a conspiracy, or a pirate band, or really just joining any organization at all.

The players create the story of the game with their actions. But this conversation with my brother has made me wonder if I’m doing enough to make my players aware of how far their power extends. Perhaps more adventures ought to end in the style of a spaghetti western, with the townsfolk asking the players to stick around and become the sheriff. That would give the players an explicit choice: would they like to see how this story develops further, or do they want to ride off into the sunset to find something new?

 

A Use for Excess Experience Points

Rembrandt has too much XPIn games which grant experience as a reward for recovering treasure, there is usually a rule that a character can’t level up more than once in a single session. So if you’re level 1, and you find a diamond worth 10,000 money, (which would normally translate to 10,000 experience), you don’t get to jump straight to level 3. You’ll reach level 2, and then stop. Usually the rules allow for a character to gain enough experience to be 1xp short of gaining 2 levels, but that’s it. After a big treasure haul you might see large amounts of your experience evaporate because of this rule. Possibly even the majority of it.

This is good and proper for any one of a dozen reasons. It maintains the pacing of the game. It cuts down on complications. It prevents players who may have missed a session from being left in the dust. It allows the referee to place large hoards of treasure without worrying that it will wreck the game’s progression. There are tons of reasons to recommend it. It’s a good rule.

But, from a player perspective, it’s always kind of a bummer losing out on those excess experience points. Sure gaining one level was nice, and you’re nearly guaranteed to level next session. That’s nice too. But gosh dang it, you could have leaped all the way to level 6 if not for that dumb rule! It’s enough to leave you weeping into your massive pile of money. #SuccessfulAdventurerProblems.

What if those spare experience points could be used for something? Not leveling, but something. Preferably something simple, since this issue only arises rarely. It would be too complex even to make the benefits proportional to the amount of excess experience the player earned. I think it should be treated as a binary thing: did you earn more experience points than your character could absorb? If yes, you get a cookie.

So what’s a good cookie?

  • Free training. This is kind of the obvious one, right? Experience points are usually used to train a character in their class, so if it can’t do that, it may as well be used to teach the character something else. Excess experience could allow a character to select any training they qualify for, and instantaneously and freely gain it. Alternatively, if that’s a little too much, you might consider waiving only one of the two requirements: either the training is free, or it’s instantaneous.
  • A skill point. If you’re not using any kind of in-game training, then most characters will never improve any of their skills. Giving a skill point to characters who earn excess experience flows from the same logic that training does. To the Fighter, having a 2-in-6 Tinker chance would be a pretty significant ability, since it’s not something they’re ever supposed to be able to get. But overall, it does little to impact the fabric of the game.
  • A character’s total XP doesn’t only model their wealth of experience as an adventurer, it also models their social cachet. An excess of experience points could be taken to indicate a sudden surge in renown for the character. Perhaps word of their great deeds is only now starting to reach the upper echelons of society, or maybe their recent success was so explosively impressive that nobody can really ignore them anymore. For whatever the reason, the players should see some benefit from this. People of higher status should take notice! Land grants or titles should be offered. Or, on a smaller scale, better jobs should come the players way. Perhaps they’re able to recruit hirelings more effectively. And on that note…
  • Hireling loyalty improves. There aren’t a lot of explicit ways to improve hireling loyalty. Knowing that you’re working for a winner can be a real ego boost. All hirelings get a +1 bump in their loyalty. Or maybe just one hireling, if the referee is stingy.
  • The player may Auto-Best a single roll, after it is rolled. It’s a small reward. Simple. But turning an attack roll of 1 into a 20 feels pretty durn good.
  • Temporary hit points. This is the one time I think the reward should be proportional to the excess XP. The character gains 10 temporary hit points for each level which they could have gained, but didn’t. So if they started at level 1, and could have made it all the way to level 6, then they get 40 temporary hit points. (Because they level up to 2, then get 10 each for levels 3-6). The temporary hit points cannot be healed, they last until the character takes enough damage to exhaust them.

This post was in no way inspired by the diamond worth 100,000gp that my 1st level character found in Courtney Campbell‘s Perdition campaign.

 

 

d100 Pieces of Technological Junk

TNG Dr Pulaski with a medical tricorder
Dr. Pulaski is infinitely superior to Dr. Crusher. Suck it nerds.

As you are now probably well aware, ORWA, is set in a post-apocalypse. Most people in this world are lucky to own anything as technologically advanced as a sword, much less something electronic. They are surrounded by the remnants of a an advanced civilization’s technology, but all of it is useless.

Rarely, though, a piece of technology is mostly intact. It still doesn’t actually work, but with some luck and elbow grease, a technologically savvy PC could make it work. So what technology might be of interest to an adventurer? Here’s a d100 table for tech that I thought might be interesting to see the players make use of in play.

My rule for repairing any of this junk is based on a new skill called Technology. The skill becomes available at a 1-in-6 chance once players join a secretive cabal of technologists. A successful Technology check (requiring one week of game time) grants 1d4 uses of the repaired device before it breaks and needs to be repaired again. Additional Technology checks can be stacked, and each successful check adds 1d4 uses to the device. If a Technology check is failed, the device is completely broken and becomes useless.

  1. Autograpple Harness. A belt with back support, and straps around the legs. A pair of cables are launched from each hip to gracefully pull the wearer to the top of any structure as a single move action.
  2. A micro drone qudcopter equipped with a camera. Moves relatively quietly, and transmits footage back to a monitor in real time. Too small to carry anything heavier than a pencil.
  3. A blender. One of those nice ones that can blend fuckin’ anything.
  4. Exoskeletal carrying legs and back support. Allows a character to triple their carrying capacity. Prevents stealth, but otherwise does not hinder movement.
  5. A consumer grade 3D printer. Accepts verbal description of objects to be created. The items produced are of a sort of brittle plastic. You’d have a hard time snapping an object in your hands, but it’s still not well suited to heavy duty work.
  6. A 4 legged pack robot, the size of a large dog. Capable of carrying a load equivalent to what 4 hirelings could carry.
  7. A pair of large goggles, tinted green. When worn they give the wearer a Heads Up Display. A variety of information is shown, including the AC of anyone the character looks at.
  8. A handheld scanner which can identify any medical issues and suggest a proper course of treatment after 1 turn of activity. Increases the efficacy of any non-magical healing by 50%.
  9. A classic 1980s vintage camero. Neon yellow, covered in dings and dents and missing the passenger side door, but otherwise mostly intact.
  10. A deep blue motorcycle in the style of the one from Akira. You’re probably nowhere near as skilled in riding it, but it’s actually in pretty good condition aside from some chipped paint.
  11. A nail gun, which someone else has modified with a small compressed air tank. The gun is not a functional weapon, but does allow for deploying nails quickly and quietly.
  12. A harness with large, glowing-red plates at several key support points around the body. When activated, these plates generate a personal anti-gravity field, making the wearer act as though they are in a zero G environment.
  13. A really fancy Nikon digital camera, complete with monopod and a lens that probably cost more than a car when it was new.
  14. A nice, 88-key electric keyboard. Has a number of instrument sounds pre-loaded, including acoustic guitar, grand piano, and harpsichord.
  15. A solid body, V-2 style electric guitar. The amp is built into the body, thanks to microamp technologies that will be invented in 2214.
  16. An honest-to goodness, Back to the Future-style hoverboard.
  17. One of those real-life “hoverboards.” The kind that has wheels, and rotates on an axis between your feet.
  18. A laptop PC. Repairing it involves completely reformatting the drive due to data corruption. It’s a reasonably powerful machine, probably meant for gaming. If only you had any of those…
  19. A tower PC. It is a low grade machine, but its software and operating system are intact. It may contain valuable information from the pre-apocalypse.
  20. A flashlight. A nice heavy one. The handle can be unfolded into a tiny tripod, and the head is hinged so the light can be angled perpendicular to the handle.
  21. A standing vacuum cleaner with attached bag. Part of repairing it is strapping a car battery to it for power.
  22. A laserjet printer with a built in scanner. Can duplicate any document you feed into it, or print from an attached computer.
  23. A Creative Zen brand MP3 player. Filled with terabytes worth of music: (1. Country, 2. Rap, 3. Novelty, 4. Pop, 5. Classic Rock, 6. Nu Metal, 7. Folk, 8. Jazz, 9. Inane Podcasts, 10. Whatever the technologist’s player enjoys.)
  24. A Segway.
  25. A nice, heavy-duty quadcopter. Can carry a single encumbering item.
  26. An Kindle with an advanced X-Ray scanner. When left on top of a book for 1 turn, the Kindle can actually scan each individual page automatically, and digitize the book without ever opening the cover.
  27. A magnetic deflector shield which resembles nothing so much as a complete set of sports padding. Helmet, elbows, knees, and palms. When active, it deflects high-velocity metal objects such as swords, arrows, or bullets, granting a +1 to AC. Can be worn in conjunction with other armors, but provides no protection against non-metal attacks.
  28. A jetpack.
  29. A water purifying filter. Effectively removes any non-magical contaminants, including poison.
  30. A full space suit.
  31. A military grade gas mask.
  32. A handheld synthrope dispenser. The dispenser contains a compressed material which is sprayed out of a tiny nozzle, and solidifies into a rope-like substance on contact with air. Heated sections of the rope become powerfully adhesive, and will remain stuck once they cool. Synthrope dissolves within 6 hours.
  33. A telescoping 15′ pole. Can be retracted down to about 2′ in length.
  34. A megaphone.
  35. A Roomba.
  36. A large shoulder-mounted net-cannon, which attaches to the body via a series of padded straps. Cannon works like a T-Shirt cannon, but fires weighted netting up to 30′ away, requiring a save versus Breath to avoid becoming entangled.
  37. A clothes washing machine.
  38. A clothes drying machine.
  39. Augmented Reality goggles, allowing the wearer to experience the world around them in a completely different way. Everyone looks like they’re smiling, the grass is always green, and rampaging monsters look like giant kittens who just want your love and attention.
  40. An electron microscope, allowing any object to be examined for even the most minute details.
  41. A video game console, with 4-6 games found nearby.
  42. Image editing software. When installed onto a computer, can be used to manipulate photographs.
  43. The Fing LongerAudio editing software. When installed onto a computer, can be used to manipulate recorded audio.
  44. A pair of helmets connected by a thick bundle of wires. When activated, two living brains can effectively switch places.
  45. A Fing-Longer.
  46. A modern police taser. Twin prongs on cables which fires up to 10′. On a successful hit, target is immobilized for 1 turn. Weapon can only be fired once without resetting, and is ineffective against characters with an armor bonus greater than 2.
  47. A small device fitted into the ear, which produces sounds by vibrating the muscles around your ear, and sends sound by interpreting your brainwaves. Allows for completely silent audio communication.
  48. An RC car.
  49. An RC plane.
  50. A model rocket.
  51. Stealth camouflage. Turns the wearer effectively invisible, with only a slight warping of the space around them possibly revealing their presence. Camo may be damaged by heavy impacts, or by extended exposure to water.
  52. A weapon scope which digitally tags any target it passes over. Tagged targets may continue to be tracked even if they pass out of sight. May tag up to 8 individuals at a time.
  53. Night vision goggles.
  54. Heat vision goggles.
  55. X-Ray specs. Functions exactly like real ones don’t. Allows you to see through as much as you want to see through.
  56. A hair dryer.
  57. A large pod. If a person spends one night sleeping in it, the pod will take samples of their blood, their brainwaves, their appearance, etc. When they leave, the pod will seal up and begin to hum. 1 month later, a clone will emerge. Roll 1d6: 1-2: Horribly disfiguringly mutated, 3-4: Roll 1d4 Metamorphica mutations, 5-6: Identical clone.
  58. Electric shears, like those used by a barber.
  59. A teleportation pad. Can be made to function perfectly, but only one is ever found at a time. In order to retrieve the other pad, you must use the teleported blindly, being transported to an unknown location. The second pad, having not been repaired, will break the moment your group comes through. It must then be hauled back to base manually for its own repairs.
  60. A heating dish, like the one you might have had in your first apartment.
  61. A device which emits a high frequency tone when activated. Each instance of this device is set to produce a different kind of tone, each of which has a different effect. 1, Attracts dogs, 2. Attracts bats, 3. Makes anyone who hears it poop, 4.  Makes anyone who hears it irritable and prone to angry outbursts.
  62. Rocket Boots. The design of these is poor compared to a proper jetpack. They allow the wearer to move at extremely high velocities, which can make for effective charge attacks or escape attempts. But, there is a 2-in-6 chance with each use that the wearer will go completely off course.
  63. A high quality video camera.
  64. A high speed video camera, suitable for recording thousands of frames per second.
  65.  A phenomenal, DJ-quality sound system. Can be used in conjunction with any sound-producing electronics, or with the included microphone.
  66. A 4-wheeled ATV.
  67. A freestanding lamp.
  68. A small translator robot, little more than a disk with a face on it. The robot has a simplistic, but friendly personality. Has an effective 6-in-6 language skill and will happily translate anything you need. Hesitates any time it is asked to translate rudeness.
  69. A hotplate.
  70. A leaf blower.
  71. An electric fan. (1. Free standing, 2. Desk Size, 3. Box Fan, 4. Heavy duty.)
  72. An electric wheelchair.
  73. A bug zapper
  74. An exoskeletal structure which fits around the hand like a glove. Confers immense crush and grip strength on the hand, allowing it to hold on on to a ledge indefinitely, or bend swords or gun barrels.
  75. A toaster
  76. A microwave.
  77. A lawn sprinkler of whatever style you prefer. (Highly effective when used with gasoline!)
  78. A forklift.
  79. A programmable robotic arm. Has no sensors, but can be instructed to perform a set of potions when prompts are given. Roll 1d4 to determine size: (1. Half human size. 2. Human size. 3. Three-times human sized. 4. Construction sized.)
  80. 30′ of liquid sensing wire wrapped in absorbent rope. If any fluid touches the rope, an alarm will go off immediately.
  81. A backpack sized water-compression tank. Capable of compressing water down to 25% of its normal size.
  82. A handheld laser-cutting tool. Able to slice a 4′ line through just about any material within the space of a turn. Does so with almost complete silence.
  83. A 6″ tall robot which moves on treads, and manipulates objects with two tiny pincer arms. Is intelligent enough to accept simple verbal commands.
  84. A sewing machine.
  85. A gambling machine. (1. Video Poker, 2. Slots, 3. A claw machine 4. A coin push machine.)
  86. A moderately heavy-duty water pump, capable of pushing about 20 gallons per minute.
  87. An air compressor.
  88. A V-chip which can be programmed with certain information, then installed into a person. Any time that person would reveal or express the indicated information by any means, they fail to do so. Instead, they use some replacement information. So instead of saying “Virgil is planning to kill you,” they say “I enjoy sexually molesting stuffed toys.” Or something like that.
  89. A personal holographic projection device. Always a pre-rendered recording to be emitted in life-size above it, appearing for all intents and purposes identical to reality.
  90. A chainsaw.
  91. An electric drill.
  92. A functioning AI, trapped in a device that is not connected to anything. Treat this as an NPC, who who will probably be grateful for being released, but will also doubtless be someone maladjusted from their long isolation.
  93. A hangglider, constructed of the highly advanced lightweight materials that make such a device feasible.
  94. A helmet which can be connected to a computer via a bundle of wires. When a person is wearing the helmet, their skull will be destroyed and their brain dissected. The entirety of their consciousness will then be uploaded to the computer they are connected to.
  95. A personal sized submarine, capable of holding only a single person.
  96. A heavy backpack with a hose-like extension. When activated, the extension emits a kind of “tractor beam,” capable of pulling objects towards it. The weight limit of the beam is equal to the weight of whomever is wearing the device.
  97. An auto-follow spotlight equipped with repulsortech. Once a target is identified the light can fly through the air to follow them wherever they go.
  98. A cryogenic freezing tube. Can be set for any length of time.
  99. An earthquake machine. When mounted to a hardpoint (such as a support beam), a weighted rod will begin to shift back and forth. Microcomputers will calculate the reaction reaction to this movement, and adjust the movement of the rod to match a structure’s frequency. 1 watch after the device is in put in place, it will be able to produce violent shaking within the building after 1 turn of buildup. This is unlikely to destroy the building, but is almost certain to disrupt any loose objects, and frighten any people.
  100. An ultralight helicopter.
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Thoughts and theories on tabletop games.