#ROLL 2 MORE D6!!!!
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laura only picked up 6d6 please...
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I read this bdsm story where the sub was told to roll some dice and the they'd have a reward of punishment based on the number rolled, right? Not that weird of a premise for this sort of thing.
EXCEPT they used two d6s! And I am too much of a tabletop gamer to let that shit slide.
That's not how you do it! You roll a d12 or something so that each possibility has a roughly equal likelyhood.
But 2d6 and 1d12 have completely different probability curves! Look, here's a meme:
See? The punishment/reward most likely is gonna be the one at 7.
Although, I mean... I guess you could argue that this let's you weight the results? Like make 2 and 12 the biggest punishment/reward, so they only rarely roll, whereas smaller punishments/rewards around 7 are more likely.
But I don't know. It seems you'd want to explain that if you did.
Ugh. Another bdsm scenario ruined by unrealistic statistics.
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I just wrote a d44 table for a very stupid bit (wanted to have a 5e npc who may or may not ever get used return a random result to any effect used to discern their creature type, but there's 14 types in 5e and a d44 with choose and add a tag then choose was the closest I could get), and it had me wondering how often the stranger dXX tables get used. And also if there was a better way for 14 equally weighted options on a table
As discussed in a recent post, in order to create an equally weighted dice table without forced re-rolls, the number of entries on the table needs to be a multiple of the prime factors of the number of sides on the dice. Fourteen has a prime factor of seven, which is not found in the standard polyhedra (a standard set of polyhedral dice offers prime factors of 2, 3 and 5), so to do it with dice you'd need, like, a d7.
If you're okay with allowing some forced re-rolls, you're already doing pretty well – a d44 lookup table with fourteen entries only forces you to re-roll one time in eight. We can make the odds of a forced re-roll arbitrarily small by resorting to increasingly baroque combinations of standard dice, so here it's less about the math and more about your tolerance for Shenanigans. A good compromise between minimising forced re-rolls and ease of use might be a d100 lookup table indexed in blocks of seven (i.e., 01–07, 08–14, 15–21, etc.); this would force a re-roll on a result of 99 or 00, or one time in fifty.
Venturing beyond dice, one interesting possibility is tarot cards: if you divide the minor and major arcana into separate decks, the minor arcana can be used as an ersatz d14 owing to the fact that tarot decks have four court cards per suit rather than three. Many RPGs which use tarot cards for conflict resolution make heavy use of what are effectively d14 lookup tables for this reason; His Majesty the Worm springs to mind as a reasonably accessible example of the type.
(The major arcana, meanwhile, can stand in for a d22, another equally weighted table size that's impossible to achieve without forced re-rolls using standard dice, since it has a prime factor of 11.)
As for "stranger dXX tables", it depends on what you mean by that. Lookup tables indexed with a pair of dice where the first die refers you to an internal sub-table to be read from the second die are commonly found using all sorts of dice, but the "dXY" notation (i.e., where X is the number of sides on the first die and Y is the number of sides on the second die) isn't commonly used outside the legacy case of "d66" for d6,d6 tables. Off the top of my head, @gormengeist's Greed makes minor use of both d44 and d88 tables (notated as such), and I'm pretty sure I read something recently that uses 32-entry dice tables notated as d48, though for the life of me I can't recall what.
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Image credit "Fishing" By yonaz
So in last night's 3.5 edition D&D game, my players had a chance to do some ice fishing and one player called out for one of my ad hoc mini-games (I do this a lot haha). I wanted something simple, a combo of character skill and some luck, and so in short order ended up with this very quick mini-game you can easily employ.
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Quick Disclaimer: These fishing mini-game mechanics may not be entirely original and could resemble systems from other games I just can't recall. For my part, I'm posting this FOR sharing. Feel free to use, adapt, or modify them in your own games as you see fit. No ownership or exclusivity is claimed over this idea—enjoy and share as you wish!
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Fishing Mini-Game (D&D 3.5 Edition)
Step 1: Build the Fishing Pool
The player rolls a number of d6 equal to their relevant skill modifier (Survival or Profession (Fisher)).
Example: A character with a +10 in Survival rolls 10d6 and sets these dice aside as their "Fishing Pool".
Fishing Pool Example Roll: 1, 1, 2, 3, 3, 4, 4, 5, 5, 6.
Step 2: Perform the Fishing Check
The player then rolls 5d6 as their "Fishing Check" for one hour of fishing.
Example Roll: 1, 2, 4, 4, 6.
Step 3: Match for Combos
The player now attempts to match the dice results from their Fishing Pool with their Fishing Check results to form combos. The number of dice used in the combo determines the size of the fish:
Small Fish: Match 2 dice from the Fishing Pool with the Fishing Check.
Medium Fish: Match 3 dice from the Fishing Pool with the Fishing Check.
Large Fish: Match 5 dice from the Fishing Pool with the Fishing Check.
Example Combo:
If the player's Fishing Pool has dice showing 1, 2, 4, 4, and 6, they could match all 5 dice with their Fishing Check, catching a Large Fish.
Step 4: Fish Weight and Rations
Once the fish is caught, the total weight of the edible parts of the fish is determined by summing the values of the dice used in the combo.
Example: For a Large Fish (1, 2, 4, 4, 6), the total weight is 1+2+4+4+6 = 17 kg.
To calculate the number of rations provided by the fish:
1 kg = 2,000 calories (or half a ration).
Rations Formula: Divide the total weight of the fish by 2.
Example: 17 kg / 2 = 8.5 kg or 8 rations (we round down).
Step 5: Continue or Stop
After catching a fish, remove the dice used from the Fishing Pool.
If the player still has at least 2 dice left in their Fishing Pool, they can attempt to catch another fish using the same Fishing Check results. Otherwise, they are done for that hour.
That's all that we did and they loved it!
But since then we've considered how future games or others might expand on it with special roll combos, items, locations, setting conditions, Aid Other, etc. So here are some...
Optional Add-Ons and Considerations
Multiple Attempts Per Hour:
If the player rolls exceptionally well on their Fishing Pool, they may be able to attempt fishing multiple times in an hour. To keep this simple, I'd say if they are able to clear the first Pool entirely, they get a brand new roll, a whole new Pool as if starting fishing over, but they keep their previous catches.
Modifiers and Conditions:
You could introduce conditions that affect the Fishing Pool or Fishing Check rolls:
Good Fishing Spot: +1d6 to the Fishing Pool.
Bad Weather/Overfished Area: -1d6 (or more) to the Fishing Pool or disadvantage (see 5e, we use this idea quite a bit even in our 3.5e games) on Fishing Check rolls.
Magic/Luck Items: Grant rerolls or bonus dice to the Fishing Pool or allow rerolls of the Fishing Check.
Special Fish Combos:
Occasionally, you could allow rare or magical fish (or larger species) that provide bonuses or other effects; perhaps these are possible if the combos use specific die results:
Giant Fish: Requires a match of dice with identical values, but double the weight result (ex: a medium fish that used 5,5,5 would be a Giant of its type, and grant 15x2 or 30 kg of edible parts!).
Magical Fish: Grants temporary bonuses, like extra HP or special buffs, when consumed. (ex. A combo of sequential rising values, like 1,2,3,4,5, would grant a Magical Large fish)
Fishing Tools and Bait:
Fishing equipment or bait could modify the rolls:
Better Rods/Lines: Allow rerolls or add extra dice to the Fishing Pool.
Special Bait/Lures: Increases chances of catching better or more fish (ex. set any one die result to 6; or allow player to select the value of any one die, etc.).
Aid Other
Another player can choose to assist Player A if they are proficient in the same associated skill (Survival or Profession (Fisher), etc based on your setting):
Player B (helper) rolls for the associated skill.
If the result of their skill check (rolled like any other skill check) is 10-19, Player A gains 1 extra die in their fishing Pool.
If the result of their skill check is 20 or higher, Player A gains 2 extra dice in their fishing Pool.
Player A can then use these extra dice to help form better combos when matching against their Fishing Check.
Let me know if you use this mini-game in your D&D sessions, or revamp it for the tabletop rpg/edition you play!
I'd love to hear your stories of the biggest catch, or lamenting that one LEGENDARY CATCH that got away!
And check out Tabletop Gaming Resources for more art, tips, and tools for your game!
#mini-game#mini game#mini games#homebrew#3.5e homebrew#3.5 edition#fishing#survival#fish#profession#skill challenge#steal this idea#tabletop rpg#rpg#tabletop gaming#pen & paper#roleplayer#roleplaying games#games#inspiration.pen & paper games#dnd#d&d#pathfinder#dungeons & dragons#dungeons and dragons#fantasy rpg#d&d 3.5e#d&d 3.5#mechanics#game mechanics
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Neoclassical Geek Revival is a really weird game. While the name would make one think it's some crusty OSR game that is mostly just remixing old ideas that could not be further from the truth. It's a strange game that is in many ways very old school but is more than a simple heartbreaker (mostly because in contrast to the archetypal heartbreakers this game is clearly written with an awareness of movements and games within the hobby besides just D&D).
First of all, it's a game that is particularly interested in its own weird dice and number tricks. Dice can explode. Sometimes you're specifically looking for the maximum of a given die (for an example: if a character is out of combat for maximum of d6 rounds, marked as ?d6, it means it's checked every round by rolling a d6 and on a 6 they are no longer out). There is a dice chain where dice can "increase" or "decrease" in strength, like a d10 becoming a d12 or a d8 becoming a d6. You can INVERT dice, so a d4 becomes a d12 or a d10 becomes a d6. Besides a normal linear progression, some rules utilize a cumulative progression of 1, 3, 6, 10, 15, etc.
Then you start getting into the specifics and things are once again weird: there are classes but instead of picking one class and sticking to it you basically build your character by allocating pieces into the different classes. Level 1 characters start with three pieces of pie. You COULD allocate all three into Warrior, to make a pretty straightforward fighty type, or you might want to mix it up by adding a single piece of Bard into two pieces of Warrior for something not unlike a warlord, kinda. The number of pieces you allocate to a class also ends up affecting a specific modifier, used in a wide variety of conflicts. Warrior adds to Combat, Rogue affects Stealth, Mystic affects Occult, Bard affects Presence, and any pieces allocated to Fool (basically the class that represents someone who survives adventures based on pure luck instead of skill) affect Faith.
This is where you get one of the things that sets the game apart from most OSR games: many old school games are often based around the idea of singleton mechanics and procedures to cover specific situations. NGR rejects this in favor of a single conflict system that then gets applied to situations besides combat! It is literally what some people think of when they hear mechanics for social interaction, i.e. dealing 1d6 rhetorical damage to an opponent's argument to get them to relent, but applied to multiple different situations.
Interestingly, the game does not have hit points: all damage accrues against stats. In an argument "social damage" (called Influence) accrues against a character's Will, and once it exceeds it the character has lost the argument. But characters have a pool called Luck (which you can increase by allocating pieces to Fool) which can be used 1:1 to mitigate damage of all kinds. The game even has tricks for FORCING opponents to spend Luck, as a means to chip at their defences before targeting them with something that REALLY hurts (like insulting an opponent in a physical conflict).
The game also has no list of spells, instead just giving players the systems for making their own spells. Same with monsters in fact.
And sometimes you just get hit with a rule that makes you think "why has no other game ever done this." Like the rule for giving experience in dungeon crawl focused campaigns where each new room explored after the first is worth 10 cumulative XP. So if characters end up exploring five new rooms they get 100 XP (after the first one, 1+2+3+4 times 10).
Anyway it's a neat game, worth looking at and mining ideas from imo.
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Fairy vs Walrus: the game
You are a fairy and a walrus, travelling together bound by that most sacred of pacts, "wouldn't it be hilarious to prank some humans". However, you both have different ideas of how to go about your journeys.
(This is a variant on a game I'd partially written up yesterday; this morning I realized that not only could I adjust it to be about this subject matter, but that would solve one of the problems I'd had regarding end conditions.)
Requirements: two players, one to be the fairy and one to be the walrus; two d6s for each player; the encounter table, below, or make up your own
Here's a basic summary of the gameplay loop. Both players roll their dice. They each say a feature of the scene, and then determine which feature the fairy and walrus go to. If that doesn't conclude the game, then it starts again at a new round; there may or may not be a minor time-skip between rounds.
Encounter Table 1. a depiction of your kind 2. a tasty treat 3. an obstacle you'd need the other party to help you get past 4. a street performer singing a song you like 5. the setup for a stupid pun 6. a human's doorstep (All entries on this table are subjective to each party rolling; an obstacle for a fairy looks very different to an obstacle for a walrus.)
At the start of a round, roll both your dice in secret. One result will correspond to an entry on the encounter table; the other result is how much power you have to go there, whether by force of argument or simply going in that direction until the other party decides to follow instead of getting left behind. You can assign the dice as you choose; so, if you rolled a 3 and a 1, that could mean entry 1 on the table and a 3 for power, or it could mean entry 3 on the table and a 1 for power.
Once both of you have assigned your dice, share the feature from your table’s entry. Figure out together what the scene looks like, such that both elements are present; for example, if the fairy had entry 2 and the walrus had entry 1, this would mean a scene that involves both a depiction of a walrus, and something a fairy would consider a tasty treat. Then, reveal your other dice result, the one for power. If your dice value is higher, then the fairy and walrus go to the feature you'd rolled; the other player describes what happens.
In the event of a tie, where both parties had the same result for their power roll, reroll both dice, and use the new results to compare power. The exception is if the tied results were both 6. In that case, both the fairy and the walrus feel so strongly about going in a certain direction that they do it without regard for the other party, get far enough from each other that the bond strains, and the magic fades; the humans realize that there's an actual walrus among them, and the walrus becomes limited to normal walrus movement. Decide whether you want to end the game there, or continue playing; in the latter case, the fairy arrives in time for the magic to come back, and a bunch of humans are left wondering why they all hallucinated a walrus.
Assuming you don't get too far apart, the game concludes when you manage to show up on some human's doorstep. Describe which of you the human is more surprised to see.
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omomancer's ultimate dice holding challenge!
so, inspired by @tanyapiankova12 's dice holding challenge, i decided i wanted to make my own that's more suited to my own tastes. its a little meaner if you want something a little harder/more punishing!
you'll need water (obviously), a D6 (a virtual dice roller works best if you dont have one!), clothes youre okay with wetting/leaking in, and diapers (these are optional, dont worry if youre not into that!)
start by rolling the Drink table one or two times. i recommend waiting until you can feel your bladder starting to fill before starting rolls. once you start, unless otherwise instructed, roll your dice every 10-15 minutes!
Firstly, roll one d6 for the table below- afterwards, roll another d6 for the results on the table! the game ends when you either get permission to pee, or, you know, wet yourself.
if you leak without permission, or have an accident, roll the corresponding leak or accident tables. finally, if you do this challenge, feel free to message or ping me in a post and tell me how it goes! <3
as with any holding challenge, listen to yourself and your body! if you start to feel sick, or hurt to the point its not enjoyable, stop immediately! make sure to stay safe!
First Table;
Drink
Wait
Challenge
Clothing
Tease
Relief
Drink;
Drink half a cup of your choice of fluid
Drink a full cup of water
Drink a full cup of diuretic (tea, soda, coffee, etc.)
Drink 2 cups of water
Drink 2 cups of diuretic
Unlucky! Drink a cup and a half of water and diuretic each.
Wait;
Wait an extra 10 minutes before your next roll
Press on your bladder for 30 seconds per minute until your next roll
Wait 30 minutes before your next roll
Roll Drink table, then wait an extra 10 minutes before next roll.
Keep your legs spread until your next roll
No waiting, roll again immediately.
Challenge;
Relax your muscles entirely until your next roll; squirming, holding etc. is fine, but your muscles must not be tensed.
Take an ice cube, or something else frozen, and leave it ontop of your bladder until your next roll.
Place something firm underneath you, and lay with your bladder pressed onto it until your next roll.
Listen to water noises until your next roll.
Squat for a full minute, pressing on your bladder for 5 seconds while you do.
No holding yourself or crossing your legs until your next roll.
Clothing;
Strip to just your underwear. Let out a one second leak- if it hits the floor, you're not allowed to take your underwear off at all for the rest of the challenge.
Put on tight bottoms that squeeze your bladder.
Add an extra layer ontop of what you're already wearing.
Put a diaper ontop of what you're already wearing. If you're already wearing a diaper, double up. If you don't want to wear a diaper or don't have any, put on two layers of pants.
Use a belt, or something similar (rope, string, etc.) to tie your bottoms to yourself. Make sure it's pressing into your bladder. You cannot remove this until the end of the challenge, or to place extra layers on when instructed.
Strip completely nude. If you prefer wetting clothing, or have failed #1 previously, re-reroll this table.
Tease;
Edge yourself once before your next roll.
Rub yourself slowly with your legs spread until your next roll.
Post a detailed description of how you're feeling right now- how your bladder feels, if you're wet or dry, how turned you are. etc.
Hump the nearest soft object to you until your next roll. This can be a pillow, a plushie, a rolled up blanket or towel, etc.
If you have one, hold a vibrator against yourself until your next roll. If not, re-roll this.
Bring yourself to the edge, then roll this table again. If you get 6 again, you can cum. If not, edge.
Relief;
Leak for 2 seconds into whatever you're wearing.
Fill a cup with water, then slowly pour it into the toilet. Doesn't that feel better?
Take a bottle cap, and pee into that. If you overflow, roll leak punishment table.
Sit on the toilet until your next roll, then flush and wash your hands as if you used the bathroom. Do not pee.
Leak until a wet spot appears on the outer layer of your clothing. If nude, leak one second.
Roll this table again. If you get this again, spread your legs and press on your bladder, letting out a 5 second leak. If you manage to stop it, roll this table again. If you get this a third time, congratulations! You have earned permission to pee. Try not to have an accident on the way to the toilet <3
PUNISHMENTS
Leaking;
Post a detailed description of how you leaked, and write about how pathetic you are for failing to control your bladder. Then, roll Drink table.
For the rest of the challenge, you must have something constantly pressing into your bladder. Be it a belt, or something pressing against you while you lay on your stomach, or your hand. Get creative. But your bladder must always be squashed.
For the rest of the challenge, you must listen to loud water noises.
Sit on the toilet fully clothed, and turn on your bathroom sink. Press on your bladder until your next roll. If you leak during this, press harder.
Turn on your bath or shower, and stand next to the running water until your next roll.
You are banned from using the toilet for the rest of the challenge. No matter what, you are going to have an accident. Stay dry next time, and maybe you'll get your toilet privileges back.
Accident;
You failed to hold it, and now you're soaking wet. Clearly, someone needs to teach you a lesson.
For the next 24 hours, any time you need to pee, you must lay down a towel or puppy pad, kneel on it, and pee on it through your underwear. Post about it every time you do.
Roll 1d6. This is the amount of days you are banned from the toilet entirely.
For the next 48 hours, you must hold it until you start to leak before running to the toilet. If you don't make it, post about it.
Clearly, your potty training has failed. For the next 24 hours, any time you feel the urge to pee, you must immediately wet into either your pants or a diaper.
For the next 24 hours, you must hold it until you have an accident every time you need to pee.
Do not pee before bed tonight. When you wake up, you must get permission from someone to pee. If you have an accident before you get permission, or wet the bed during the night, post about it and roll this table again.
#omorashi#live hold#bladder holding#bladder control#pee kink#pee accident#accident#omutsu#omocute#im ngl making this made me turned on as hell lmao
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Wolfman Player Character Rules in Eureka: Investigative Urban Fantasy
Eureka has six playable "monster" types, and about ten total supernatural character options all together. Each supernatural trait is taken basically as if it is a normal trait like the ones you have been seeing us post. You cannot give a character more than one supernatural trait--and from what you are about to read, you probably wouldn't want to. Playing monsters is recommended for "advanced" players only, people who like a lot of "crunch" in their games, as require you to keep track of a lot more mechanics than playing a normal human.
Here is the Wolfman Trait. This is going under a Read More because it's long as hell but we really hope that you will check it out and comment. This is, like, the whole entire ruleset for playing a wolfman in Eureka.
Wolfman/Loup-Garou (Monster Trait)
[Snoop: A snoopette with wolf ears and tail. snoopette so that people will not think that a wolfman has to be a man literally.]
The wolfman, or loup-garou, is a creature often referred to as a werewolf. While this is not an incorrect assessment (the term “loup-garou” just means werewolf, and in fact the term “werewolf” just means man-wolf), Eureka: Investigative Urban Fantasy uses the terms to make a distinction between two similar but different variants of the legend. The “werewolf,” found on page XX as a Mage Power, refers to the werewolf or warwilf of ancient and medieval Europe, while we use wolfman or loup-garou refer to what most people from the present day think of as a “werewolf,” a societal conception which owes a small part of its origin to legends from French Louisiana and Quebec, and the rest to Hollywood films.[1]
[1 off to the side in the final formatting] Despite the misnomer, most wolfmen will probably just call themselves werewolves.
Like with other monsters in Eureka, becoming a wolfman is not as simple as just being bitten or scratched by one. It may be something which runs in one side of the family, or for some a whole new affliction which one will have to learn and deal with on their own. In the worst of cases, it is both.
Transformation
Every wolfman has three forms, which they can shapeshift to and from at will when not debilitated by a weakness. This counts as a supernatural ability and in combat it takes an Action.[1]
[1 off to the side in the final formatting] Inside you there are two wolves...
Unless forcibly transformed by the full moon or total loss of Composure, the wolfman still remains in control of themselves while in any form.
Human Form
This is the default, “normal” form of the wolfman. They appear to be a regular person. The only abnormality is a +1 Contextual bonus to Senses rolls involving smell.
When the wolfman is in this form, in each new Scene, the wolfman’s player rolls a hidden D6. On a 6, they will privately message or signal the Narrator, and the Narrator will call for “The Creeps” at the next available opportunity, without revealing that it is the result of having a wolfman present. Players and investigators alike will wonder what is so anxiety-inducing about this clean office building or peaceful elevator ride. Add +1 to any The Creeps Composure roll by investigators who are friends with the wolfman and are aware of their wolfmanism.
Anthropomorphic Wolf Form
During character creation, choose one of the following four options. This will always be your wolfman’s anthropomorphic form.[1]
[1 off to the side in the final formatting] A deadlier form has many advantages, but also means deadlier rampages when the wolfman inevitably loses control.
Anime Wolfgirl
This form most resembles a “normal person,” except for the wolf ears and tail. They also have claw-like nails[3], and sharp canine-like teeth inside an otherwise normal-seeming mouth, allowing them to deal Penetrative Damage with unarmed melee attacks.
In this form, the wolfman is considered to have superhuman strength, has a +2 Base bonus to Athletics, a +1 Base bonus to Stealth and Close Combat, a +4 Contextual bonus to Senses rolls involving hearing, and a +2 Contextual bonus to Senses rolls involving smell. Superhuman strength, and the Athletics, Close Combat, and Stealth bonuses are lost when debilitated by a weakness, though they are still capable of dealing Penetrative Damage with unarmed melee attacks due to their claws.[1][2][4]
[1 off to the side in the final formatting] This form allows the wolfman to walk around in public while still reaping the benefits of transformation. Most people will just think they’re a bit weird. They can wear a hat and tuck the tail into their pants if they want to attract even less attention.
[2. Off to the side in the final formatting] Small children or particularly childish adults may try to pull the tail.
[3 off to the side in the final formatting] A steel file is required for filing these nails down, they tear up lesser files.
[4 off to the side in the final formatting] One disadvantage of this form is that, should the wolfman rampage like this, their crimes could be more easily linked back to them, since they maintain their identifiable human face.
In this form, the wolfman can keep their lupine features, such as their wolf ears and wolf tail, hidden under clothing such as under a hat or tucked into their pants. Whenever a wolfman in this form has a meal, or is on the receiving end of a successful Comfort roll, they must make a Full or Partial Success on a Reflexes or Stealth roll to suppress the urge to noticeably wag their tail.
The pointed teeth are quite easy to spot for anyone looking directly into the wolfman’s mouth, especially when they speak. Wolfmen may want to cover their mouths when they speak directly at someone, disguising it as scratching their nose or some other innocuous action.[1] Of course, they could also easily pass them off as well-made dental prosthetics.
[1. Off to the side in the final formatting] The wolfman’s player should mention this in descriptions but not draw too much emphasis to it.
When the wolfman is in this form, in each new Scene, the wolfman’s player rolls a hidden D6. On a 6, they will privately message or signal the Narrator, and the Narrator will call for “The Creeps” at the next available opportunity, without revealing that it is the result of having a wolfman present. Players and investigators alike will wonder what is so anxiety-inducing about this clean office building or peaceful elevator ride. Add +1 to any The Creeps Composure roll by investigators who are friends with the wolfman and are aware of their wolfmanism.
Buff Anthroform
This is your more typical Hollywood werewolf. A wolf’s head, hair all over, but otherwise mostly human body structure. This form will typically be at least a foot taller than the wolfman’s human form, and cannot speak human language.
This form has 9 Penetrative and Superficial HP.
In this form, the wolfman is considered to have superhuman strength, has a +4 Base bonus to Athletics, a +2 Base bonus to Close Combat, a +1 Base bonus to Stealth, and a +4 Contextual bonus to Senses rolls involving both hearing and smell.
The wolfman also has claw-like nails in this form, and a large and powerful jaw. The wolfman can use their jaw to make Grab attacks. So long as the target is grabbed by the wolfman’s jaw, they automatically take 2 Penetrative Damage each time it is the wolfman’s turn with no roll needed. The wolfman can still perform other actions while Grabbing a target with their jaws and, so long as the target is smaller than them, their movement is unimpeded.
This form maintains opposable thumbs, and can manipulate objects and use tools and weapons just as a regular human could. However, the shape and size of their hands confers a -1 penalty to Firearms and Close Combat when using weapons.
Lupine Anthroform
This form is more grotesquely proportioned than the Buff Anthroform, and more closely resembles a human-like wolf than a wolf-like human. In this form, the wolfman primarily moves on all fours, but is still capable of walking upright if necessary. This form will typically be at least a foot taller than the wolfman’s human form when standing at full height, and cannot speak human language.
This form has 9 Penetrative and Superficial HP.
In this form, the wolfman is considered to have superhuman strength, has a +3 Base bonus to Athletics, a +2 Base bonus to Stealth and Close Combat, a +4 Contextual bonus to Senses rolls involving both hearing and smell. Due to their lengthened tendons and legs, they also have a +4 Acceleration bonus.
The wolfman also has claw-like nails in this form, and a large and powerful jaw. The wolfman can use their jaw to make Grab attacks. So long as the target is grabbed by the wolfman’s jaw, they automatically take 2 Penetrative Damage each time it is the wolfman’s turn with no roll needed. The wolfman can still perform other actions while Grabbing a target with their jaws and, so long as the target is smaller than them, their movement is unimpeded.
This form maintains opposable thumbs, and can manipulate objects and use tools and weapons just as a regular human could. However, the dramatically altered shape and size of their hands confers a -2 penalty to Firearms and Close Combat when using weapons.
Monstrous Anthroform
This form resembles and moves like the Lupine Anthroform in shape, but at a massive scale. Were they to stand upright at full height, they would measure at least twelve feet head-to-toe, and cannot speak human language.
This form has 13 Penetrative and Superficial HP.
In this form, the wolfman is considered to have superhuman strength, and has a +6 Base bonus to Athletics, a +2 Base bonus to Close Combat, a -2 penalty to Stealth, and a +4 Contextual bonus to Senses rolls involving both hearing and smell. Due to their lengthened tendons and legs, but also their tremendous weight they have no Acceleration bonus.
The wolfman also has claw-like nails in this form, and an enormous and powerful jaw. This form’s claws deal 2 Penetrative Damage rather than 1, and 4 Penetrative Damage when superhuman strength is factored in. This form can also make a Vehicle Attack using their Athletics divided by 2 (rounded up) instead of Driving.
In this form, the wolfman can use their jaw to make Grab attacks. So long as the target is grabbed by the wolfman’s jaw, if the wolfman chooses, they automatically take 4 Penetrative Damage each time it is the wolfman’s turn with no roll needed. So long as the target is human sized or smaller, The wolfman can continue to perform other actions while Grabbing a target with their jaws and their movement is unimpeded.
Rather than deal the 4 Penetrative Damage, if the wolfman is Grabbing a target of human or smaller size in their jaws, they may make a Hold attack to simply eat them whole.[1] For a target swallowed alive, depending on the context and circumstances, the Narrator may simply declare them as good as dead and not make any rolls. If a wolfman tries to shift to a smaller form with a whole person in their stomach, the person is just dead if they weren’t already, and the wolfman makes an Athletics roll. Don’t worry about this if it’s been more than 4 Ticks since ingestion.
Full Success: Wolfman takes 4 Superficial damage per person.[2]
Partial Success: Wolfman takes 8 Superficial damage per person.
Failure: Wolfman takes 4 Superficial damage per person.
[1 off to the side in the final formatting] If you’re wondering how many whole human bodies they can stomach at once, the answer is several, but also within reason.
[2 off to the side in the final formatting] If the wolfman is shifting into a form that has damage reduction, then this damage can be reduced. Otherwise, if they shift into regular human form, they take the full damage.
If it makes the most sense to actually roll this out, apply the Drowning/Suffocation rules to the swallowed target. While in the stomach, they count as Held. If armed with a small piercing blade or a small firearm, they can attempt to attack the wolfman from inside, dealing normal damage. In this case, a Partial Success on a Firearms attack will still hit for full damage, and a Failure would fail to correctly operate the firearm and pull the trigger under these conditions. To escape, a victim will have to succeed at two Escape attempts, the first to reach up to the wolfman’s mouth and count as Grabbed, and the second to escape the jaws. Attacking or trying to Escape will count as exertion for the purposes of the Drowning/Suffocation rules.
This form maintains opposable thumbs, and can manipulate objects and use tools and weapons just as a regular human could, at least if that regular human was gigantic. However, they gain no benefit to damage from utilizing melee weapons that are meant for human-sized hands, and cannot operate human-sized firearms at all due to their size. Apply a -3 penalty to any attempt to use weapons.
Full Wolf Form
During character creation, choose one of the following four options. This will always be your wolfman’s full wolf form.
Ordinary Wolf
This form is an ordinary wolf, standing about 3 feet at the shoulder. This form has no thumbs, and can not speak human language.
In this form the wolfman has a +1 Base bonus to Close Combat, a +4 Base bonus to Stealth, and a +4 Contextual bonus to Senses rolls involving hearing and smell. This form also has +4 Acceleration.
This firm’s only effective means of attack is with their jaws. The wolfman can use their jaw to make Grab attacks. So long as the target is grabbed by the wolfman’s jaw, they automatically take 2 Penetrative Damage each time it is the wolfman’s turn with no roll needed.
This form does not have superhuman strength, but their bonuses are not lost upon being debilitated by a weakness.
Bigger Wolf
This form resembles an ordinary wolf, but much bigger than is natural, standing about 5 feet at the shoulder. This form has no thumbs and cannot speak human language.
This form has 9 Penetrative and Superficial HP.
In this form the wolfman has superhuman strength, a +2 Base bonus to Athletics, a +2 Base bonus to Close Combat, a +2 Base bonus to Stealth, and a +4 Contextual bonus to Senses rolls involving hearing and smell. This form also has +4 Acceleration.
This form’s only effective means of attack is with their jaws. The wolfman can use their jaw to make Grab attacks. So long as the target is grabbed by the wolfman’s jaw, they automatically take 2 Penetrative Damage each time it is the wolfman’s turn with no roll needed.
Even Bigger Wolf
This form resembles an ordinary wolf, but far, far larger than is natural, standing about 7 feet at the shoulder. This form has no thumbs and cannot speak human language.
This form has 13 Penetrative and Superficial HP.
In this form the wolfman has superhuman strength, a +4 Base bonus to Athletics, a +2 Base bonus to Close Combat, a -2 penalty to Stealth, and a +4 Contextual bonus to Senses rolls involving hearing and smell. This form also has +2 Acceleration.
This form has two effective means of attack, a Vehicle Attack using their Athletics divided by 2 (rounded up) instead of Driving, and their enormous jaws. The wolfman can use their jaw to make Grab attacks. So long as the target is grabbed by the wolfman’s jaw, they automatically take 4 Penetrative Damage each time it is the wolfman’s turn with no roll needed. As long as the target is smaller than them, their movement is not impeded.
Biggest, Baddest Wolf
This form resembles an ordinary wolf, but enormous, standing about 9 feet at the shoulder. This form has no thumbs and cannot speak human language.
This form has 17 Penetrative and Superficial HP.
In this form the wolfman has superhuman strength, a +6 Base bonus to Athletics, a +2 Base bonus to Close Combat, a -4 penalty to Stealth, and a +4 Contextual bonus to Senses rolls involving hearing and smell.
This form has two effective means of attack, a Vehicle Attack using their Athletics divided by 2 (rounded up) instead of Driving, and their enormous jaws. The wolfman can use their jaw to make Grab attacks. So long as the target is grabbed by the wolfman’s jaw, if the wolfman chooses, they automatically take 4 Penetrative Damage each time it is the wolfman’s turn with no roll needed. So long as the target is of human size or smaller, the wolfman can continue to perform other actions while Grabbing a target with their jaws and their movement is unimpeded.
Rather than deal the 4 Penetrative Damage, if the wolfman is Grabbing a target of human or smaller size, they may make a Hold to simply eat them whole.[1][2] For a target swallowed alive, depending on the context and circumstances, the Narrator may simply declare them as good as dead and not make any rolls. If a wolfman tries to shift to a smaller form with a whole person in their stomach, the person is just dead if they weren’t already, and the wolfman makes an Athletics roll. Don’t worry about this if it’s been more than 4 Ticks since ingestion.
Full Success: Wolfman takes 4 Superficial damage per person.[3]
Partial Success: Wolfman takes 8 Superficial damage per person.
Failure: Wolfman takes 4 Superficial damage per person.
[1 off to the side in the final formatting] If you’re wondering how many whole human bodies they can stomach at once, the answer is several, but also within reason.
[2 off to the side in the final formatting] Wolfmen who have been eating people while in any of their larger forms should think about the contents of their stomachs before they revert back to a smaller form. Shifting straight from the massive wolf form to the basic human form with a bunch of half-chewed bones and body parts inside could cause massive damage to the wolfman’s insides! Better to at least spend some time in the partially transformed state, which has the muscular strength and resiliency to handle such contents taking up so much space inside.
[2.1. Off to the side in the final formatting] Crunch!
[3 off to the side in the final formatting] If the wolfman is shifting into a form that has damage reduction, then this damage can be reduced. Otherwise, if they shift into regular human form, they take the full damage.
If it makes the most sense to actually roll this out, apply the Drowning/Suffocation rules to the swallowed target. While in the stomach, they count as Held. If armed with a small piercing blade or a small firearm, they can attempt to attack the wolfman from inside, dealing normal damage. In this case, a Partial Success on a Firearms attack will still hit for full damage, and a Failure would fail to correctly operate the firearm and pull the trigger under these conditions. To escape, a victim will have to succeed at two Escape attempts, the first to reach up to the wolfman’s mouth and count as Grabbed, and the second to escape the jaws. Attacking or trying to Escape will count as exertion for the purposes of the Drowning/Suffocation rules.
Scent Tracking
While in any form except Human, wolfmen are capable of Scent Tracking. (See p.xx “Scent Tracking”.)
Just Built Denser
The weight does not seem to entirely add up, but wolfmen are still a whole lot of wolf wrapped up in a human package. In any form including Human, once per Scene, the wolfman may “no-sell” an incoming attack (or some other source of damage), reducing the amount of Superficial Damage they take from any source by 6. Alternatively, instead of reducing Superficial Damage, they may instead choose to ignore an effect that would physically move them (such as a shove). This does not protect at all against Penetrative Damage. If a wolfman “no-sells” an attack by an investigator, that investigator must immediately make a Fistfight Composure Roll. For an NPC, this would be -1 Morale. Being the biggest person around does have its drawbacks, though - in any situation where weight or size would be a problem (such as squeezing through a tight passageway or crossing a delicate rickety bridge), this character automatically fails (e.g. they can’t squeeze through the passageway or cross the bridge without breaking it).[1] In addition, this density makes them liable to sink like a brick in water. Apply a -3 penalty to any roll that involves trying to stay afloat in water.
[1. Off to the side in the final formatting] A wolfman with the Just Built Different Trait can do these things twice per Scene.
Super Sniffer(?)
In all forms including human, wolfmen gain +1 additional Investigation Point for any Investigative Roll involving the smell of something.
Additionally, in any form except Human, the wolfman is able to engage in Scent Tracking. (See p.XX) [move the scent tracking stuff from vampire into chapter 7 later]
Unstoppable
In any form except Human, wolfmen take half-damage from all damage sources, the only exception being HP that results from loss of Composure. If a wolfman wears armor that protects against whatever is dealing the damage, this damage is halved again, for one quarter damage, rounding up. Apply a -2 modifier to attacks against the vampire from 1-damage weapons.[1]
[1 off to the side in the final formatting] A wolfman’s Flesh is extraordinarily dense and durable.
Healing
Unless the person performing first aid is a veterinarian or something, apply a -2 modifier to any Medicine rolls to heal any wolfman form except for Human and Anime Wolfgirl.
In any form except Human, so long as they are not debilitated by a weakness, a wolfman’s flesh will regenerate.[1] They recover 1 point of Superficial and Penetrative HP once a day, so long as they are not debilitated by a weakness.
[1 off to the side in the final formatting] They also regain 1 Superficial HP per night of rest just like mundane characters.
Additionally, so long as they are not debilitated by a weakness, in any form except Human, if they took damage to either HP type during an instance of combat, they restore 1 HP of the same type as soon as the combat is resolved.
So long as they are not debilitated by a weakness, in any form except Human, a wolfman may take 1 Action to reattach a severed body part at the stump and have it work again good as new after 1 turn.
So long as they are not debilitated by a weakness, in any form except Human, if a wolfman’s Penetrative HP is full, instead of recovering Penetrative HP from any of the above rules, they recover from one Grievous Wound, permanent or not.
So long as they are not debilitated by a weakness, in any form except Human, a wolfman may spend 1 Eureka! Point to instantly recover all Superficial and Penetrative HP, and from all Grievous Wounds. This takes 1 action.
Unkillable
So long as they are not debilitated by a weakness, in any form except Human, if a wolfman is reduced to 0 Penetrative HP, they do “die” instantly, but they will not stay “dead” permanently, barring specific circumstances. (See: How to Kill a Wolfman p.Xx) Their body will regenerate within a matter of days or weeks. A “dead” wolfman investigator is removed from the current adventure same as a regular dead investigator, but may return and be played in any subsequent adventure.
A wolfman whom has been reduced to 0 Penetrative HP does not heal from first-aide or any of the other rules mentioned under “Healing.”
Revival
So long as they are not debilitated by a weakness, in any form except Human, a wolfman that has been reduced to 0 Penetrative HP and “killed” for the adventure may spend 2 Eureka! Points to revive with 1 of both types of HP, but only once a minimum of 5 Scenes have passed. A wolfman may instead spend 3 Eureka! Points to revive instantly, so long as they have been “dead” for at least 1 round.
That Time of the Month (Wolfman True Nature)
[Snoop: A snoop with wolf ears and wolf tail hunched over transforming beneath a full moon.]
Wolfmens’ sleep is not particularly restful; they regain no Composure Points from sleeping. However, they will still take Flat Composure Damage if they do not sleep. Wolfmen will take Flat Composure Damage normally if they skip meals, and eating three meals a day will still regain them Composure Points like normal.
Flat Composure Damage from Skipping Meals = Yes (lose 1 extra Composure)
Composure restoration from Three Meals a Day = Yes
Flat Composure Damage from Skipping Sleep = Yes
Composure restoration from Full Night’s Sleep = No[1]
[1. Off to the side in the final formatting] Disruption of regular sleeping patterns can bring out the worst in people, and greatly exacerbate existing mental conditions.
The wolf inside wolfmen has a ravenous appetite and a taste for human flesh. While in any form except Human, whether voluntarily or not, making a meal of a human will restore 1 point of Composure. This will restore 2 points of Composure if the victim is alive for all or most of the ordeal.[1] All or most of the body must be consumed in one sitting in order to restore this Composure, otherwise it doesn’t do any more than normal food.
[1. Off to the side in the final formatting] Wolfmen may also voluntarily transform and hunt humans if they want to sate their hunger and avert the risk of a random rampage, or if they just enjoy it.
Normal Food
If a wolfman skips a daily meal, they lose 1 additional point of Composure. Additionally, in any form, wolfmen must eat an exceptionally large amount of food to sate their hunger. Apply a -2 modifier to any Wealth roll to buy food for a Wolfman. Food budget for a wolfman costs 2WP instead of 1WP.
Rampaging
When a wolfman reaches 0 Composure under any circumstances, they will involuntarily transform and go on a rampage, repeatedly attacking and devouring any living thing in their path. The wolfman will feel the need to constantly be on the move and seeking out new prey. The Narrator makes the decisions on where the rampaging wolfman goes and what they do, but it is the wolfman’s player who will describe it and roll any necessary dice.[1][2][3]
[1. Off to the side in the final formatting.] This is really more like a Weakness but we are putting it in the True Nature category just to even things out.
[2 off to the side in the final formatting] They may unconsciously attempt to seek out familiar places.
[3 off to the side in the final formatting] This is one of the only times where it is appropriate for a Narrator to determine the actions of an investigator. However, for any attacks or skill checks made, the player of the investigator must still roll the dice.
While rampaging, all Base bonuses granted by the wolfman’s current form become Contextual bonuses.
Involuntary Transformation
When the wolfman is involuntarily transforming, regardless of what form they are already in, roll a D6. On a 1-4, the wolfman will rampage in the larger of their two wolf forms. On a 5-6, they will rampage in the smaller of the two.[1]
[1. Off to the side in the final formatting] If you aren’t sure which form is larger, consider the Full Wolf Form to be larger.
Resisting Rampage
For any Skill check rolled while the wolfman is rampaging, 1 or more of their Eureka! Points may be spent, adding an extra D6 for each Eureka! Point spent. Drop all but the two lowest dice instead of the highest.
For 3 of their Eureka! Points, a wolfman may force themselves to run in a particular direction of their choice.
Snapping Out of It
Wolfmen will rampage non-stop for a period of 24 hours or 20 Ticks, until they are restored to 7/7 Composure, or until they are Fully Incapacitated. Afterwards they will pass out, and wake up in Human form. They will have only a hazy recollection of what they have just been through, but will have to make a Death Composure roll with an exacerbating factor if they killed anyone.[1]
[1 off to the side in the final formatting] Don’t worry about how much human meat a wolfman can stomach in one rampage, the answer is a lot. They have very fast metabolisms, which go into overdrive when transformed.
Full Moon
Once per Scene, when their eyes are exposed to direct moonlight,[2] the wolfman must make a Composure roll with a modifier decided by the phase of the moon and intensity of the exposure.[1]See the chart below.
[1. Off to the side in the final formatting] Most people are very sensitive to changes in ambient light levels at night. It can affect one’s quality of sleep.
[2 off to the side in the final formatting] It is very unlikely that wolfmen have any magical connection to the moon, but very likely that they assume they do.
Add +1 to this Composure roll if the wolfman is wearing something to shield their eyes, such as sunglasses.
Add +1 if the night sky is cloudy.
At the start of the adventure, roll 2D12. This will be the number of nights until the full moon. The full moon will last for 3 nights in a row.
Nights Until Full Moon
25-27 Nights -3
22-24 Nights -1
19-21 Nights +1
16-18 Nights +3
13-15 Nights No Composure roll.
10-12 Nights +3
7-9 Nights +1
4-6 Nights -1
1-3 Nights -3
Full Moon -5
Wolfing People Down
If a wolfman’s forms include one or more of the following forms, at the start of each adventure the wolfman’s player may choose to roll 3 times on the Monster Stomach Contents Table.
Buff Anthroform
Lupine Anthroform
Monstrous Anthroform
Bigger Wolf
Even Bigger Wolf
Biggest, Baddest Wolf
The results are leftover objects accidentally swallowed while ravenously devouring their last several victims. Write these items in the wolfman’s inventory but mark that they are in the stomach. In any form except Human, the wolfman may attempt to spit one of these objects out with a Full Success on an Athletics roll with a -5 penalty applied. Regardless of success or failure, this causes the wolfman 1 Superficial Damage and takes an Action.
Bane of Wolves (Wolfman Weakness)
Silver
In any form including Human, silver causes burning and irritation to the wolfman’s skin on physical contact, as well as weakening and debilitating them, rendering them unable to benefit from any power or ability denoted so above. They also have a -4 penalty applied to all Skills.[1]
[1 off to the side in the final formatting] Remember that while transforming is a supernatural power, merely existing in a transformed state is not. Contact with silver does not cause a wolfman in a transformed state to suddenly become human, in fact, it means they can’t.
Silver Bullets
Silver is a particularly soft metal. A bullet made of silver, or even just plated in silver, when penetrating a target at high velocity is likely to shatter within the body and leave small pieces of silver residue behind.[1] Each time this character is shot with a silver bullet, look at the physical dice that were rolled. If they are both odd numbers or both even numbers, the bullet does leave a bit of silver in the body and the character is considered to be in physical contact with silver for all rules purposes until these pieces are dug out.[2][3]
[3 off to the side in the final formatting] Silver can also kill a wolfman. See p.XX “How to Kill a Wolfman” below.
[1 off to the side in final formatting] At the time of writing this, a single, fireable, professionally manufactured silver bullet costs $150+Shipping.
[2 off to the side in the final formatting] To be perfectly clear, this is not about modifiers or cumulative value of the dice. If you roll the dice and see two odd numbers or two even numbers on the physical dice, that is when there are bits of silver left in the body. For D12s, silver is left in the body if any D12 in the roll shows an 8 or a 9, even if that specific die did not cause a hit–so long as another D12 in the same group did cause a hit.
Silver Hollow Points
Silver hollow point bullets will always leave what counts as a single piece of silver stuck in the body.
Silver Pellets
Silver shotgun shell pellets, flechettes, or other weapons which hit with numerous pieces of silver at once will always leave silver stuck in or clinging to the body.
Silver Melee Weapons
Silver melee weapons must be stuck in and left in the wolfman’s physical body in order to fully debilitate them.
Digging Silver Out
Silver lodged in the wolfman’s physical body will obviously be in contact with them and debilitating them indefinitely until it is removed. These can be carefully surgically removed with professional medical aid, or dug out hastily by the wolfman (or someone else) on the spot. For a wolfman to rip or cut silver out of their body on the spot, they must take an Action and cause 1 Penetrative Damage to themselves to remove a single piece, or 2 Penetrative Damage to remove every piece at once in the case of multiple pieces, such as silver shotgun pellets.[1]
[1. Off to the side in the final formatting] This damage is not reduced by their innate damage reduction, the values present already account for that.
Wolfsbane
Aconitum, also known as aconite, monkshood, and wolfsbane, is a poisonous purple flower which is dangerous to humans but particularly potent to wolfmen. In extremely, extremely low doses, it may have minor therapeutic benefits, but anything more can turn deadly. If ingested or added to the bloodstream, it will cause Lethal Poison to regular humans and wolfmen alike, but wolfmen will take 1 additional point of damage per instance of damage from the poison, and the damage is not affected by their damage reduction.[1]
[1. Off to the side in the final formatting] Wolfsbane may also cause Non-Lethal Poison if a small dose is absorbed through the skin.
Irritant Weapons
Irritant weapons, such as pepper spray, will immediately impose a (Superficial) Injury roll upon Wolfmen, regardless of the actual damage done. The result of this Injury roll will always count as one degree of success lower than the actual result.
How to Kill a Wolfman
While in Human form, anything that would kill a normal human will also permanently kill a wolfman.
In any form, poison from wolfsbane can permanently kill a wolfman.
In any form, if the final blow to a wolfman’s Penetrative HP is done with a silver weapon, or done while the wolfman is otherwise in physical contact with silver, then death will be permanent.
Decapitation will kill a wolfman permanently.
Total incineration or otherwise complete destruction of the body will render a wolfman permanently dead.
A wolfman with the Not Finished Yet Trait will die permanently at the end of the adventure if they go below the Penetrative HP threshold as stated in the Not Finished Yet Trait.
Misc. Tells
Smell
Wolfmen will have to go to great lengths of hygiene to not always smell like a wolf.
Tapetum Lucidum
A wolfman’s eyes will appear normal at first glance, but under low-light conditions, they will reflect light like an animal’s eyes.
#wolfman#werewolf#werewolves#indie ttrpgs#ttrpgs#ttrpg#rpg#tabletop#monsters#ttrpg tumblr#indie ttrpg#ttrpg community#monster#monster girls#monster girl#urban fantasy#full moon#the wolfman#american werewolf in london#horror#supernatural#eureka#eureka: investigative urban fantasy
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Drawing stars on sticky notes?
What do you get when you combine Progress Clocks, Aspects, Usage Dice, and Insight Rolls?
If you answered “an unholy mess”, well, that’d have been my guess too if someone asked me that. But that didn’t stop me from doing it anyway. And, surprisingly, instead of creating an abomination that shouldn’t see the light of the day, it became the core mechanic of my newest game, one that I’m giddily excited about.
I want to dive deeper into this quirky little mechanic called Sparks, that involves drawing stars on sticky notes. In essence, it is a tool to track progress of any kind. Towards a goal, an event, an effect, whatever. But in a closer look… well, it is more than that.
Escaping the temple
Let’s say you grab an ancient idol from a cursed temple, triggering a self-destruction spell. You need to escape before the temple collapses and traps you inside. You’d grab a sticky note, write “The Temple Collapses,” and place it on the table. Your Spark is now created.
To advance the Spark, you’d add rays to the star when certain fictional or mechanical triggers occur. For example, if you spend too much time in a room while trying to escape, you might add a ray to represent the passage of time. Or say you try to place a heavy rock in place of the idol to stop the spell, and you roll a bad Fate Check (the equivalent of a Yes/No Oracle or a Fortune Roll in other games), you’d add a ray to the Spark. A particularly bad roll (e.g., a 1) might even add two rays.
Up until this point, you might be thinking, “Well, this is just a Progress Clock.” But here’s the fun twist: every time you advance the Spark, you may perform a Spark Check by rolling a D6. If the roll matches a ray on the star, the event happens, and the Spark resolves.
For instance, if you’ve added two rays to your Spark and roll a 1 or 2, the temple collapses. If you don’t hit a ray, the temple holds, and you can keep pushing to escape. This creates what I like to call “controlled unpredictability”. You get a sense of the odds of the event happening, but you can’t predict exactly when it will occur.
If you continue advancing the Spark—for example, by getting lost or failing additional rolls—the likelihood of disaster increases as you add more rays. Let’s say you roll again with four rays and hit a ray. The temple collapses, trapping you. The Spark resolves, and now you must deal with the consequences.
But that’s not all! Let’s say you miss all previous checks and end up filling all five rays of a Spark. Well, you still have to make a Spark Check. But since the Spark has only 5 rays and the die has 6 sides, rolling a 6 after the star is full results in an Overturn.
An Overturn flips the expected outcome. If the event was negative (e.g., the temple collapses), it might turn positive: the collapsing ground reveals a hidden network of ancient tunnels filled with mysterious symbols. What was almost a certain disaster opens up as a new path your adventure can take!
SIDE NOTE: I get it that using stars as a tally marker may not be the most intuitive graphical solution. I honestly chose it to meet the vibes of the game, and give it an air of mysticism, like it is more than just a counter. But I encourage you to use any form of tracking you prefer: tally marks, tokens, numbers, checking boxes and so on.
Flexible and modular
I hope that by now you can see this is more than a tool to count up to 5. If you follow me for a while, you know that I’ve toyed with the same idea in Derelict Delvers with Danger Clocks. In that game, they are restricted to represent monsters and obstacles. In Everspark, they can do all sorts of things.
You can use Sparks to track challenges, such as overcoming obstacles (including combat); the arrival of looming threats; the depletion of meaningful resources; contests between parties vying for the same goal; long-term projects like crafting, studying, or achieving a personal milestone; and conditions affecting characters, enemies, or environments.
Sparks can also track events like a lunar eclipse, the arrival of a king; the use of special power sources like mana or magical items with limited charges. They’re useful for tracking character advancement (including multiclassing), exploration (like a full journey or delving into a dungeon), or even montage scenes where you tackle complex challenges like making plans, setting camp, or preparing for a journey.
You can even create layered challenges to represent more complex or powerful enemies. Say you are fighting an enormous creature, and you want it to be a high-stakes and dramatic encounter. Instead of relying on “HP inflation” and just make, say, a 3-star Spark, you can represent different aspects of the challenge with separate Sparks, like a Spark representing an Arcane Shield that needs to be dealt with before harming it, and another one for its Spiked Tail that causes all sorts of trouble for melee attacks.
Instead of turning the combat in a boring meat grind, you have to approach the encounter as a puzzle. Different characters with unique skill sets can contribute, and the whole scene becomes more dynamic. You can even have environmental Sparks representing dangers or potential opportunities.
And the best thing is: you don’t need to prep that in advance. Crafting Sparks is part of the game. And I encourage you to do it as a collaborative process, if you’re playing in a group. We have a lot of fun brainstorming possible things we can add to a scene to make it even more memorable.
Spark-based scenarios
Picture this: you’re deciding who gets to be the next captain of the ship. It starts with a skill contest. It’s two candidates—you against them—and you are displaying skills to decide who’s going to be the captain. You have a resource Spark, which is the crew support. You can tap into it to gain leverage, but it can go either way—perhaps the crew support goes to your adversary, making it a double-edged resource.
You have to resolve this contest before the serpent god arrives (a threat) and, who knows, eats the loser of the contest. All the while, you’re dealing with the storm of the century (environment), which is battering the ship and tossing the crew around. On top of that, the ship is leaking (escalation)—because why not?
This can be a full session of chaos, crazy ideas, and unpredictable outcomes, with new Sparks being created as a result of complications and bad rolls. Others might be discarded as the situation evolves. It’s a wild, chaotic, and incredibly fun experience.
On top of that, you can bend the rules with “Spark tricks,” which are ways in which you twist and bend the rules of how to advance and resolve Sparks. These include locked rays (which can’t be hit), regenerating rays (that are erased), linked Sparks (where one Spark affects others), resistance (making two spark checks and keeping the worse result), and persistent Sparks (which remain active even after being resolved).
You get a sticky note! And you get a sticky note!
These are just a few ideas. It’s important to note that Sparks are modular, optional and disposable. They can be used for almost anything, but they shouldn’t be used for everything. You can handwave situations, roleplay them, or use just a few rolls to resolve them. But if you want more granularity, want to zoom into the action, or want to give more screen time to certain moments, Sparks can certainly help. And when a Spark is no longer relevant, you can simply discard it, even without resolving it.
It’s amazing all the things you can do with a simple piece of paper
My advice is that you introduce Sparks gradually into your gameplay—the book itself divides Sparks into Basic, Intermediate and Advanced. In my home game, we’re seventeen sessions in, and since all players are already comfortable with the mechanics, it is beautiful to see the proliferation of Sparks: characters are working on new skills, getting rid of curses, and trying to find lost relatives. The city has a creature about to arrive, a gang following them around, and more. All that tracked with Sparks.
Just think of nachos
When I was coming up with a checklist of the things you have to consider when creating a Spark, I had a pleasant surprise. See, you need to create the Name of whatever you’re tracking; decide how and when it Advances; when you need to make a Spark Check; what happens when you Hit a ray, what is a possible Overturn; and if there are any Special rules or conditions.
Hence, the NACHOS template was born.
Obviously, you don’t need to write every detail down for every Spark (or for most Sparks, really), but it is a good way to make sure everyone knows how the Spark behaves and to align expectations. If you want to play around with how a Spark works, just think of Nachos.
Hack it away
I’m super excited to get this in everyone’s hands and see what creative people can do with it by bending its rules and applications. I see it as a tool to inject a layer of tension, suspense and surprise to what could otherwise be just a tally count.
I’m working hard on editing Everspark at the moment (meanwhile, the campaign is on late pledge, so you can jump in if you want). It’s coming out nicely, I must say. The Sparks chapter has nearly 20 different suggested ways of using them, all with examples. And more nuance than I can fit on a post.
I’ve also published a video explaining this concept in even more detail:
youtube
Meanwhile, check out the campaign page and join us to keep the Everspark alive! And I’d sincerely appreciate it if you shared this around with people that might like it.
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TTRPGs for people with dyscalculia?
THEME : Dyscalculia Friendly.
Hello friend, I’m going to first point you to the Math-Lite Chaotic Murder Hobos recommendation post I wrote up a year or two ago.
What I understand about dyscalculia is that in can affect the ability to do mental math, but I'm not sure how much it affects number recognition. I have a few games here that ask you to read the faces on a die, but I don't think any of them expect you to do any addition. I hope you find something fun on this list!
Cats of Catthulu, by Joel Sparks.
CATS OF CATTHULHU is the beloved rules-light roleplaying game in which the players take the part of ordinary cats, secretly defending human civilization from the Chaos Cults of the other animals. All the players have to do is act like cats, while the Cat Herder arranges exciting challenges for them—anything from snacky time to daringly interrupting dire rituals.
In Cats of Catthulhu, the way the story will go is always a mystery. You and your friends play to find out what happens. One person, the Cat Herder, arranges the secrets and situations, and sets the scene, but even they don’t know where the night will end. The players take the role of individual, ordinary cats. All you really need to do is act like a cat.
It might be a bit difficult to get your hands on them, but the original dice for Cats of Catthulhu don’t have any numbers on them; instead, they have sad cats and happy cats. Whenever a cat does something, they roll 2 of these dice. Rolling a Happy Cat is a success; rolling a Sad Cat is a failure. The reasoning behind these dice is: cats can’t do math!
If you can’t get your hands on cat dice, you can use any old d6, and regard 1-2 as Sad Cats and 3-6 as Happy Cats. You’ll also want to get some kind of physical token to use as Treats, which are player currency used to allow free re-rolls. Cats of Catthulhu is great for groups who are mostly getting together to just have a fun time, ready to act silly and get into all kinds of shenanigans.
DUSK, by Gila RPGs.
Equipped with the latest suntech, you are tasked with venturing out into the Dusk, and helping bring a new dawn to humanity. The Dusk does not want you there.
Good luck.
In DUSK, you play as Shards, survivors on the planet Obron after the devastating nova-event that saw your world destroyed. Now you wield powerful technology fueled by pieces of your dead sun, in hopes of surviving another day. DUSK uses the LUMEN 2.0 system, and is a diceless RPG focused on resource management rather than luck or chance.
As a diceless game, DUSK feels a lot different from a number of other diceless games, and I think that’s because of the style of game it’s working off of. LUMEN games are more about strategy than they are about narrative, and in DUSK that’s carried forward in the form of Suntech, items that require energy to power and provide specific advantages.
DUSK is still a relatively new game, but the designer is prolific in the amount of quality work he’s released in the past - and so when he says that there’s more to come, you best believe there’s more to come. If you’d still like to roll dice but you like the idea of the setting in this game, you might want to check out NOVA, which also uses the LUMEN system but gives you dice to roll or LUNA, a game about cultists trying to destroy the moon. Both of these games use pools of d6’s and ask you to look for the highest number, so I don’t think there’s that much math involved.
CASE & SOUL, by Briar Sovereign.
CASE&SOUL is a lightweight tabletop game for telling action-packed stories in the mecha genre. CASE&SOUL is designed for one-shots and short to mid length campaigns. Speed through a lightweight downtime; hire freelancers to pad out your Crew’s skills on missions. Customize your playbooks with SOUL moves, and enjoy a cut-down FITD gameplay with just the essentials for fast and flexible sessions.
Forged in the Dark games use a dice pool, rather than abilities with modifiers. You add dice from various places on your worksheet, and try to roll at least one 4 or higher. Rolling a 4 or 5 is usually a mixed success, and rolling a 6 is a complete success. Personally, I’m a big fan of games that use dice pools, as I’m also not a fan of trying to add up all of those numbers, and having to just look for the single highest dice helps speed up action resolution.
At the same time, Forged in the Dark games can have a lot of moving pieces at once, especially if the GM wants to track a large number of factions, or players want to plan multiple-stage missions. CASE & SOUL advertises itself as a slimmed-down version of these kinds of games, but I can’t tell whether or not that is the case when I look at the character sheets. What intrigues me is the CASE and SOUL tracks; I think your CASE is your Mech, and it receives Harm differently than your SOUL, which is an interesting way to measure how much your mech is (or is not) part of you.
Keyforge: Secrets of the Crucible, by Edge Studio.
In the center of the universe hangs the Crucible, a gigantic artificial world created by the enigmatic Architects and home to countless beings and cultures. Here, impossibly advanced technologies mix with arcane powers to make for a setting unlike any other! Uncovering the secrets of this mysterious world will take all your skills—but the potential rewards are boundless…
Explore this world of boundless opportunity in Secrets of the Crucible, a new sourcebook for the Genesys Roleplaying System set in the KeyForge universe!
You’ll need the Genesys Rulebook for this one, because the main reason I’m recommending Secrets of the Crucible is because of the dice system. Genesys dice don’t use numbers; they use symbols that represent success and failure - and they also have symbols that deepen the nuance of each roll. You can roll advantages or disadvantages that calibrate exactly how much you succeed, as well as triumphs or despairs that give you the same kind of highs and lows as a Nat 20 or a Nat 1 in D&D. This means that each roll tells you so much more about what’s going on around you than just whether you open a door or sweet-talk a guard.
As for the setting, Keyforge is originally a card game published by Fantasy Flight games, about a world called the Crucible, full of secrets that various factions are competing to unlock. It reminds me of the worlds of Magic: the Gathering or League of Legends, with various settings that look very distinct from each-other, and represent different styles of play.
SHIVER, by Parable Games.
WHAT IS SHIVER?
SHIVER is a tabletop roleplaying game that lets players bring their favourite scary movies, spooky tv shows, and horror stories to life. Ever wanted to play through the plot of your favourite film on the tabletop? Or wanted to make sequels, prequels and original stories in the worlds of pop culture you love? SHIVER lets you play that!
SHIVER is setting neutral allowing you to play any story, anytime, and as anyone. Want to play a game of teens in survival mode against a zombie horde? Kids on Bikes who dread exploring a haunted house on Halloween night? Or perhaps a medieval monster hunter looking for a werewolf, vampire or mage? SHIVER can deliver stories and characters for anything from cult pulp classic to Cthulhu fuelled eldritch mystery.
The designer of SHIVER set out with the goal of making games easier for his friends, who had similar struggles with games that had too much math involved. Players roll six-sided and eight-sided dice with various symbols on them, looking for the symbol that represents their character's strengths. The more difficult the task is, the more of the required symbol you need. The game itself is recognized as a class-act horror game, good for everything from pulp-action to gothic fiction to slasher horror. If you don't have the special dice, you can substitute with d6's & d8's, or you can use the free Dice Roller designed for this game.
Tournament Arc, by Biscuit Fund Games.
Are you looking to experience the triumphs and defeats of Space Hyper-Basketball? Need to feel the epic highs and dizzying lows of card games in the post-apocalypse? Want to face the trials and tribulations of the cheese-rolling World Circuit?
Tournament Arc is your very own collaborative sports anime experience, made in the diceless Belonging Outside Belonging engine popularized by games like Dream Askew and Wanderhome. In every thrilling episode, you’ll play the part of the Team as they negotiate the complexities of their daily lives, explore a collaboratively created world, and, most importantly, play the Game.
Tournament Arc is both diceless and GM-less, and is designed to tell stories about teambuilding and competitive sports, although the setting appears to be pretty flexible. The Belonging Outside Belonging game system provides each character type with prompts, and sorts those prompts into different categories. Usually there will be some things you can always do that generate tokens as well as narrative obstacles, and then other things that you can only do when you spend tokens - and as a result, also help characters confront those narrative obstacles. If you have players that like having something tactile to keep in their hands as they play, you might like Tournament Arc.
Warehouse Bitches, by Darling Demon Games.
The Time Worm arrived as it was prophesied just as the crown fell upon his head, and all potentials collapsed into a single haunted citadel, which you call Hex City. You are transgender punks and goths from earth, and in this place your powerful hearts make you witches, daemons, beast-people and arcane architects. We bide our time, smoking and drinking, playing video games and eyeing the crumbling walls of our enemy, The Lord of Olympus.
In Warehouse Bitches, you play as one of the titular warehouse-dwelling trans folk in the hellish Hex City. In this GMless Belonging Outside Belonging game with a unique coin-flip mechanic, you'll wield magic, build allies across the city and fight back against the bastards in subtle ways.
I’ve already explained a bit about how Belonging Outside Belonging works, but Warehouse Bitches adds another layer by using coins as tokens. Using coins, your options are different depending on whether or not the coin is on Heads or Tails. The moves on your character sheet are not just differentiated between Strong and Vulnerable, they’re also differentiated between Heads or Tails, and you must have matching sides of the coins showing in order to be able to use those moves. Characters also have Magic moves, which require the player to flip every coin they currently hold, and reassign those coins based on whatever side they land on.
Warehouse Bitches has only 4 playbooks as it stands now, so a group of 4 players is probably the largest group that can play the book as it stands now. The game is GM-less, but looking at the rules, I think it would be possible to have someone pick up the GM role in order to introduce complications and narrate the actions of various other factions in town. Similar to other BoB games, there are zones that have various elements and details that need to be decided as you play, which will also help provide events and interesting features that keep the game fresh and exciting.
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In reading Marcia's review of her experience with Shadowdark, I contemplated on how I run my own OSE games. This is also fresh on my mind because I am running Miranda Elkins' fantastic Nightwick. Its all about distilling things down to the interesting choice and eliminating the non-interesting one.
Basic Equipment: I am thinking about charging my players a flat rate for all basic dungeoneering equipment that is rolled into weekly expenses-- so 7sp a week for expenses plus ~3-5sp for pick of equipment
Not interesting: Cost of equipment, especially down to coppers
Interesting: Scarcity (what if there is no 50' rope this week?) and how many slots PC dedicates to basic equipment
Light: Due to torch cost and number per slot, it is easy to carry a lot of torches.
Not interesting: Carrying enough light to last 12-24 turns- easily done
Interesting: When torches extinguish-- like in the middle of a fight or when the goblins you are negotiating with get mad; how many hands in the party are occupied by torches
This is why I prefer to use the overloaded encounter die to simulate inopportune moments when a torch is snuffed out- gust of wind, dripping slime, bucket of sand thrown by a sneaky goblin. And with regards to hands, holding a torch potentially lowers AC, removes a weapon, or makes spell casting delayed (need both hands). One saving grace: torches are an improvised weapon that do 1d4 dmg and are on fire.
Stuck Doors: I now commonly interpret the 2-in-6 chance as a basic surprise roll. If they players fail it, they make a loud noise and alert anything on the other side of the door, but open it next round.
Not interesting: Rolling a d6 over and over again to see if PCs finally break down a door
Interesting: Seeing if PC get surprise on whatever is on the otherside; if additional equipment is brought to deal with doors
I usually like the idea that a crowbar allows and additional 1d6 rolled per individual with one.
Rations: This is similar to the situation with light, its easy to carry enough food/water for 2-4 hours which is more likely the time frame of a dungeon delve-- not a camping trip.
Not interesting: Tracking both food and water separately for nominal circumstances
Interesting: How many PCs carry rations; will rations be used for other things (like distracting monsters) or saved to avoid fatigue
For me the nature of rations are both food and water abstracted. So if a player want to use food as a distraction, mark off 1 rations. If a player wants to douse a small fire, use 2 rations as you frantically empty out a water skin and try to put out the fire consuming the spell book.
Secret Doors & Traps: Two dungeon features that are opposite sides of the same coin. Really I think Chris McDowall has written some of the best bits on this that boil down to "traps are puzzles" and not really "gotcha".
Not interesting: Situations where the PCs have to pick the exact right spot and roll a 1-2 in 6
Interesting: Adding in environmental clues or other sources of information that allows discovery by players investigating the fictional environment
Now, I will keep both rolls as a back-up for either PCs not having a good idea and/or a back-up for perhaps me being unable to convey the fictional environment properly in the moment.
Weapons: I've yet to find a really good way to do weapons simply outside of 1d6 damage for all types. I don't mind BX's variable weapon damage. And I do like some old rulesets sorta "first strike" if your weapon is larger than an opponents other wise smaller, lighter weapons strike first in subsequent arounds.
So here is what I have got so far: Using a weapon two-handed is a +1 to damage, using an off-hand weapon is +1 to-hit, and a shield is of course +1 AC. I do like that fighters with bows can shoot twice if they did not move and the "cleave" ability.
Not interesting: Weapon factors that are so extensive they require a separate rules discussion, trigger player obsession, and/or orient the whole of gameplay to combat
Interesting: What PCs chose to do with their hands: more armor, more weapons, or more light
So that is it for now, if you'd like to see more of my house rules here is my post on the Serpent Song Hymnal. I hope to have a sorta player version created sometime soon but I'm still trying to dial-in what my go-to "french vanilla" D&D is like.
#ttrpg#ttrpg community#indie ttrpg#OsR#old school renaissance#OSE#old school essentials#Game philosophy
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Have you ever been playing dnd and found yourself wishing you could experience the full immersion of mechanics for brewing potions, charting maps, picking locks, or enchanting items that were more than simply chucking a d20 and hoping for the best?
In addition to an expansive combat system that favors player exploration and expression, Tales from the Aether encourages players to explore more facets of the fantasy and adventuring genre. Some fun examples are the Chef’s Tools and Climbing Tools mechanics.
Chef’s Tools
These tools are used to make delicious and nutritious meals that are far superior to simple rations. In order to make a nutritious meal that last the whole adventuring day, you must use at least 4 lbs of food stuff such as meat, vegetables, or roots per individual you wish to feed.
You gain a number of d6s equal to your Nature or Knowledge score. You only need to roll one dice to make a successful meal but can gamble for additional bonuses. If you roll doubles on anything other than 1s, your meal grants an additional bonus. Any effects granted from the meals lasts until your next long rest.
If you roll anything other than a 1, the meal is a success and grants a temporary increase to Hit Point maximum equal to your Nature or Knowledge score.
If you roll a 1, the meal is just an average meal with no additional benefits.
If you roll multiple 2s, the meal grants a +1 Bonus to Stamina.
If you roll multiple 3s, the meal grants a +5 to Speed.
If you roll multiple 4s, the meal grants a +1 Bonus to Awareness and Security checks.
If you roll multiple 5s, the meal grants a +1 Bonus to Diplomacy, Deception, Intimidation, and Performance checks.
If you roll multiple 6s, the meal grants double the increase to Hit Points.
Climbing Tools
Climbing long distances is a dangerous sport and can be nearly impossible without the proper tools. With these tools, a misstep may lead to a minor panic attack, not a fall to one’s death.
You gain a pool of 5 dice (1d4). For every 100 feet you climb, you must use these dice to reach a DC of 10. If you fail to meet this DC, you gain 10 points of Stress but make the distance.
The dice you get to roll is increased depending on your Skill Rank. Novice grants a 1d6, Apprentice a 1d8, Journeyman a 1d10, Expert a 1d12, and Master a 1d20.
If you are climbing with multiple people, you can share your dice to help your companions out. For example, if one member of the group is an Expert and passed the DC with 2 dice, they can share their last 3 dice with members of the group that are less skilled in Agility or Strength.
This is just a taste but there is much more to be found. If such exploration of different mechanics interests you, give a follow to keep up to date with Tales from the Aether’s progress! I may be inviting more people to the discord to take a look at the 250+ page document once its V1.2 is completed ;p
#tales from the aether#ttrpg#indie ttrpg#dnd#pathfinder#play testing is making serious progress yo!#gonna run a short 3 parter heist in the elder scrolls universe#in the systems first true run#so hype#tfta
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Supernatural: The Showrunner's Challenge
A writing challenge/exercise
I saw this post and thought it would be really fun to make a SPN specific version. Some of these I tweaked from the OG post, some are the exact same, and others are brand new. If you like this, please give the OG post some love for the creators great idea!!
Think you can write better than the showrunners of Supernatural? Let’s find out! This prompt is a writing exercise/challenge to create a ‘season’ of Supernatural via fanfic. Each chapter functions as an episode.
Prompt:
To start, think of what you would change about SPN if you were its showrunner. Would you scrap everything and start from new? Keep the series going with a new season? Pick a spot in the show and diverge from there? Ignore all the plot and play dolls with your favorite characters?
Write a chapter that works as the Pilot of the show you want to see. At the end of each episode, roll a d12 to see what you must include in the following episode:
Roll a d12:
1. Everything at once: Roll twice, use both. If you get 1 again, keep rolling. Your only way out is to stop getting 1s.
2. TMWWBK: Give every character in the previous chapter a number. Using a dice roll/random number generator, the character whose number is selected is now the main subject and POV of the next episode.
For a greater challenge: include any character mentioned by name and any character with dialogue. (i.e. If Sam mentions Bobby, give him a number. If the waitress at a diner talks to Dean, give her a number)
3. Fan favorite: Your most recently mentioned character (or named object) is now beloved by the audience. You must give them a bigger part in the story, a special destiny, or an important new romance or friendship.
If you roll 3 again; the character must get killed off to motivate their friends/allies/love interest or to serve the plot.
If you roll 3 a third time; either start over OR they come back from the dead.
4. High Concept Episode: Due to plot/MOTW/meddling gods/whatever, the characters are trapped in a different genre than usual. Roll a d6.
High Fantasy/Sci-Fi
Apocalypse/Alternate Reality
Time Travel/Time loop
Sit-com/Meta
Crossover/Stuck in a video Game
Slasher/Death Game
5. Filler episode: The next chapter must be completely low stakes and set you at ease.
For a greater challenge: Flip a coin for each main character.
Heads: Their filler is full of thoughtful inner world building and characterization
Tails: They are interrogating the milves (i.e. doing something silly and stupid)
6. Mothership: The next chapter must include the characters making references to/listening to/arguing about/having a feelings jam accompanied by... Classic Rock.
Bonus: If you roll three 6’s in a row, introduce a Lucifer plotline (If you were ALREADY writing about Lucifer.... kill him).
7. Fallen Angels and Special Children: If the last character mentioned in the previous episode has special abilities, they lose them. If that character does not have special abilities, they gain them.
8. The Focus Group: The execs created a focus group to see if audiences would like more romance in the show. Flip a coin to determine the outcome:
Heads: The audience is into it and so are the execs! The next episode needs to involve a deep, sappy confession of either love or admiration between two characters that have not previously been romantically involved.
Tails: The audience is into it but the execs aren't so sure... The next episode needs to introduce a budding romance between two characters that is only ever alluded to, but never stated outright.
If you roll 8 again:
If you got Heads on the previous flip: The characters have a messy breakup/divorce.
If you got Tails on the previous flip: One character dies right after outright stating their romantic feelings for the other.
9. Familiar Faces: A character from a different season is (re)introduced and becomes plot relevant. (ex: if you’re writing early seasons, include Kevin, Rowena, Ketch, Dagon, ect. If you’re writing late seasons, include Rufus, Cassie, Ava, Bela, ect.)
For greater challenge, assign characters a number and select via dice roll OR
Use a tumblr poll to have followers select
10. J2 Fallout: The two most recently mentioned characters' actors have, IRL, gone through a VERY messy divorce or friend breakup. You cannot put them in the same scene, but they must both remain relevant to the show.
If you roll 10 again, they reconcile.
11. Deep Analysis: Roll a d6. The next episode must include the theme of:
Grief
Bodily Autonomy
Family don’t end in blood
Family is Hell/Absent Fathers and Absent Gods
What makes a monster monstrous
Love
12. Are we ever really done? The most recently mentioned character's actor has decided to leave the show. Kill off their character.
If you roll 12 again for another episode, the character returns.
There's a few bonuses to a character returning, so if you so choose, Flip a coin.
Heads: the actor chose to come back and the character looks the same.
Tails: the actor did not reprise their role so the character has a "new vessel."
The other bonus flip:
Heads: upon return, the character is on the side of the protags
Tails: upon return, the character is working against the protags
Have fun and happy writing <3
Please feel free to tweak this game however works best for you. And if anyone does actually end up writing and posting something based off this, PLEASE tag me bc I wanna see lmao
Tagging a few writing buddies who might get a kick out of this: @kerryweaverlesbian @shallowseeker @bloodydeanwinchester @gryptids @kingflups
#supernatural#spn fanfic#writing prompt#writing challenge#vinny writes#I'm gonna try this when I have a minute#I have NAWT play tested this so uhhhhh Good Luck and God Speed everypony o777#also to the ppl i tagged this isn't a 'Im challenging you to do this thing!!' tag its a 'heehee hoohoo look at this silly thing i made' tag
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Hi! Your posts about d66 tables from a couple days ago have made me wonder, what other "formats"* of random tables are possible with any combination of no more than 2 dice**? I tried to google that but I don't know how to phrase the question
* by format i mean total number of items in the table
** of course I mean dice from a classic dice set: d4, d6, d8, d10, d12, d20
Assuming you want an evenly weighted table (i.e., each "number" has the same likelihood of coming up), you can in principle produce a table with any number of entries which is a multiple of the prime factors of the number sides on the available dice.
A d6 and a d10 between them offer prime factors of 2, 3, and 5 (the remaining dice in the standard polyhedral set furnish no additional prime factors), so using these dice alone you can construct an evenly weighted table with any number of entries which can be expressed as a multiple of 2, 3 and 5, in any combination.
Note that this isn't quite the same as simply multiplying the number of faces on the dice together, since we can "remove" unwanted prime factors by reading the dice in ranges. For example, a d6 and a d10 can produce an evenly weighted 60-entry table, but they can also produce an evenly weighted 30-entry table by reading the d6 as 1–2, 3–4, 5–6, or an evenly weighted 15-entry table by reading both the d6 and the d10 in spans of two. A similar trick with a pair of d6s can produce tables with 9 or 18 evenly weighted entries.
Limiting ourselves to no more than two dice basically just puts a limit on the number of prime factors we can include to make up the number of entries on a single table, which is where dice other than the d6 and the d10 come in handy; for example, the d4 nets us a pair of twos if we happen to need more than one, while the d20 gives us a pair of twos and a five to play with.
(Now, if you're also interested in unevenly weighted tables, that's where the question gets fun – there are a lot of ways to mathematically combine a pair of dice beyond just adding them together! Consider, for example, the distribution of results for 1d6x1d6, or for making a d66-style roll, but reading the results without regard for sequence, such that 1,2 and 2,1 are considered to be the same roll.)
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Cerberus Whistle
Wondrous item, rare ___ This whistle has been carved from a soot-stained imp bone. While holding the whistle, you can use an action to blow it. The whistle can be heard out to a range of 300 feet, but only by fiends and tieflings. The whistle has three dog heads carved into its end. When found, the dogs’ mouths are closed. When you blow into the whistle, oen, two, or three of the mouths open (your choice each time). The harder you blow the whistle, the more of the dogs’ mouths magically open. For each mouth that opens as part of blowing the whistle, a hell hound is magically summoned to a random space that you can see within 30 feet of you. Each hell hound remains for 1 minute or until it’s reduced to 0 hit points. If you are a fiend or tiefling, the hounds are friendly to you and your companions. Otherwise, each hounds’ disposition is random: use the table below to determine the nature of each hound. | d6 | Disposition | — | 1 | The hound is hostile towards you and your companions. It uses its action to attack you first.| | 2–3 | The hound is equally hostile towards all creatures. It prioritizes the nearest creature to it that isn’t a fiend or tiefling.| | 4–6 | The hound is friendly to you and your companions. It becomes hostile if you or one of your allies does something to harm or threaten it.| Roll initiative for the summoned hounds as a group, which has its own turns; hounds that are friendly to you go first. While the hounds are friendly to you, they obey your verbal commands (no action required). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. One of the dogs’ open mouths closes each day at dawn. ___ ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon's Saddlebag on Patreon for less than $10 a month!
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Introducing the party
So, to pass the time I'm going to be playing some Old-School Essentials solo with the help of Hexroll.
I have done it a couple of times and am already aware of some of the workings of Hexroll, but I eventually realized that since 1st-level characters are so squishy true solo play is very swingy in Old-School Essentials. So I outsourced some dice rolls from the community and got a huge number of characters. For now I've made six. And here they are!
Jimothy @public-trans-it Str 13 Int 11, Wis 10, Dex 10, Con 9, Cha 11 Fighter 1 8 hp Neutral Leather, war hammer, hand axe, rope (50'), grappling hook, crowbar, backpack, tinder box, 1 torch, waterskin, 5 rations, 8 gp
Montgormery @treasonagainstatyrantking Str 9 Int 9 Wis 7 Dex 4 Con 10 Cha 16 Fighter 1 2 hp Neutral Plate mail and shield, war hammer, silver dagger, rope (50'), sack (small), backpack, tinder box, 5 torches, waterskin, 6 rations, 11 gp
Theophany @theresalwayspeng-blog Str 4 Int 9 Wis 17 Dex 10 Con 11 Cha 13 Cleric 1 5 hp Lawful Leather, staff, mace, wolfsbane (1 bunch), holy water, holy symbol, backpack, tinder box, 1 torch, waterskin, 5 rations, 9 gp
Chuckles @arcanehobo Str 8 Int 7 Wis 12 Dex 13 Con 15 Cha 12 Thief 1 3 hp Neutral Leather, sling + 20 stones, war hammer, lantern + 3 flasks of oil, sack (small), thieves' tools, backpack, tinder box, 4 torches, waterskin, 3 rations, 9 gp
Theodore @casualeviliris Str 9 Int 9 Wis 18 Dex 9 Con 7 Cha 15 Cleric 1 4 hp Chaotic Plate mail, mace, sling + 20 stones, stakes (3) + mallet, lantern + 3 flasks of oil, backpack, tinder box, 6 torches, waterskin, 2 rations, 8 gp
Stevelyn @professorscrublord Str 13 Int 9 Wis 7 Dex 10 Con 7 Cha 12 Fighter 1 1 hp Lawful Chainmail, pole arm, silver dagger, hammer (small) + 12 iron spikes, stakes (3) + mallet, backpack, tinder box, 2 torches, waterskin, 5 rations, 8 gp
I modified some stats according to the rules of OSE (a character's prime requisites may be increased by taking away points from other stats at a rate of 2 to 1, but the only stats that can be lowered are Str Int Wis and they can never be taken below 9) and for the equipment I used the quick equipment method from one of the Carcass Crawler zines. I then switched around some equipment between the characters to make it more thematically appropriate (Montgormery feels by his stats to be a nobleman's failson gone adventuring, so it made sense to give him the plate and shield and silver dagger I'd originally rolled for Jimothy, so I switched their weapons and armor rolls around.)
I also rolled alignment randomly by rolling a d6: 1-2 Lawful, 3-5 Neutral, 6 Chaotic
As these idiots meet their untimely deaths I will be replacing them with more characters rolled in that thread. But for now, let's see what happens!
Also, if everyone has a good idea for a tag I could use for this, let me know. EDIT: Have decided to go for "thysologirl"
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