This is because I realized I needed something like this to keep my brain less addled and because I realize that if it helps me, it might help others. Section 1 is maps. Section 2 is resources on maps. Suggest additions, please. Thanks to everyone on this G+ discussion who contributed/helped (no callouts here to preserve anonymity for those that might want it).
Mostly on dungeon maps. Wilderness stuff not as important for me right now.
This
is a spreadsheet (in ods and xls formats) of all the basic (ie pages
2 and 3 of Volume 2 of the
little brown books) monsters for OD&D. No variants, etc. It does
not
contain the stats crucial to deploying the monster in plat (AC,
Movement, Treasure, precise descriptions of special abilities), but
is similar to what I use when I'm trying to figure out how to seed a
location or encounter table.
The
tables include the name of the monster, the no. appearing in the
wilderness, the HD, the % in lair, as well as Allegiances, Types,
Lairs, Behavior & Organization, and Abilities & Keywords.
The
way I use this is to have a single sheet for the entire campaign and
then break off separate sheets for areas and dungeons (Campaign →
Region → Dungeon). This helps me curate things by locality but also
make sure I'm not overusing something or ignoring something else.
Special
abilities are represented here, but in an abstract manner,
which, along with the lists of Behaviors, Types, Lairs you can scrape
or sort the sheet for useful things, like, “Acid” or
“Underground,” or “Swamps,” or “Militant” or “Very
Aggressive” to suit your needs while planning out an adventure,
dungeon, location, region, etc.
As
with a lot of OD&D, anywhere I've not re-produced
precisely what it says
in the book, I've probably made some kind of interpretive call.
MOST
IMPORTANTLY,
all you need to do to seed and customize an area is copy and paste whatever you want from this sheet into a separate sheet and
then do a series of search and replaces to revise to suit your needs (like, replacing "Unaligned" with "Neutral Good" or with "Servants of Baz" or "Acid" with "Gastric Juices" or "Melting Sand" or whatever you want).
Lairs
are where the creature is likely to be found. I've extrapolated a bit
here from the book, but nothing should be controversial.
Allegiances
are analogous to Alignments but I usually add an extra column or two
here to list any regional or important organizations with which the
monster might be associated. (EX. If, in your campaign, “The
Venerable Greens keep Basilisks,” is a thing, then you'd put “the
Venerable Green” in the Basilisk Allegiance category). Note that
for basic animals no alignment/allegiance is given. They're mundane
animals and I always felt the inclusion of them in the “Neutral”
category diluted the sense that there was a kind of war between Law
and Chaos going on with a third group abstaining.
Types
are the general type of creature. For example, I've grouped the
jellies, oozes and the like under, “D&D Fungi.” These should
all be self-explanatory.
Behavior
& Organization
describes the way these monsters are likely to behave when
encountered and how they tend to be organized. “Familial” means
they tend to function/domicile as a single family unit, “packs”
hunt as a pack, tribes function as tribes (ie, with a single chief or
king), civilized creatures tend to have rich and stratified social
structures while “hierarchical” creatures are organized as
something between “civilized” and “tribal” creatures.
Intelligence is also described but treated as relative to the human range (“as human” means their
intelligence varies as a human's while "Less Intelligent" indicates a mean intelligence less than that of humans and would likely cap out at around INT 8 with an average around 5).
Abilities
& Keywords
are things interesting about the creature or things the creature can do. Special
Abilities are described here, but in a highly abstract manner (ie,
you'll need to consult the book to get the precise rules, and I've
included the reference to the appropriate page #).
Threat
Die roll a d4 for damage and Endurance after creation
Saves
on a 16+
Mostly
just a civilian can wear any mundane light armor and use any
mundane simple melee weapon without penalty in human form
It
Ain't Hard gains a new level every 1,250 XP
Summon
Deck (see below advancement chart and starting stuff)
Summoner
You can have 3 summons on your Deck at a time. Summoning requires
detaching the Guro-Ball, throwing it at the desired area. The Summon
can act your next round in lieu of one of your actions (you have to
order the summon what to do, it has to be able to hear you or else
they just stand around, looking bored and slowly decomposing).
Not
Too Bad at level up can roll two times, split between the Troll
Master and Rogue advancement tables
I
Got You Trollkachoo +2 to all
Saves for you and Summon while the Summon is out and conscious
Locked
you need to earn Professor Guro's trust or steal and figure
out how to use a Summon Deck before you can use.
at
creation
roll
a d4, d6 and d8 and see A. and B. below
A.
one roll is your starting Endurance (pick from the three rolls
and discard that die)
B.
two rolls determine your Starting Summon and its ability
(attribute the two remaining rolls to the Starting Summon &
Ability table)
The
Summon Deck is a piece of electronics about the size of a loaf of
bread. It clips to a belt, could be carried in a purse or bag or
strapped to the side of a backpack. On it are three Guro-Balls, Troll
containment Devices.
Some
Stuff: Guro-Balls are crazy expensive as Prof. Guro stopped making
them in favor of the Trollomancer Program, and each can only hold 1
Summon. Decks can normally only hold 3 Guro-Balls. To capture a
Troll, throw a Guro-Ball at its feat. If the Troll has less than ¼
of its Endurance left, it may be weak enough to be trapped in the
ball, roll a d20 over its remaining Endurance. If you succeed, it's
trapped, if not, it failed and your ball has to be retrieved and
reset (resetting doesn't use up an action, though). Summons are
digitized and their minds broken by the Summon Deck, they become your
obedient servants – because they're Undead now, they take extra
damage from holy stuff (or however Undead work in your game) and only
make Bravery/Morale checks if your level is lower than theirs (and
then they make it as normal and when summoned and at a penalty
equal to the disparity between your level and their HD). Treat your
Summons as henchmen as far as XP goes – split it evenly but they
only earn half of their split. On level up, they can do one of their
abilities again or pick up/improve their alternate ability. They use
a d6 as a TD, your bonus to Attacks and Saves unless otherwise
mentioned (captured Summons use whatever TD they would have used in
life). Summons heal while resting in their deck for about 8 hours.
Starting
Summon and its ability
roll
Summon
Ability
(choose one)
1
Spider Guy
1/session web
or Surprises on a 4 in 6
2
Flower Fairy
1/session
cure light wounds or
light
3
Rock Lobster
1/session can
“hide” in stone for up to a turn by using a full round to
burrow into surrounding rock or
can pin an enemy to the ground on a failed Save v Stone w/a bonus
of 2 for each size increment greater than small
4
Giant
Centipede
1/session
they can deliver a poisonous bite, Save v Stone or paralyzed for
d4 rounds or they can hide in moist ground, surprising on a 4 in
6
5
Two-tailed
Ferret
1/session can
create an illusory clone of itself (deals no damage and
disappears when struck) or find secret doors in a 4 in 6 when it
spends a turn looking
6
Smog Raven
Flies,
d4 TD, 1/session exude a horrid cloud roughly 5'x5', causing
anyone within to Save v Choking or spend d6 rounds
incapacitating, gasping OR can cause darkness
in a 20'x20' area
7
Cokeboy
d8
TD, 1/session can ignite itself, dealing its TD to itself and
anyone in melee range of it OR it spoil food and drink
8
Fire Goblin
d4 TD,
1/session can deal it's damage in a mini fireball (it takes half
damage as the fireball involves throwing its essence at
something) – as fireball
but half damage and half sized OR1/session can ignore its TD in
heat or electrical damage (both powers can't be used
simultaneously – each takes a separate round of prep)
Troll Master
Advancement
roll
advancement
01-20
+1 Attacks
21-50
+1 Saves
51-70
+1 TD
71-80
Mind of a Master. +1
to Cha checks when dealing with your Summons and other
henchmen-types (not necessarily your
henchmen), max +3, or re-roll on this table.
81-90
Nega-Deck.
1/session a Summons gain back d4 of their Endurance whenever
they're returned to the deck (on a re-roll, increase the gain by
one until the max possible roll equals the next largest die [ie,
a d12+8->d20, a d4+2->d6]) or increase the # of uses or
re-roll.
91-95
All God's Creatures.
Watching your Summons decay
in front of you has given you considerable anatomical knowledge,
gain a bonus of 2 to a backstab-like attack or to any save/check
involving surgery, first aid or triage on another living thing).
+1 or pick the other version on a re-roll (max +4/+4)
96-97
Forceful. You
only risk having a Summon “break” if your level is 2 below
its HD (on a re-roll, increase by 1, max 4) or re-roll.
98-99
Good Teacher.
Every other session, one of your used Summons gains the full
amount of XP it leeched. Further rolls increases the number of
Summons affected.
00
Extra Ball.
You've jury-rigged your deck to take an extra Summon (max 2) or
re-roll on this table.
You can swap out any
advancement for +1 TD Endurance and any roll 91+ for +1 Attacks
or Saves or TD Endurance
Threat
Die roll a d4 for damage and Endurance after creation
Saves
on a 16+
This
Isn't Who You Really Are can wear any mundane light armor and use
any mundane simple weapon without penalty in human form; trolls
gain no benefit from armor and cannot hold weapons
Complicated
Stuff gains a new level every 3,000 XP
Trollform
(see below advancement chart and starting stuff)
Trollcrits
+1 Damage while in troll form, critical hits cause horrendous damage,
reducing the target to 1 TD Endurance
Troll
Immune System when in Troll forms + 2xlevel in temporary
Endurance
Two
Forms at level up can roll two times, split between the the
Trollomancer, Fighter and Rogue advancement tables
Locked
you need to earn Professor Guro's trust before he'll make you
into a Trollomancer.
at
creation
roll
a d4, d6 and d8 and see A. B. and C. below
A.
one roll is your starting Endurance (pick from the three rolls
and discard that die)
B.
one roll determines your Human and Troll Mutations (or
pick one and discard the highest remaining roll)
Your
legs length, your toes and fingers curl into claws, your face cracks,
widens, lengthens, your mouth fills with jagged teeth, your tongue
lolls like a pink, wet lamprey and your hair turns to long, spiky quills, your skin pales and bright red streaks color your face, like a bizarre, monstrous kabuki actor.
You
look like a monstrous human when in troll form. The transformation
into a Troll doesn't use an action, but takes a round and will damage
anything you're wearing that's strapped tightly to your body (wear
baggy clothes or high tech body suit armor). Transforming back into a
human takes a turn of uninterrupted concentration.
C.
one roll determines what happens when you defEat a monster (or
pick one and discard the lowest remaining roll)
1/session
you can spend a turn devouring an enemy. You can only have three
named monsters on your character sheet. When you level up, tell the
GM the monster names and the GM will randomly award you a new
mutation based on the characteristics of that monster. You can
“stack” the deck by defEating multiple monsters of the same type.
Once you've gained the new mutation, erase all the named monsters.
Forms
roll
“Human”
Mutation & corresponding
troll mutation
1
can move one
eye independent of the other
bug-eyed/stalk
eyed; +1 v surprise OR 1 to surprise
2
rough
skin/mild eczema
scales erupt
from your skin hard, or your skin bubbles and forms hard keloids;
+1 AC OR +2 Saves v fire, death
3
unsettlingly
wide mouth
can unhinge
massive jaw when feeding; can swallow something 20% of your size
OR you can swallow something a little larger than normal but
regurgitate it again
4
persistently
clammy palms, feet and brow
exude a slimy
mucus from your pores; 1/session, dump this fluid from your
system rapidly, in a round and treat as web
OR grease. You
feel super sick afterward.
5
can
re-arrange body hair as suits you
hair/quills
grow quite long and sprout from arms, back and legs; quills now
deal +1 in damage OR can be launched as thrown weapons
6
very
long/snouty nose
wet, snotty
proboscis; can try to smell distant/concealed things (2 in 6)
(improves at a rate of 1 in 6) OR can snort up something small
size and it's stuck in a nostril after d3 rounds of inhaling from
30' away (increase item size, range by 5' decrease time or
increase # items per advancement)
7
Hyperextended
joints, long limbs
your bones
are more flexible/your skeletal system more cartilaginous; can
contort your body to fit a space 20% smaller than you (as reduce)
OR +2 Saves v stone, paralysis, crushing deaths
8
Everything is
staticy around you – clothes, radios, hair, etc
Your body is
covered in burns and crackles with electricity, +2 Saves v
electricity OR can ignore d4 of electrical or fire damage
(increase damage ignore by 1 until the max possible roll equals
the next largest die size (ie d4+2 = d6), after which, switch to
that larger die +1)
when
defEating
roll
effect
roll
effect
1
shining blue
butterflies appear
5
nearby
lightbulb filaments flicker and fail
2
everything
but your digestive and circulatory system become translucent
6
green lights
revolve about your head
3
the whole
area stinks of fruit (orange peel, lemon, yuzu, fake
cherry/medicine)
7
you look just
like you did when you were a child
4
electricity
arcs from you body (no mechanical effect other than being loud
and bright), highlander style
8
during your
meal and for the remainder of the day, your troll form appears
the same as your human, albeit beautiful
Trollomancer
Advancement
roll
advancement
01-30
+1 Attacks
31-50
+1 Saves
51-60
+1 AC
61-70
gain 1+1 TD
71-75
Split Mind. Half
your mind is asleep, half awake. -1 to Int and Wis checks but
only need to sleep if you fail a Save v death OR +2 Saves v
mind-controls, sleeps, charms, psionics, illusions, whatever. On
a re-roll, decrease penalty to Int or Wis or increase save. Max
is +1Int, Wis and +6 Saves. Afterward, re-roll on this table.
76-85
Progressive Mutations.
Pick a current mutation. It
becomes more profound. Increase its affects. If you've maxed out
your mutations, re-roll on this table.
86-90
Good Eater. +2
Saves v Poison; on a re-roll, increase bonus by 2 until 10, after
which time you can eat garbage, toxic waste, metal, plastic,
Styrofoam, radioactive material, etc. Afterward, re-roll.
91-93
Trollkids. Cross
out one of the defEated monsters named on your character sheet
and create a d6 TD minion with a random characteristic of that
monster, totally obedient to you. Requires a turn, is painful and
is catalyzed by dumping water on your back (the kid buds off
your back).
94-96
Spit. 1/session
empty the ruinous contents of your stomach in a your levelx2'
long, x1' wide cone. Counts as an attack against all creatures in
area, save v breath for half damage. On a re-roll add a use or
re-roll on this table
97-00
Pheromones. +1
on reaction rolls with monstrous NPCs, -1 on reaction rolls with
humans, mundane animals. Increases +1/-1 on each re-roll, max
+3/-3. Final re-roll: 1/session charm
monster.
You can swap out any
advancement for +1 TD Endurance and any roll 91+ for +1 Attacks
or Saves or TD Endurance
here are some things that happen in trollworld. No die value assigned as I need to suss that out still. City encounters and stuff. You roll 1 to 3 times (or more), as needed. To be followed by a few post with more trollworld stuff, like drugs, new classes, spells, etc. Additions welcomed/requested/desired.
Person(s)
Doing/Something about them
related place or thing
sweet looking old grandma or gramps
out partying (at night) or on the way to an errand (day)
black market. come here outrageously armed if you want to
leave. Otherwise, shop at the back-rooms of your nearby bar,
grocery-chan, internet cafe or beer joint for illicit goods.
thug in jacket and tight jeans
Rummaging through garbage/junkpile/rubble
squatter's den, smells awful, but they're super nice (to your
face) and can make cool stuff out of nothing. Moves all over the
place, hate the cops, will sell your shit and your organs if you
sleep here. They're not that
nice.
Everybody's got to eat.
gang member in colors
shooting up/smoking/getting high
seedy bar with sputtering neon sign and some dude passed out in
heels and a bomber jacket with a giant pill emblem on the back
delinquents in cut up uniforms, too short skirts with drugs
that turn them into frankensteins
Spoiling for a fight
strangely abandoned alley/back road, there's totally not a
green furred Troll hiding in a trash can or else a bunch of
trashkids hiding in the rubbish. Or a busted up mechdrone under a
bunch of debris.
schoolkids in uniforms (they've got weapons hidden everywhere)
Looking for something: friend (missing quite some time), food,
a drink, cigarettes or other illicit fun, a secret club, a way
across the wall to find some rumored item of power to bring a dead
friend back to life
internet cafe, jumble of wires, monitors, lots of broken
electronics, smells like ozone and body odor. Under your desk is:
old french fries, a usb full of ancient gif-porn, a vhs of a
family party with some secret import (where can you even find a
vhs player???), or a bomb. Seriously, someone is always blowing up
these cafes and it's totally not a crypto-fascist far-right group
in cahoots with one of the high-ups on the city council.
salaryworkers in humble suits
willing to sell some weapons
a squat, concrete public school building with potholed track
course, razorwire and glass on the fences and the PERSONAL
ATHLETICS TEAM keeping constant vigilence with power rods and rat
masks on.
idol/starlet (50% chance she knows a kewtieloli or decoro mage)
willing to sell some armor
this place sells amazing trollwiches (whiches?) that may
contain some human meat. It happens. Anyway, politicians and
celebrities come her for photo-ops and to get their picture on the
wall.
lost merchant, hugging wares close or swaggering and acting way
too tough
need a cure for advanced rad poisoning
ramen joint (it's either really good and run by some old guy or
its part of some chain and has crappy, gloopy noodles or stale
sauce)
shady merchant, skulking
looks like they've been tortured
shop selling tapes and records. They sell popguns in the back.
decoro punk, loitering or something
they're dead or dying
okonomiyaki stand with a bunch of drunk dudes chilling and
eating pancakes rolled up into tubes. Lots of blowing on hot
fingers and hot-potatoing the pancakes.
Kewtieloli and entourage of at least 1
they've been robbed
Sake and beer store with a long-ass line. Nearly as long as the
line at the grocery store.
decoro fashion mage, playing with his/her makeup or appliques
or soemthing
they've been assaulted and are fleeing their assailants 1 hp
each, at most
Grocery-chan, the locally-sourced, factory-made, robot-grown,
corporate-owned grocery store. When your city state is surrounded
on all sides by monsters, everything is locally sourced!
trollomancer, doing their best to not know you
they've got useful information (if you can get it out of them
re-roll rumors +10)
Mooring station for an ad-blimps. Tech-types and suits hang
about. Someone wants you to be in a commercial (this probably
involves product placement and a televised fight to the death.
Survivor gets a stipend or years supply of their product, hope you
like diapers).
local police numbering at least 5, shaking someone down
they're secret members of a torture cult and they're looking
for someone you know
Prostitutes all over, just laying around, taking naps, getting
high. They're not on the clock though and don't have to be (won't
be) nice to anyone that's less than VERYpolite.
riot force of at least 20, making arrests and summary judgments
needs something rare, expensive and at least borderline illegal
for some super weapon/armor/device
EVERYTHING IS KATSU. It's just so good.
mech/mech pilot on its way to/or from the wall, they'll say
has to deliver something extremely valuable/important/powerful.
Probably contraband.
Traveling decoro slowshops. High demon ZAKSSSS? sells
neon-colored appliques, clothes and makeup off the back of a
glittering fashion tortoise. He keeps all your money in a
KEWTIEKAT (tm) lunchbox. The tortoise has speakers somehwere and
is always blasting Kyary Pamyu Pamyu (Candy candy – like the ice
cream man, you know when he's coming). He hates this whole set up
but some priest bound him to it. He'll give you incredible riches
if you free him, but the decoro gangs will never forgive you.
psionic punk, staring daggers at everyone and sweating bullets
selling drugs (lots and lots of pills)
Part of the machine the decoro priests are using to make their
fashionmonster, a bunch of dead decoro punks and someone hauling
back or breaking up or repurposing the part. It probably looks
like a giant lolipop or hair bow.
back alley doctor, looking for business and begs you to not
tell your boss about him
selling stuff that looks just like yours. They look familiar
too... kind of like you.
Some totally obvious nondescript – secret van full of city
center/council scientists monitoring the breakdown of a nearby
psionic punk
New Nova wolves in power armor, blasting Wagner, just killing a
ton of “dissidents”
you look just like their worst enemy/target. They'll trail you
until they can call help.
Some random street garbage stuff just floating there. Gets
worse as you get closer. Approach and you start float too. Someone
is trapped in there, about ten or 15 feet further in, flailing and
begging for help, everyone has run away or is watching from a safe
distance. Expect to be interrogated about this later if the
council's Wolves catch you.
Troll in disguise, but it's not a very good one. Dude is super
weird acting/looking.
they're looking to kill (roll) and they'll pay you for help. If
you take the job or not, someone shows interest in you. (30% 5d4
police, 20% its d3 NNWolves; 40% it's some local punks/gang, 5%
decoro mage, 5% kewtielol)
street geisha playing shamisen and shakuhachi. It's super sad.
They've got swords hidden in their instruments and they know the
location of a backdoor out of the city and they've also got a
grudge against Dr. Guro.
scientists in lab coats
They're running from their lives from (roll)
Clothing store. A bunch of teens and young people in a throng,
raptly staring at a mutant designer (like – rainbow-colored
angel wings, eyes all over their face or hair like electricity)
sniper with rifle, probably out for a smoke or on their lunch
break
Re-roll twice: they say they're doing one thing, but are really
doing the other (or just both have happened, whatever makes more
sense in the context)
Cantankerous old power distributor sending out weird vibes.
Stick your tongue on an exposed wire and Save v death and, if you
succeed, you get another roll on a rumor table. If you fail... you
stuck your tongue on an exposed wire.
Hime with an entourage
Whatever else, they're also a cyborg and their skull has a bomb
in it that starts rattling whenever it gets close to the most
notorious person in the party
combination prep school and juvenile delinquent detention
center, home of biker gangs, brutal and exhausted disciplinarians
and most of the orphans from the outer districts. There are a lot
of orphans. Someone, maybe a huge dude with a pomapdour, has
earned their respect as the king of juvee fighters and is who runs
the place.
middle management in nice suits and expensive watches. They
probably drink filtered water.
ordering a bunch of people around, assumes you're part of their
entourage unless you say otherwise
Dr. Guru meanders by in one of his many disguises, carrying a
sack of parts or driving a stinking icecream truck.
Someone super uguuucutue running with toast in their mouth.
They can't stop. Save v Paralysis or be knocked over/fall in love.
The same three shibu inu run by, over and over again. Later,
someone the looks just like one of the characters that's been on
bed rest or some henchmen or beloved NPC will accuse another
character of kidnapping/abuse/torture. Close inspection reveals
the NPC's eyes are crazy looking and their skin and teeth are
weirdly soft, their tongue, too hard, contains a hollow tube for
secreting DNA.
An abandoned factory, the boxes full of sentient spiders
possessed of a collective intelligence. They want to sit on your
head like a hat and control your brain.
attributions: something someone did to Streets of Rage, Satoshi Kon, Birdy the Mighty Decode, MARUO, Hiroyuki Takahashi x2
Threat Die
roll a d8 for damage and Endurance after creation
Saves
on a 16+
Adventurer can
wear any mundane armor and use any mundane weapon without penalty
The Heart of Ruler
+2 v fear-affects
Average Learner
gains a new level every 2,000 XP
Heart, Signet, Will, Mantle
and Crown (see below advancement chart and starting stuff)
Hime Fights Valiantly
at level up can roll two times, split between the the Hime, Fighter
and Cleric advancement tables
at creation
roll
a d6, d8 and d10 and see A. B. and C. below
A. one roll
is your starting Endurance (pick from the three rolls and discard
that die)
B. one roll
determines Hime's Signet (or just pick and discard the
lowest die roll)
Hime's sign and
seal, passed to her from a parent now lost or from a life best left
forgotten.
Can be presented to impress underlings (Heart of a Ruler) but may
cause them to resent, despise or plot against you (+2 when dealing
with those that are impressed by the name and authority of an old
family -2 when dealing with those that hate the old ways).
C. one roll
determines Hime's Heart(or just pick and discard the
highest die roll)
Hime turned her
heart to a weapon and she can draw it forth.
Can be drawn as a free action but ranged weapons have no ammo and
take a round to manifest d4 ammo. Has to use manifested ammo, other
won't fit in the chamber. The weapon incorporates Hime's signet in
some way.
Signets
1
Black and gold flor-de-lis
6
A one-winged warrior-angel
2
She-Lion on a field of gore
7
A many-armed goddess
3
Inverted crown, dripping blood
8
An ominous fox mask
4
Finger strung on a necklace
9
A black lotus
5
A grinning skull with jeweled pate
10
A ruined tower and the moon
Hearts
1
Dagger (can be thrown)
6
Flail
2
Mace
7
Brass Knuckles
3
Short Sword
8
Handgun
4
Long Sword
9
Spear/lance
5
Zweihander
10
Machine Gun
Hime Advancement
roll
advancement
01-40
+1 Attacks
41-60
+1 Saves
61-80
Hime's Heart is Complex. Additional heart form (roll on
table) or +d4 ammo when manifesting ammo; re-roll: another form,
bonus to ammo or just re-roll on this table instead.
81-85
Hime's Mantle. +1
Defense. Re-roll: in addition to bonus, fight in thematically
appropriate clothing as if it was one rank tougher (unarmored is
now as leather, leather as chain, chain as plate – maxes out at
plate); second re-roll, can improve increase in armor rank or
re-roll on this table instead.
86-90
Hime's Crown. Bonus
of 2 on NPC reaction rolls. On re-roll: Can recruit a 0 level NPC
as a knight – making them a random level 1 on the spot.
Subsequent re-rolls allow more knights or you can just re-roll on
this table. Knights are always morale 10, 8 if Hime falls in
their sight.
91-95
Hime's Will. 1/session roll 2d20 when making a save to
avoid death, fear affects, mind control or unconsciousness. On
each re-roll, add a use/session or an additional d20 or just
re-roll on this table.
96
Imperious Commands. 1/session can force a Charisma check at a penalty of two, without really talking, arguing negotiating. You tell them to do something and either they do it or they don't. On re-roll, improve the penalty by one, max +2 bonus or just re-roll on this table.
97
Restorative Touch. 1/session
cure light wounds;
subsequent re-rolls add uses up to 4. Or just re-roll on this
table. Or
Destructive Touch.
98
Aura of Authority. +1
Morale for all allies in sight (or hearing) of Hime OR -1 Morale
for all enemies in sight (or hearing) of Hime; re-roll, increase
or get bonus or penalty; max +2/-2 or re-roll on this table.
99
Aura of Protection. +1
Defense for you and all nearby allies; re-roll, add another bonus
point, max +3 or re-roll on this table.
00
Aura of Restoration. When
you or an ally w/in 60' of you rolls a die to heal, increased the
size of one of the die by one. Re-roll, increase the die size
again or # of die increased by one or keep re-rolling.
You can swap out any advancement for +1 TD Endurance and
any roll 81+ for +1 Attacks or Saves or TD Endurance