Friday, April 30, 2021

SHIZZARDS - Shitty Wizard Duels

A.K.A. Shitty Wizard Duels

You, and your opponents, are all Shitty Wizards. You are fighting to the death, or at least fighting to terminal indignity. You are armed with nothing but your wits, and your Incredible Magicks. Onwards!

To begin, each wizard draws ten words from the list (see the buttons below for an easy demonstration). Each word is a component of a spell, whether an Attack, a Defence, or a Clever Trick. To cast a spell, combine two or more words in an order that makes sense. If the spell doesn't make sense, as judged by all wizards present, then the caster can return the words to their hand at no penalty (apart from the other wizards knowing what you have). Unfair rulings should be appealed by walking away and playing with other, more pleasant people.

Any words used in a spell are discarded once the effect is completed, no matter what happens to the spell during the process. Any wizard can add conjugations and conjuctions as they like, so words like "and", "to", "of" can be applied to help the spell make sense, as well as "-ed", "-ing" and "-s".

You can cast spells at any time, or even multiple spells at once!

Saturday, February 13, 2021

Reverse Owlbear Stew

This is Owlbear Stew, but in reverse. Fighters gain Murder Dice and are unreliable drama-queens that can cut your face off with the broken hilt of a sword and sheer willpower. Mages are useful in orthogonal ways, and generally a lot more sensible. Use the Owlbear Stew generator and rules, but replace the class traits with these:

Saturday, November 7, 2020

Owlbear Stew


  • Two classes only, large numbers of subclasses
  • Subclasses have a relatively strict structure for easy player-based hacking
  • Increased power at lower levels, reaching power max faster, equivalent to starting at level 2
  • Multiclassing encouraged to achieve many concepts, e.g. Brave Fighter + Holy Mage = Paladin
  • Spells all have related mishaps (or will, eventually)
  • "Mystery Abilities" (some abilities are just names at the moment, left as an exercise to the reader)

Saturday, September 5, 2020

Travel Rules

Pathway - Eric J Fitch

Parties can travel two hexes per day, modified by the options below. Some options also change the results of the Exploration table.

Forage DC starts at 15 each morning. If you didn't roll it yesterday, or it feels right, roll once on Weather (see below).

+1 if you Rush, +5 Forage DC, changing 6. Feature into Hazard/Resource Drain and losing Surprise
+1 if you Soldier On, incurring Resource Drain
-1 if you Scout, -5 Forage DC, changing 5. Hazard into Hazard+Feature and gaining Surprise
-1 if you Hunt, -10 Forage DC

Modifiers (max of +1 per hex, additional bonus removes exploration die):
+1 if everyone is mounted
+1 if there is a Road
+1 if the terrain is Very Familiar
-1 in Terrible Conditions (mountainous, stormy, swampy)
-1 if anyone is Encumbered, Crippled or Lame and not mounted

Each traveller rolls for Foraging at the end of the day. If they succeed, they found 1 ration along the way. If everyone fails, nobody found clean water.
No food within X hexes of town (X = 0, increases with development), no water in deserts. On a crit, find an extra 1d4 rations, or a Strange Herb.
Carrying water is difficult, it takes 1 slot of clean water per day to barely stay above dehydration.

Lost - Travis Couch

Twice per day (or once per hex), roll 1d6:
  1. Encounter
  2. Traces
  3. Weather
  4. Resource Drain
  5. Hazard
  6. Feature
If the party is Rushing then #6 becomes either Hazard (if the hex is new) or Resource Drain (if the hex is familiar).
If the party is Scouting then #5 becomes Hazard + Feature.

Ideally, each type of hex would have it's own random encounter table. This is the easy method:
  1. Recurring Characters (anyone you've met and then left again, heard about or are looking for. Villains and allies and everything in between should go on this list)
  2. Faction A (something you'd expect to see here)
  3. Faction A+ (as above, but worse. More numerous, tactically minded or with strange powers)
  4. Faction B (something unexpected, likely wanderers from a different hex)
  5. Solo (an individual, strange and obscure. Orthogonally powerful)
  6. Boss (something individually very dangerous. Might have a retinue)

If you keep doing whatever it is you are doing, then roll 1d6 on the table below. If you do anything else, don't. If you are travelling in a straight line, it is simple to veer of course and avoid whatever it might've been rustling in the bushes. If you are being chased finding a new course while in full flight is challenging. If you are camping and roll Traces, then packing up and moving on is enough to avoid the roll.
  1. Encounter surprises the party
  2. Party surprises an Encounter
  3. Hazard
  4. Hazard + Feature
  5. Encounter + Treasure
  6. Treasure

If you have a Ranger with you, then this is also Traces.
Roll 1d20 if it is currently sunny, 1d12 if it is raining:
7+ = Sunny
6- = Rain
If you are in a desert, replace rain with a dust-storm or even sunnier.

Resource Drain
Effects either the Leader (hard save negates), the Loser (no save), or Everyone (moderate save negates).
The Leader is whichever character is out in front, the Loser is whichever character is suffering the most at the moment. Either the Leader or Loser must volunteer to suffer the effect, otherwise it effects everyone. 
On any fail, roll 1d8 and 1d4:

1 2 3 4
1 +1 Fatigue
2 +1d4/2 Fatigue
3 +1d4 Mud
4 Choose between 1d4 Mud, 1d4 Hunger or 1d4 Thirst
5 +1 Hunger +1 Thirst +1 Exposure +1 Homesickness
6 Lose random item -1d6 HP -1 Morale Lose your bearings (-1 hex/day till you find landmark)
7 +1 Stress Minor leg injury Minor arm injury Random disease threatens
8 Fail next save Ill omen Minor curse threatens Lose all rations or weapons

Fatigue, Hunger, Mud, Thirst, Exposure and Homesickness each fill inventory slots. Not taking an opportunity to remove them can cause +1 Stress.

Fatigue is cleared by resting and relaxing, one removed per night of comfortable camping, all removed overnight in a proper settlement.
Mud is cleared by bathing and washing/changing clothes and boots. Pack clean socks!
Hunger and Thirst are each cleared by eating and drinking.
Exposure is cleared by having decent shelter and resting. Includes being too wet, too hot, too cold, too windy, too sunny or too dry.
Homesickness is cleared by travelling back to town or a settlement, or enjoying companionship (and probably booze) out in the wild.

Roll on the following spark table. It may end up being a stationary encounter. Unless an alternate route is found, this will always be in the way travelling between these specific hexes.

d20 A B
1 Slippery Roots
2 Poisonous Vines
3 Sticky Gasses
4 Sharp Hole
5 Heavy Cliff
6 Diseased Water
7 Fungal Artefact
8 Hidden Sludge
9 Fragile Slime
10 Soft Path
11 Cramped Insects
12 Exposed Stragglers
13 Lost Boulder
14 Shifting Flowers
15 Cursed Seeds
16 Mysterious Scavengers
17 Flammable Miasma
18 Omen Dead end
19 Ancient False path
20 Bizarre Predator

You've found it! Whatever "it" is. After locating a Feature, you can travel to it any time you are in the same hex. Features include dungeons, settlements, resource sites and oddities.

Swamp Outpost - Magnus Schramm

Forest Giant - Eytan Zana

Mushroom Forest - Wojtek Fus

Waterfall -  Dmitriy Kuzin

Gate - J Line

Misha Oplev

Hidden Island - J Line

Town of Kalevala - Tuomas Korpi

Abandoned City - Quentin Mabille

Eroding Temple - Eytan Zana

Forgotten Crypt - Andreas Rocha

Monday, August 10, 2020

Finders Keepers In Space

Show lists:

Exactly the same as these ones.

Get one each of Equipment, Junk, Oddity, and Info.

STR, DEX and CHA are each 3d6 take the lowest.
1d6 max HP. When hit at 0 HP, [dmg]-in-20 chance of being killed

Start with XP = 12 - highest stat - max HP

Spend XP on the following:
1 - Equipment, Junk, Drugs, Oddity
2 - Mid Tech, Info, Failed Career
3 - High Tech, Cybernetics, Brain Chip, Psi Power, Shoddy Weapon
4 - Great Weapon