Showing posts with label Tables and Charts. Show all posts
Showing posts with label Tables and Charts. Show all posts

Tuesday, May 27, 2014

The Least Information (Maps, Keys)


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.

1. Nonstandard Maps

REDC, RE2:

ADOM (also shows up in stocking):

ROA:

USABLE TOH:

SM:

CT(Wilderness)


2. On Maps

Keys:

Stocking:

Light Sources and Maps

Drawing maps & Point/Nodecrawls:
http://dungeonofsigns.blogspot.ca/2013/02/megadungeon-iv-nodal-dungeon-tourist-map.html
http://thealexandrian.net/wordpress/13085/roleplaying-games/jaquaying-the-dungeon
http://thealexandrian.net/wordpress/13103/roleplaying-games/jaquaying-the-dungeon-part-2-the-jaquays-techniques
http://thealexandrian.net/wordpress/13113/roleplaying-games/jaquaying-the-dungeon-part-3-the-philosophy-of-jaquaying
http://thealexandrian.net/wordpress/13123/roleplaying-games/jaquaying-the-dungeon-part-4-jaquaying-the-keep-on-the-shadowfell
http://thealexandrian.net/wordpress/13132/roleplaying-games/jaquaying-the-dungeon-part-5-jaquaying-for-fun-and-profit
http://thealexandrian.net/wordpress/13141/roleplaying-games/jaquaying-the-dungeon-addendum-dungeon-level-connections
http://thealexandrian.net/wordpress/13144/roleplaying-games/jaquaying-the-dungeon-addendum-part-2-tips-tricks

Megadungeons:

Adventures/Bryce/Learning by Reading Someone Else Reading Someone Else

Not Free




Sunday, March 9, 2014

Spreadsheet Porn (All the basic OD&D Monsters broken down by useful information)





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 #).

Here it is in ods/open office and here it is in xls/excel.

(updates provided on a semi-regular basis as I find or am provided with corrections)

Monday, February 10, 2014

It is hard to find cool pictures of Pokemon

Troll Master

This, but slowly rotting

Gotta catch 'em all (another Trollworld Class)
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

THAT'S TOTALLY A FANCY GURO-BALL IN HER HAND

Trollomancer

Trollomancer



Originally here, now modified after playtesting.
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



attributions: ,Xi Zhang , , Go Nagai, Po-Wen

Monday, February 3, 2014

Trollworld city encounters - D&D wandering encounters or something
















TROLLWORLD ENCOUNTERS

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

Hime - B/X Character Class, mostly/sort of







Hime
+Reynaldo Madriñan's Battle/Murder Princess (sort of, kind of) for Trollworld. Less Paladin, more Warlord.

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

MALE HIME

attributions: Heon-Hwa Choe, Rafael Burgos


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