Friday, September 6, 2019

Drugs V3

Drug use has four stages: 
Clean  
Habitual User  
Dependent  
Addict

Drugs have a Drug Die: roll it when you’re using, -1 (Cumulative Penalty) for each dose beyond the first. If you roll the minimum value or lower, it degrades, advancing to the next stage. When your die degrades you experience the drug’s standard effects at your addiction level—otherwise,experience the drug’s standard effects.

Deeper drug addiction stages, from Clean to Addicted, requires greater doses for the same high, determined by the drug’s Tolerance Value (drug dependent, additive or multiplicative). After addiction, you are a recovering addict and your tolerance value reflects this.


Weaning off drugs: take at least one less than your required dose and roll the maximum drug die result to lower your addiction level by one—rolling the minimum results in succumbing to withdrawal. You cannot overdose when taking less than your required dose. The cumulative drug die penalty for taking additional doses doesn’t apply when weaning off or quitting cold turkey. Take the difference between your required dose (A) and the doses you take (B) deriving “C”. Add “C” to your withdrawal range on your drug die. When rolling your drug die, roll an additional “C” dice. If you roll the maximum result of your drug die at least once, your addiction level steps down. If you roll between your maximum value and your withdrawal value, you just experience the normal effects of the drug. The less drugs you take weaning off, you’re more likely to lower your addiction but are more likely to experience withdrawal.

Quitting cold turkey follows the same procedure—it’s just harder, shittier and more likely to kill you.

Overdosing: with the minimum result on a drug die, the die degradess, your addiction track advances, roll the new stage’s die. If you are “Addicted” and roll the minimum value, you overdose and suffer the effects (including possible immediate death). If the drug’s overdose effects are non lethal you’ll live—just ride the wave. If the effects are lethal follow your DM’s death and dying rules—hopefully you get a death save!


Drug Information:
Cost: Rough, varies by quality, region, reaction roll with dealer and other factors.

Duration: How long the effects last.

Upside: Why you’re taking the drug.

Downside: Why you wish you weren’t.

Tolerance Modifier: How much more you need than you did last time.

Withdrawal Effects: What happens when you don’t get enough.

Overdose Effects: What happens when you get too much.

Required Dose: How many doses you need.

Pump
Clean
Habitual Use/
Recovering Addict
Dependent
Addicted
Drug Die
d20
d12
d10
d8
Cost
500SP
Method of Ingestion
Intramuscular injection, typically with a stirge proboscis or sea urchin spine.
Duration
1 Hour
Upside

+1 HP, +1 Strength +5’ Speed

Permanently increase HP by 1 every 50/100/200/400 doses, max. +4
Permanently increase Strength by 1 every 50/100/200/400 doses, max. +4
Permanently increase Speed by 5’ every 50/100/200/400 doses, max. +20’
Downside
-1 to mental saves and reaction rolls per dose.
As previous, save not to initiate combat over any provocation or annoyance, however slight or nonsensical.
Withdrawal Effects
Save hourly or rampage seeking more Pump and immediately taking it.
Overdose Effect
Non Lethal—You overdid it, bruh! Lose 1d4 HP, Strength, and 1d4 x 5’ of movement speed, permanently.
Tolerance Modifier
0
+1
+2
+3
Required Dose
1
2
3
4






Worms
Clean
Habitual Use/
Recovering Addict
Dependent
Addicted
Drug Die
d10
d8
d6
d4
Method of Ingestion
Intravenous injection, typically with a stirge proboscis or sea urchin spine.
Cost
1,000SP
Duration
1d4 hours
Upside
Advantage against any mental effects, maximum morale, +1 to reaction rolls
Downside
Ennui for 1d6 hours afterwards (staved off by taking more), Save to collect treasure or deny someone in need any and all possible aid
Withdrawal Effects
A melancholy and surety that you could do more with your life—if you only had a little boost, just a worm or two.
Overdose Effect
Non Lethal. Enlightened to the amorality of your life and disgusted by this awareness, retreat from society to meditate in solitude (1d6 weeks) trying to come to terms with wanting to be a good person whilst looting tombs and killing things and people.
Tolerance Modifier
0
Required Dose
1


Example:

Aligheri is a young fighter looking to set out on this new chapter, so he spends what coin he has on a few doses of Pump and signs up for the local fight pits.

The day of the fight, Aligheri shoots four doses of Pump. He rolls the drug die for his current state of addiction (clean) and rolls a 20. A drug die degrades on a minimum roll so he’s safe and gets the normal effects of the drug—positively: +4 HP, +4 Strength, +20’ Speed but -4 to mental saves and -4 to reaction rolls. 

Aligheri wins his fight easily, making quite a few silver and a name for himself. Why shouldn’t he press his luck with Pump, though a little bit less from now on—he doesn’t want to win too easily.

The next time he uses Pump, his drug die roll is a 1—the die degrades (d12) and he rolls again: 3! He’s safe, but a habitual user, checking the tolerance modifier, +1 so he requires 2 doses. Aligheri now needs to take 2 doses to get the effect of 1 dose.

Next bout, Aligheri rolls another 1—his die degrades (d10) and he rolls again rolling another 1! Aligheri is a full blown addict (d8) and in serious danger of overdosing each time he uses. Rolling again: another 1—Alighieri overdosed! Referencing the Overdose entry, an overdose causes a permanent reduction of HP and Strength by 1d4 and 1d4 x 5’ loss in speed. He rolls a 4, so Aligheri permanently reduces his HP and Strength by 4 and loses 20’ of movement speed. Other than these effects, he can continue to use the drug and adventure.

If Aligheri narrowly avoided an overdose and his greater dependency put some fear into him, so he wants to get off the drugs. He’s pretty tough after winning several fights in a row, so he’s going cold turkey. 

Aligheri needs 4 doses to avoid withdrawal and takes none!  Aligheri rolls his drug die and subtracts doses he took from how many he needs—his drug die (d8) requires 4 doses—taking none increases his withdrawal and weaning off chances by 4. With a 5 (or lower), he’ll experience withdrawal but on an 8 his drug die degrades and his dependency decreases. Because he’s quitting cold turkey, he rolls 5 drug dice Unfortunately, none show an 8, and at least one is a 2 so he experiences withdrawal. Ordinarily, he’d go on a rampage searching for Pump but he uses some rolling his drug die like normal.

Trying cold turkey again the next day, he rolls an 8! He becomes a dependent user (d10). He takes some time off the fight circuit, remaining cold turkey, but still needs three doses (+3) and rolls 4 drug dice with his withdrawal range expanded by 3. He rolls all sixes—no withdrawal but still dependent. The next day he rolls an 8, reducing his drug die and becoming a (much safer) habitual user. However, as he’s been addicted, he cannot step down to “clean”—he’ll always crave Pump, need more than a fresh user and quickly succumbs to addiction.

That's it.

I've stolen from a few sources and mashed them all together to make this abomination.




I'd also like to thank Oblidisideryptch for his perspective and help refining my version one rules to version two rules.

Also, my Child Taker class has been updated and professionally edited by Fiona Maeve Geist!

Tuesday, September 3, 2019

Warlock Demon Deals

Saw a guy's take on warlocks on reddit and wanted to make a thing use with them.

Inspired by

Rank
1. Lowly servant of
2. Trusted confidant of
3. Emissary of
4. Betrothed to
5. Demon of
6. Guardian of
7. Keeper of
8. Creator of
9. Avatar of
10. Concept of
11. Physical manifestation of
12. Roll Twice more, and then twice on the table below

Domain
1. Flames
2. Darkness
3. Death
4. Secrets
5. Door ways
6. Feasts
7. Sleep
8. Swords
9. Rituals
10. Beasts
11. Madness
12. Time

Action
1. Sacrifice
2. Steal from
3. Terrify
4. Cannibalize
5. Convert
6. Extort
7. Aid
8. Enlighten
9. Mislead
10. Subjugate
11. Spy on
12. Impersonate

Target
1. A small animal
2. A ferocious beast
3. A child
4. A stranger
5. A friend
6. A party member
7. A lover
8. A parent
9. Another demon
10. A clergyman
11. Royalty
12. Player picks the target

Special circumstances
1. Under the light of the new moon
2. At the next festival/ball/etc.
3. With no witnesses
4. Today
5. With no help from the party
6. With no magic
7. With your bare hands
8. In service to another demon or deity
9. In running water
10. Once a day/week/month/year for a week/month/year/decade
11. With great care and affection
12. In tandem with another warlock

Reward.
1. 1d4 power points
2. 1d6 power points
3. 10 power points
4. 25 power points
5.  Roll 1d20

  • 1-6 1st level spell
  • 7-12 2nd level spell
  • 13-17 3rd level spell
  • 18-19 4th level spell
  • 20 5th level spell
6. A mundane familiar, similar to a rangers companion, of 1 HD or less
7. A magic familiar
8. A secret of use to you
9. One small request
10. Minor magical enchantment
11. Material wealth
12. Resurrection


Monday, August 19, 2019

Tamper Dan, Dirt Merchant.

You’ll inevitably encounter Tamper Dan trudging down the road, yoked to a meager wagon beside his aging mule, Albert.

Dan’s dressed in ill fitting pantaloons patches with a multitude of fabrics, each in a different color like a rundown circus tent and a brown leather vest that shows off an ample and sagging gut. He wears a top hat, that looks to be worth more than his wagon, covering a balding head with two stringy black hair hanging down to his shoulders.

If asked about his peculiar traveling arrangements he’ll tell you his magnificent stallion Albert is simply too precious to risk a load upon his back, thus Dan is sharing the work load of the wagon.

If given an opportunity, Dan will gladly stop and show you his wares.

  1. Dirt from the homeland of each of the PCs. Dan tells of local superstition that says a man’s soul will never rest if he dies on foreign lands, but this can be prevented if you keep homeland soil close at hand.
  2. “Night Soil” allegedly from the Queen’s chamber pot. Of no apparent use, is Dan just a scatalogical pervert?
  3. Oddly fresh dirt, from the ground you’ll die on. It smells of blood.
  4. Dirt from in front of the last Inn the party slept in. If you hold the dirt in your palm you can hear idle talk from inside the Inn.
  5. Dirt from the next Inn the party will sleep at. If you buy this dirt you’ll be plagued by nightmares and won’t get the benefits of rest.
  6. Soft, golden sand. Warm to the touch, smells of sea water. If you close your eyes, you can picture a cliff side beach dotted with alcoves filled with impossible treasures.
  7. Dirt from a local abattoir - spread in a circle to repel prey animals or to attract predators.
  8. A small container of mud, to be spread upon the skin of the chest to alleviate common illnesses.
  9. Exceptionally moist, black dirt from a Dryad’s personal garden - crawling with fat earthworms. Seeds planted within grow exponentially fast. Keep it secret, the Dryad is hunting for the thief brazen enough to pilfer from her personal garden.
  10. Dirt from the basement of a bakery, growing purple mushrooms. It’s the secret to the bakers regionally famous bread, but if word gets out he’ll be ruined.
  11. Ash mud from a master blacksmiths forge. Fires built atop this dirt burn extraordinarily hot.
  12. Bog mud, putrid and green. Put under a sleeper’s bed to cause debilitating abdominal cramps strong enough to end a pregnancy.
  13. Dirt from a wolf’s den. Place beneath a crib or bassinet to grant a fussy babe restful sleep. Rub on the skin to pass through lupine territory unmolested.
  14. Cow patty dirt - already growing 1d4 psychedelic mushrooms, more will grow if tended properly.
  15. Dirt from hallowed ground, useful for warding against fiends and outsiders and as part of administering Last Rites.
  16. Dirt from beneath a gallows, a guilty man cannot bear the weight of it in his hand.
  17. River mud, if placed on dry ground it “flows” subtlety toward the nearest clean water source.
  18. Ground up stone from atop a high mountain, favored meditation spot of a forgotten order of Monks. Grants a one time use of two Ki points/one Ki die from your systems monk class OR dispels any negative emotional effect on the person holding the dirt in their bare hands.
  19. Necromancer’s grave soil, grants control over one mindless undead for one hour.
  20. Sand castle sand- exceptionally cooperative sand, excellent for building sand castles.

    Where I stole the name from - My high school sweet heart's step brother played in a few bluegrass bands and eventually went on to do regional tours, this is where they got their start.

Saturday, June 29, 2019

Child Taker - Class (NSFW, Child kidnapping/slavery/selling)

Content Warning: The Child Taker class is an objectively horrible person doing unbelievably cruel things and is not appropriate for most tables, please clear this class with your table before running it including potentially altering or eliminating content that is not appropriate for the setting. This class makes reference to the exploitation of children and abuse.

Child Taker
Professionally edited by Fiona Maeve Geist


You are a pitiful, revolting creature scorned by all you cross. Highborn despise your ability to act above your station, peasants hate and fear you for your work, but everyone agrees you're a disgusting thing and should have been cast into the pit at birth. Your affliction manifests spiritually; a profound wrongness hangs about you like a dark cloud marking you as "other"—the world knows you're a monster inside and out.

Few recognize your use, a profession as old as time. Utilized by Nobles seeking rare magical bloodlines, slavers who need fresh flesh, Priests of all faiths searching endlessly for their various "Chosen One"s, and, most frequently, poor peasant families who can't feed and clothe their children. A Child Taker, the unspeakable and necessary job.

Child Taker

Starting Equipment: Mule, cart, cage, willow switch, crossbow, 12 bolts, 3 children
A: An Eye for Talent, Taken Children, Unconventional Currency
B: Fair Market Price, Shield and Sword
C: Reluctant Privilege, Cycle of Abuse
D:  Prince Who Was Promised, Apprentice, Thrice Sanctioned

An Eye for Talent
An eye for children that are potentially valuable to your employers. Start with an eye for Peculiarity and choose one other talent, gaining another with each accumulated Child Taker template.

Arcane Potential: One (d4) spell die and knows one random spell.
Born Fighter: Uses a d8 when attacking as part of the Shield and Sword feature.
Fertility/Virile: Add one to your “Type of Child” roll for each fertile child you possess or two for each virile child.
Gourmand: Cumulative +1 bonus for each gourmand child when preparing a meal, eating food to heal, and saving against food, 
Healing Hands: Uses a d8 when defending as part of the Shield and Sword feature.
Obedience: Their roll isn't counted for rolling duplicates.
Peculiarity: An applicable candidate for a Child Taker Apprentice.
Piety: Can cast a Divine Rebuke on undead or fiends, with ad6 spell die. If [sum] exceeds the target’s HD, they are held at bay [sum]x10’ from the child for [sum] rounds. 

Taken Children
Start with three children—plus one additional child for each template beyond the first. Children are commodities but prove useful in varied ways. After attaining your second template, they can fight for and defend you. When seeking new children, the DM rolls 1d20 in secret for each child present—1-18 the child is mundane, on a 19 or 20 roll on the table below. The Child Taker immediately recognizes a child with a Talent you have an eye for, the rest are a gamble and reveal themselves after purchase.

Roll
Type of Child
1
Arcane Potential
2
Born Fighter
3
Fertile/Virile
4
Gourmand
5
Healing Hands
6
Obedience
7
Peculiarity
8
Piety


Fair Market Price
If something/someone is for sale, provided you offer a fair market price, you cannot be denied. If it is not for sale, but you offer a fair market price, you are never denied outright and may negotiate. Make rolls to convince someone to sell with advantage—+1 bonus to this roll each time you double your offer. Additionally, children act as currency and you may demand debts be paid in children and cannot be denied. You can also pay purchases or debts in children and cannot be denied as long as the child is a fair market price for the item. FMP for an item will be decided by the DM.

Shield and Sword
Thanks to your manipulations, your victims feel a perverse sense of loyalty and unhesitatingly take up arms fighting alongside you or intercepting a blow meant for you. Each child may attack with you or negate damage for you, equal to 1d6, using as many of your children as you wish but rolling duplicates is disastrous.

# of duplicates
Consequence
2
Sabotage: suffer a penalty of 2 to their roll.
3
Disobedience: don’t attack or defend.
4
Mutiny: attempt to flee mid combat.
5
Assault: attack you and flee. 
6
Murder: fight you to the death alongside your enemies

Cycle of Abuse
This isn't your first time manipulating a child, with extensive practice you know just what to say, to do, to gift to win a child over or to make amends for a beating. You also have an uncanny knack for how best to hurt a child; physically or emotionally. Child Taker templates per day, you may adjust one child's d6 up or down to prevent duplicates, provided the total sum of the dice stays the same. When one child is berated, another must be praised.

The Prince Who Was Promised
Once in the lifetime of your character, you may declare one of your children to be THE child—the Chosen One or an equally shockingly large revelation hiding in plain sight, known only to you.

Apprentice
Every so often, a Child Taker comes across a child just wrong enough to pass their mantle to. This child acts as an awkward intermediary between you and your victims; too old to be a child, too young to be an adult. Your Apprentice acts as a child for Shield and Sword, but may temporarily increase the effect of  one child’s Talent—increasing the die size or static bonus by one size (d6 to d8) or +1.

Thrice Sanctioned
As a Child Taker, you duty is thrice sanctioned: by the Royal Court, the Church, and by the very dirt beneath your feet. If, in the course of your duties, you run into trouble, you’re able to call upon the aid of Court, Church or Land, rolling up to 1d6 for each child you own and consulting the charts below. Additionally, your Child Taker status gives you greater access and information than most peasants could ever hope for. Provided you aren’t acting suspicious, you're reluctantly admitted to just about any place and can engage people in conversation about things that don't concern you instead of being stonewalled, under the pretense of looking for children.

#
Aid
1-6
2 HD of fighters
7-12
3 HD of fighters
13-17
4 HD of fighters
18-22
5 HD of fighters
23 -24+
1d6+2 HD of fighters


Duplicates
Consequence
Doubles
The fighters charge 1d6x100 SP per man.
Triples
The fighters are bloodthirsty and seek to maim and massacre.
Quads
The fighters help, but charge a quest in exchange for their help.
Pents
The fighters refuse to help.
Hexes
The fighters turn on you.
Special thank you to Oblidisideryptch for helping to refine my ideas.

Sunday, May 26, 2019

Her/His Father's Hand

The party of brave adventurers meets a lonely child in their travels; dirty, underfed, sad and orphaned. The child is brought comfort by an object the adventures cannot immediately see, which turns out to be the severed hand (Rotting or preserved - however you get your jollies) of the child's father - or so they claim.


A boy need never fear when he can feel the warmth and touch of his father's hand.

A severed rotting, skeletal, or embalmed hand that inexplicably clings to the child in a place a father's hand ought to - horizontally across a shoulder in a gesture of friendship, perpendicular atop the shoulder gripping with praise or condolence, clasped around a hand in love and reassurance, resting gently atop the skull with jovial affection or perhaps with fingers delicately lifting the chin and urging perseverance and strength.

His Father's Hand could offer a myriad of benefits, but any bonus would be small and thematic to the position of the hand. Perhaps a flat bonus/advantage/reroll/ to a fear save, or being able to shrug off the first fear effect with no role.

It might offer something similar in regards to strength or skill when attempting a new or dangerous task.

---

I recently wrecked my car to the tune of $1500 while driving my dog to the vet. It was raining and we hydroplaned, slamming into a concrete barrier. I had my back seats folded down and my dog was loose in the back, so he got tossed around, but ultimately nobody was injured at all. Unfortunately, now my dog has a very hard time riding in the car and can't get comfortable unless he's being touched throughout the entire car ride. If I'm a passenger in my girlfriend's car, he likes to stand up in the backseat and rest his head on my shoulder. If I'm the driver in my car, he likes to curl up in my passenger seat and puts his head on top of my hand which I rest behind the gear shifter/next to the emergency brake until I have to shift.