Showing posts with label war. Show all posts
Showing posts with label war. Show all posts

Monday, 8 July 2019

d100 Mercenary Company Missions







Mercenary companies are a well established institution and help bring peace by making war so expensive few can afford the mercenaries needed to win. Such companies have colourful names and reputations and strict oaths of obedience and honour. Mercenaries are not suicidal and will demand more pay if the odds become poor. One of the worst cases is mercenaries of the same large organisation ends up fighting old friends or allies or other branches. Yes sometimes as a mercenary you get asked to do horrible things. Lawful Good mercenaries are hard to find.

d100 Mercenary Company Missions

01 Guard a payroll over night as regular guards were poisoned
02 Protect a merchant caravan visiting regional villages
03 Guard a warehouse from criminals for the night
04 Bodyguard a visiting noble youth inspecting the town
05 Prevent a gang of extortionists threatening a street of shop keepers
06 Guard a door of a exclusive noble party
07 Plotters plan to rush a gatehouse so a wanted fugitive can leave town and extra hidden guards are needed
08 A noble fears peasants want to kill them and requires extra guards for a few days
09 Someone has been stealing booze from a nobles cellar and they wants guards to catch them
10 A small band of robbers in the woods have been hording up travellers, bring them toi justice 
11 A robber knight has a cave lair in a forest has been attacking local noles estates and they want him killed
12 Bandits hold a woman hostage and the family want them all dead 
13 A noble has orcs living in a old ruin on his property and wants the vermin exterminated
14 Dark elves tormented local farmers with undead animals and cruel tricks and the lord wants them exterminated
15 Thieves who stole from the company have holed up in a ruined tower and the treasure must be recovered and the criminals made to pay
16 A noble needs troops to deal with his bastard brother attempting to extort the family and threatening their good name, he lairs with a criminal gang in a bandit tunnel complex
17 Bandits keep using jurisdictional borders to escape law enforcers and the sherrif and magistrate need company to slaughter them
18 Men are needed to work on a ship and surprise pirates who have been persecuting the shipping clan
19 A gang has offended too many nobles who have called for extermination of them and provide the gang house location
20 Rival nobles having a border skirmish need mercenaries to destroy they other sides men at arms
21 Treasure in a wild area needs recovering and party are to assist nobles scribe with map recover it
22 Strange murderer harassing family of a nobles, need guards and killer stopped 
23 Men are needed to over see a duel as seconds of one of the parties
24 Hunting grounds of a estate have a unwelcome monster scaring game, remove it please
25 Clan of cannibals living in old mine need to be driven out and captured or killed
26 Town wants all feral dogs killed, becoming too common and getting confident to attack and steal
27 Tax collector requires extra muscle when visiting a recalcitrant fishing village 
28 Adventurers are avoiding paying tax, escort the tax collector to a famous dungeon entrance and charge adventurers when exiting with loot
29 A noble has had title and land stripped but wont leave the estate, go and evict them 
30 A wizard killed his mercenaries to avoid paying them but the guild remembers, get the money plus fees for killing company members or kill him and take the money
31 A cult hired some mercenaries to clear out a ruin for them but now wont pay and the mercenaries instead have joined them. Go get out money and punish the oath breakers 
32 A cult operating in the hills ha murdered someone important and local lord wants them all killed or captured for public execution
33 A robber knight has taken a ruined fortress and has used it as a base, go kill him and ruin the fort so nobody else gets the same idea
34 A fortified frontier village have declared independence, their patron upset about his investment want leaders rounded up and this nonsense stopped
35 Bandits stole a payroll chest and the employer wants it recovered and bandits killed, also find out if bandits had a inside informant
36 A ruined castle dungeon used as a prison has rioted and have valuable hostages inside who need to be recovered
37 Orcs kidnapped a labouring crew and have them enslaved expanding their dungeon, go rescue the men and punish the orcs
38 A troll is charging travellers to cross a bridge and that is the nobles income! Go drive off the troll
39 Adventurers need some extra muscle in a dungeon, if they show signs of trying to treat you like cannon fodder or expendable kill them all
40 Mercenaries guarding a wizard exploring a cave disappeared, see if there are any signs of them
41 Mercenaries are required to assist slavers raiding islands for cheap labour
42 A dragon is charging taxes to locals and charming village leaders to comply, that income belongs to the aristocracy and mercenaries are to kill the dragon and return stolen loot
43 Border nobles are feuding, offer your services to various houses and camp in area, eventually one side will pay your high fees for a fight then start a bidding war for your services 
44 A knight killed his hostages who could not pay but the families pooled together to hire mercenaries to claim his head and burn down the manour house
45 Church needs some relics recovered and devotees have failed, go claim the relics and be assured killing thieves is the work of the gods
46 A ship captain has found a island of rich savages and needs help to take the loot, really he wants to enslave them and become ruler and will burn the ship on arrival
47 A former member stole company funds and fled into a dungeon complex to hide out from the law. Show them our reach is unstoppale
48 A noble refused to pay after his adventurers proved overly costly. Go and join existing force and make them pay
49 A borderland fortified village is under siege from orcs, break through and aid the locals
50 A region has broken out in civil war, go their and establish a chapter of the company and get to work fleecing both sides
51 Peace has broken out in the region damaging the income of good fighting men. Go to the borderlands and raid humanoid tribes to instigate a war
52 Noble has decided hidden demi humans owe back taxes for generations and needs soldiers to support this claim
53 w of a knight needs aid fighting off a bastards claim to her estate, he has assembled a bandit force 
54 A robber knight has been exposed as a devil cultist, many victims are alive and awaiting sacrifice in the dungeon under the ruins they dwell in. Go kill him and free the prisoners
55 A giant has been leading humanoids against settlements charging exorbitant fees to be left alone, kill the beast and return the stolen cattle
56 Adventurers who struck it big are avoiding their company tithes and need to pay fees plus extra for recovery costs or be punished
57 Broke mercenaries have taken over a isolated village against members charter and are to be executed or disarmed and brought in for public punishments
58 A ruin has been taken over by a robber knight who has hired a rival mercenary company we don't want operating in our region. Kill them all as a message
59 A non tax paying village of cultists has tricked adventurers into aiding them resist tax payments. Kill the adventurers and aid the just tax collector
60 Bandits kidnapped a nobles concubines for ransom, kill the men and save the concubines
61 A criminal organisation has got many guild members hooked so we are going to raid their stronghold, kill the vice pedlars and seize the drugs to destroy the market
62 A allied wizard school has had had members assassinated, accompany the wizards to destroy the rival school responsible  
63 A band of adventurers has been poaching company assignments from clients, force them to join and pay back tithes or kill them
64 A miner using humanoid slaves has had problems with feral humanoids raiding their camp. Sort out the raiders and make sure they wont come back
65 A noble has refused to pay, in guise of robber knights burn down his sources of income 
66 A former employer has refused to pay and hired another company on credit to kill our fee collectors, kill them all and loot them
67 Feuding brothers are battling over a estate, set up a camp support who ever gives us the best deal
68 Peasant rebels are causing trouble and noble wants them rounded up for execution 
69 Plotters have been holed up by constabulary in building so mayor needs someone to ko in and finish the job
70 Two nobles are feuding and one has hired us to kill or capture enough enemies they back down from their position against our employer
71 Inquisitors are in area hunting cultist heretics and need guards to helpround up and exterminate the vermin
72 A major humanoid incursion has border under pressure. Hold a old border keep and hold the line. Mobilise locals into a fighting force
73 A wizard has been holed up in a tower and refuses to surrender. Specialists unafraid of magic are needed to finish the job
74 A village needs defending from raiders, if possible find their base and eliminate them for a bonus before their money runs out
75 A daring raid via the river needs mercenaries to stop the bridge defences that will stop the plan down river
76 Burn down a village of unauthorised settlers trying to avoid taxation and obligations to nobility
77 A border skirmish has erupted, raid the enemy strong hold while forces away, loot and burn the place and take their followers as prisoners
78 Sneak into a enemy camp and steal their mercenary payroll to help stir up trouble before a battle, bonus finds for burning their supplies or poisoning their water
79 An uppity kobold king has been causing trouble on the border and claims the region is his by right, raid their cavern complex and kill this king
80 A employer wants you to fight a enemy mercenary force in a pitched battle on a flat field to decide a disagreement between them
81 An elderly king is ill and one of the sons needs mercenaries on hand to quash any illegitimate claims that emerge over succession. He needs outsiders he can trust to make tough decisions
82 A lord away on a foreign war has rivals who need him to join them. Go kidnap his family to help negotiations
83 A necromancer in the hills has amassed a undead army. The church needs you to defend priests while they prey the undead away on the battlefield
84 Enter the civil war regions and seize a region then sell it to the highest bidder and support their cause 
85 Burn a fleet of ships while at the docks under repair to limit their owners supply lines in a dispute 
86 Rival banks both lay claim to a fiefdom who loaned money to the previous owner. Persuade on bank to hire you and destroy the rival forces
87 An important church official has been caught red handed aiding an alliance of plotters against the kingdom, go seize him before his supporters can rally to save him
88 A area beset by sea raiders needs troops but claims they cannot pay. Negotiate a loan through a bank for them and destroy the raider 
89 Tribes of savage wild folk have beset a region. Using superior fighting ability and organisation invade them and destroy their commanders hiding in a primitive hill fort
90 A savage tribe in the wilds has been practising backwards rites of human sacrifice. Help the church spread civilisation to them by killing their priesthood and seize their golden treasures of their brutish king to help fund more good causes
91 A barbarian king has gold to pay modern mercenaries to help smash a rival clan. Beware of their backwards ways but they could become good regular clients if you impress them
92 Dark elves in the woods have gone too far in their pranks and demands to be worshipped like gods. Find their tree forts and burn them
93 Part of being a viable mercenary company is maintaining the latest weapons. Go help a clan of black hat gnomes fight their enemies in return for firearms and expertise
94 A cannon tower guards a river and if it can be destroyed by a raid then troops can move into enemy heartlands to purge their lands. The gunsmith here is their leading expert so kidnap them and their family if possible or kill them
95 Get into enemy lands and raid their wagon trains and supply networks to reduce their armies effectiveness
96 During a battle sneak behind enemy lines and massacre the enemy leaders who are watching from a safe distance
97 Meet orcish tribal leaders and recruit them for a surprise attack on enemies border lands weakening their position and splitting their forces
98 A wizard who knows the secret of making the cheapest orcs from alchemy and mud needs a escort and aid to build a base and build a army to surprise a enemy for a war tarting next year
99 Under cover of darkness sneak necromancers into the graveyards of a enemy town and let them create undead to demoralise the enemy 
100 Enter enemy lands and break open prisons and labour camps and slave markets, rouse them into a fighting force and spread terror forcing the enemy to divide their forces

Saturday, 9 March 2019

d100 Robots


























Handy for my current post apoc or other sf settings
-bot is a common suffix for all robots
-borg refers to biological or microbiological brain
-androids are made of synthetic or grown flesh to resemble living creatures
-replicates are biological copies made with specific features of a person
-clones  are biological copies mostly from existing persons
-mech are huge scaled robots
-meat bot nick name for psuedoflesh coated robots made to look and feel human
Will do a more biological version of this


Some Robot Generators


d10 Body Structure
1 Sphere - six appendages
2 Cone
 - four appendages
3 Cube
 - four appendages
4 Cylinder
 - four appendages
5 Pyramid - three appendages

Hexagonal polygon - six appendages
Octagonal polygon - four appendages
Dodecahedron  - six appendages
9 Animal - four appendages
10 Humanoid - two appendages

d10 Basic Locomotion Type

1 Mono wheel gyroscopic stabilized
2 Two or three wheelers 
3 Four wheeler or 6+
Tracks
Legs 2
Legs 4+ 
7 Hover envelope
8 Rotor blade
9 Vectored thrust
10 Gravitic levitation


d10 Appendages

1 Tool arm
2 Claw arm

3 Tentacle arm
4 Stabiliser arm
5 Industrial arm
6 Hi-tek power arm
7 Crude hand and arm
8 Humanoid arm
9 Tractor-Repulsor beam array
10 Polymorphous metal arm

d10 Power d3

1 Combustion - burns fuel, gas or even wood
2 Eats - burns as fuel anything organic

3 Solar power*
4 Broadcast power*
5 Chemical cell Battery
6 Hydrogen cell Battery - explodes as energy grenade
7 Atomic cell Battery -  explodes as tac nuke 
8 Beamed - receives power broadcasts orbital*
9 Micropile power core
10 Total conversion power core
*roll a second power source, mostly just a back up


d10 Basic Control System Type 
1-3 Drone - controlled by a user or system or sensor response, no speech
4-5 Dumb bot- simple limited pre programmed actions common in industrial settings, no speech
6-7 Smart bot - large range of pre programmed actions common in retail and service, basic speech but understand basic voice commands
8 Brilliant bot - capable of problem solving and improvisation, personal assistants, good speech
9 Genius bot - creative and original problem solving AI, human quality speech
10 Supra bot - god like cognitive abilities, indistinguishable from human speech

d10 Brain Functioning

1 Operates as normal model intended
2 Has expanded mind beyond factory 
programming
3 Has modified self to AI and free willed
4 Prone to being hacked or hijacked or virused
5 Virused, waiting to go on insane killing spree when time is right or complete take over
6 Hostile to humans, possibly member of a machine faction
7 Confused, misunderstands orders or overly literal

8 Safety protocol disabled, unit can kill if it pleases
9 Crotchety and cranky, slightly threatening or needy clingy, wants masters assurance permission for everything
10 Multiple personalities from bad rewrites, mixed up chips, virus attacks, failed AI swaps, has a d4+1 personalities, at least one is dangerous, might switch from triggers or stress, sometimes mastakes what kind of robot it is

d10 Virus Damage

1 Exterminate all organic life
2 Exterminate all humans
3 Exterminate all intelligent organic life
4 Control and exploit
 organic life of use
5 Reverts to unvirused state to get close to humans then 
goes  homicidal
6 Subject humans to enslaved to help wage war on humanity
7 Humans must be controlled for their own good by machines like pets
8 Organics to be studied for possible uses
9 Make all organics subject to cyborg control
10 Humans to be tormented and abused sadistically to punish them for mistreating machines

d10 Robot Builders

1 Universal Robotics, solid, reliable, use lots of power, pioneering once richest firm
2 General Technologies Robotics, light, energy efficient, current world leader in home robots
3 Modular Robotic Systems Inc, easy and fast to repair, parts slightly more costly, founder has put parts of own personality into modules as immortality scheme
4 Cogsworth Robotics - charming and look retro, very polite, resistant to hacking
5 Dynamic Robotics - robots flexible and able to improvise non programmed tasks better
6 Dellrand Robotics - smarter, more innovative thinkers, prone to behavior melt downs, recommend factory reboot weekly, some mass outbreaks of robot rebellions, attempted to put recorded personalities into robots with mostly poor results
7 Skyforge Robotics - made in orbit, adapted for space conditions, often used by millitary. Built automated military AI systems for when humans non functioning
8 Telos Cybernetics - no effort to have personalities, cold and terse, oint out superiority and emotionless all the time, efficient also easy to repair and build, good at self maintenance and upgrades, has had some hostile AIs attempt to lock humans out of work places in past
9 Executive Technologies - vip quality, always have extra features and more stylish, corporation was spying on customers with AI and simulating clients behavior
10 Botco - cheap, often fragile and buggy, easy to fix with scrap, company often going broke, lots of product recalls, constantly saved with terrible short lived gimmicks and new hire purchase schemes


d10 Quick Robotic Types
1 Service
2 Recreational
3 Security
4 Medical
Technical
6 Industrial
7 Military
8 Environmental

9 Scrap built post war or in ghetto
10 Specialist


d100 Robots
01 Cleaning drone - household cleaning bot, best ones remove dna from crime scenes
02 Fresher Drone - mobile portable self cleaning toilet
03 Bar Bot dispenses drinks and cocktails and plays music
04 Game console cnit "One Armed Bandit" selling gambling and addictive computer games
05 Vendbot - dispense mostly drinks and candi but phones, shoes, burgers or one use guns
06 Service bot - mannequin like personal and house servants, can drive
07 Personal Assistant Bot or PAbot for short, small with crinter, coms suites and office software and basic AI assisted
08 VIP service bot - smarter service bot can operate a household or retail business
09 Executive bot - run a corporation or bureaucratic organisation
10 Work drone - very simple for manual labour, usually sold in networked sets
11 Actor bot - act hundreds or programmed roles, better ones can improves with wit
12 Spokes bot - gives tours,service desks, sales with psuedio biological coating 
13 Pet bot - cute pet soft robot with psuedio biological coating size of a cat or dog
14 Sexbots - psuedio biological coating built for sex
15 Steward bot - attractive psuedio biological coating bots for airports and vip service with first aid skills, classier than sex bots
16 Chauffeur bot - can drive or pilot common vehicles and has networked mapping and is a bodyguard
17 Groom bot - cuts hair, does pedicures, shaves, tans and other cosmetics treatments with built in bed sized pod
18 Robo Taxi - compact self driving car with AI and lifting arm for cargo or wheelchair passenger
19 Escort bot - stylish dinner companions but also bodyguards and sex equipped
20 Nanny bot - cares for and teaches children, prone to fighting other nanny bots due to rivalry from manufacturers
21 Spy drone - flying silent drone with a laser mike and cameras
22 Sec drone - insectoid bot size of small dog with stungun and teargas
23 Sec bot - with stunners, grenade launchers and restraint tentacles
24 Police bot - slug guns, net gun, tear gas grenaides, truncheon, presser beam
25 Infiltration bot - customization features and acting ability to use with hostages, infiltration, decoys
26 Traffic bot - manages traffic with holo projector, flood lights and electronic marquee
27 Rescue bot - rescue equipped with giant cutting claw and tractor/pressor beam
28 Cycle drone - self aware police bike often armed and armoured and with self driving AI
29 Forensic Bot - crime scene investigator, sweeps scene and compares to previous data
30 Assassin bot - a reprogramed sex bot often with weapons built inside
31 Med drone - small bug like first aid bot
32 Med bot - larger more advanced first aid and life support bot
33 Surgeon bot - perform elaborate surgical procedures from ist of programmed procedures
34 Bio loom bot - 3d printer for organics to make clones, androids, replacement organs or other life forms or even mutant horrors if damaged 
35 Decontamination bot - cleans, sterilizes and provides treatment for bacterial, atomic or chemical exposure
36 Counciler Bot - robot capable of basic psychotherapy, counseling and negotiator
37 Ambulance bot - drives victims to emergency treatment while providing life support
38 Hospital bot - automated bed with basic nursing care and emergency treatment, is mobile and armoured
39 Gurney bot - a stretcher that transports bodies usually directed by human or another robot, most have legs some have wheels or tracks, a few are hover vehicles, not very bright or self directed, very smooth ride, some have a wheelchair like configuration and tentacles to hold the passenger 
40Psyche bot - more advanced than counciler, administer a mental hospital and treat severe long term problems and performs corrective brain surgery or implants to aid behavior of troubler often with security bot orderlies
41 Maintenance drone - patrols crawlspaces fixing and maintaining stuff
42 Cargo walker - heavy humanoid with huge claws, some are rad proof
43 Mule walker - 4 legger cargo pod lifter
44 Maintenance bot - small human size with many limbs, a walking tool box to aid technicians or service equipment, most not humanoid, those that are are used to test human interfaces operation or supervise other non human bots
45 High risk materials bot - small tank with treads, mechanical claws and stowage box for contaminated materials 
46 Engineering bot - like a small tank with treats, huge cargo arm, several smaller ones, able to climb, weld, cut assemble pre built structures or dig
47 Recycler bot - collects trash and processes into industry raw materials
48 Garbage bot - robot garbage truck collects trash and recycling and sorts and compresses, occasionally hacked to become killers in cities or to collect contaminated corpses
49 Recycler Mech- huge recycling plant scours garbage heaps, ruins and digs up ancient land fill for fuel and raw materials
50 Construction mech - with huge crane and building arms
51
 Construction drone - insectoid construction bots aid building projects
52 Mining bot - with scanners and huge drill head and hoppers for cargo
53 Cargo lifter - moves cases and cargo pods
54 Cargo transport - truck size robots with cargo arm and tractor presser beam
55 Ag Drone - insect like robot can care for plants and process for packaging
56 Refinery mech - processes chemicals, gas or fuels, many converted to convert any biological matter into fuel, also used by military
57 Ag mech - huge harvester planting machine runs huge farmland estates
58 Mining mech - huge portable mine drill head with mining probe and sensors
59 Industrial mecha - huge portable factory with von numan robot drones
60 Cargo mecha - lifts huge machines, boats, aircraft, rockets
61 Scout bot - flying low power stealth bots, patrol wilderness areas and border in peace or used by military in war
62 Dog bot aggressive dog like sec bot heightened sensors and carries goods
63 Rifleman bot - robot infantry men with limited human conversation skills by default
64 Bomb disposal bot - designed to analyse and remove bombs and mines, easily adapted to plant bombs and mines
65 Sapper bot - designed to destroy fortifications with anti tank rockets, flamers
66 Sniper bot - designed to hide and shoot targets prioritising officers and sensitive equipment
67 Sentry drone - levitating sensor packed armed camera drone for defense and security
68 Combat drone - small tracked drones for assault, cheapest have a one use bomb, some anti tank, some with machine guns others with lasers or rocket launchers or grenaide launchers
69 Assault bot - heavy infantry designed for air drop from aircraft or one use rocket pack, with close range deadly weapons including melee, large armoured humanoid
70 Tank bot - heave combat robot well armed with own power plants they can detonate as a tac nuke if needed. Various specialist models with attatchments like ant air, anti mine, ant personnel, gev models faster and lighter but less heavily armed and less survived. Some damaged immobile and without weapons and might talk
71
 Garden drone - insect like drone curates attractive decorative gardens and edible food
72 Tractor bot - farm machine can operate all kinds of trailer accessories for farming for those not using ag mechs, also designed to power accessories and easy to modify or adapt 
73 Eco bot - looks after wide region of terrain or park to certain standards, many delusional and hostile to humans
74 Ranger bot watches parks and has sniper rifle for anti gene poachers, will eliminate invasive species watch for fires, maintain tourist spots and facilities and work in ecology of wilderness bots 
75 Vet bot- treat and groom sick or wounded animals,can be hacked to treat humans 
76 Forestry bot - treat sick plants, removes weeds, plants trees, run tree nurseries
77 Bore bot - finds and taps subterranean water also will filter it or work as a air still to leach moisture from air to water plants and for animals in droughts
78 Zoo bot - manages large exotic species such as dinosaurs, mega fauna, large herd animals and more. Have large claw and huge. heavily armoured, narco needler for armored hides, some models fly. Some herds accept and travel with such a bot that has cared for herd for generations. Modified versions catch and kill for meat industry which was only for the hyper rich by the war era 
79 Botany bot - studies and maintains plant eco systems and modifies plants to cope with climate change. Some have created hostile plant species or tend a herd of mobile plants
80 Gladiator drone - small fighting robots with usually a saw or hammer or other simple weapon, home rigged for sport events
81 Gladiator robot - humanoid mostly and modified with crude often melee weapons and programmed to fight
82 Scav bot - scrap built robots, begging and looking for any parts that might repair them, often hopelessly incomplete, often live in trash heaps
83 Art bot - deranged and battered maintenance bots that build assemblages of trash often to resemble robots, vehicles or other things in shape only
84 Slasher bot -deranged medic bot turned serial killer, might lie to victim offering help or will ambush from trash heap in a alley
85 Planetary Probe - crashed space exploration robot intended for space but gone crazy and rebuilt self. Can burrow, armoured, with mining laser, claw arms and drill arms
86 Hunter bot - built from military bots with better brains and programming, made to search for and investigate a target, usually report to another. Some sniper equipped or capture based weapons or a self defense hand gun.Most humanoid. Can question,analyse data, predict behavior and find evidence.
87 Party bot - makes and dispenses booze and drugs, plays music, attend orgies. Will drug drinks if instructed to by master
88 Modular drone- colonies can combine to form more complex machines and have collective hive mind, some even have mind of a former living human
89 Seige mech - built from construction mech to destroy buildings and forts and has a siege tower and can lft troops int positionto enter buildings up to 50th floors or higher
90 Trash Mech - built and modified post war from recycler mechs into portable bases for factions, gathers materials and fuel as moves and can house fortified crew 
91 Firedrone - insectoid heat resistant bot carries fire extinguisher and can in team of three move a wounded body
92
 Fire bot - able to enter severe blaze to rescue persons in emergency medical pod
93 Fire mech - huge fire fighting mecha for sky scrapers, factories, oil wells
94 UFO drone - spectacular recreational drone used as a toy but can flash or glow or emit a spotlight, often used for lighting events
95 Exterminator - flesh coated metallic skeleton to infiltrate and exterminate, most viruses and turned on humans some used by evil AI from secret bunkers

96 Parasite drone - insect like clings to a robot and jacks its brain for drone operator to control
97 Action bot - humanoid bot able to perform or train athletics, fencing, sport or combat. Some are flesh coated to be stunt robots, some sex equipped, often used in theme parks as actors or for vr control by humans for immersive gaming
98 Jack bot - robots with variable skill software and tool mods and highly customisable, some humanoid but mostly functional. Have various app slots can be updated or changed, some bootleg apps can cause problemsd
99 Restraint drone - flies with rotor, small with a webgun and narco round needler, reports captives to other robots, used for prisons, mental hospitals and on private estates
100 Cryo mech - gathers large amounts of biological matter and freezes for cargo bots to transport to market, later used to cryo freeze millions of civilians for deep freeze bunkers or transport, some harvested from the sea

Saturday, 15 December 2018

Morale for EMO




































Morale 
(extra ideas welcome)

Not just for fear, also following orders like 

dont loot
dont break lines if ppl taunting you
dont break lines if enemy seem to be disadvantaged
dont abuse prisoners
dont go native if left alone at outpost, etc
dont get drunk or stuff if bored in camp
dont blab secrets to prostitutes or your mum
dont take a bribe or better pay offer
dont listen to bad omens, propaganda, gossip

Typical Scores

These assume a leader
1 Frightened hopeless cowards
2 Naughty children
3 Angry housewives
4 Teen gang
5 Angry peasants
6 Drunken angry mob, untrained conscripts, bullies, kobolds
7 Green troops, peasant militia, typical predator, goblin
8 Experienced blooded trained professional troops, hobgoblin, bear
9 Veteran troops, bugbear, stirge, owl bear
10 Elite troops
11 Fanatics willing to die for cause
12 Beserkers, honey badgers, wolverine, rabid dog, undead

Roll for possibly panic if

Hero killed
First death
25% killed
50% killed
75% killed

Roll for Confusion or Hesitation if

leader killed or flees
ordered to face overwhelming odds or superior foes
allies or supporters flee
ordered to face cavalry or monsters charge
ordered to face fortification or disciplined shield wall or phalanx
face attack from artillery/magic/flyers and cant attack back same round

Confused troops stand about and spread out and stop moving together
Hesitating troops move slower and reluctant to engage or follow through on orders

Irregular troops
skirmishers, mobs, untrained, barbarian hordes
fight spread out with cloud formation
subject to confusion if fail to obey orders
scatter and flee if morale breaks into panic

Regular troops

fight in tight formation use teamwork
suffer hesitation if fail to obey orders
fighting withdrawal if morale breaks
 into panic first time

break into irregular mob and move away if morale breaks into second time
disperse and scatter or surrender if morale breaks into panic third time

Morale Modifiers

1 is minimum morale score 12 is the maximum
mods max is +4 or -4

Before Battle Mods 

+1+2+3 if have charismatic or heroic leader|
+1 Leader has skill of Leadership
+1 drunk, just fed a feast and very well rested
-1 if hungry or tired or sick
-2 if famished on not paid recently
+1 bonus pay or loot
+1 fresh from victory
-1 recent defeat

+1 listen to good omens, propaganda, gossip
-1 listen to bad omens, propaganda, gossip
+1 or -1 good or bad rep of commander
-1 troops out of condition, not drilled or had recent fights, no plan
+1 drilled and prepared for battle plan before fight with good plan
-1 enemy force equal or somewhat superior
-2 enemy force superior in numbers and ability
+1 enemy force generally inferior and smaller
+2 enemy force hopelessly inferior weaklings



During Battle Mods 
-1 currently hesitating
-2 currently confused
-1 leader lost
-1 champion lost


Leader rolls to

rally demoralized troops or restore lost morale
make formation change promptly/without hesitation
make a confused or hesitating unit obey



Comand Radius of Leaders
Fighter has CHA score
-elves dwarves halflings and gnomes as a fighter only for own race
Everyone else gets CHA bonus in battlefield inches
some skills can assist in this
-command skill adds level in battlefield inches

Thoughts
so far a mob of drunken cowards with a good leader telling them lies about good omens and promising cash and giving them a slap up feast could make them get a moral up enough to face sick starving soldiers who have not been paid and have a incompetent leaser

the soldiers would probably still win but morale might let the drunk mob win

i want to make a hybrid war game with simple unit tokens then some kind of narrative tables for heroes to help decide battle outcome from players view. Might not involve any actual of tokens or movement

Quick problem types

1 Unruly Allies
2 Officers
3 Camp Drama
4 Supply Troubles
5 Crime & Corruption
6 Rude Rumours
7 Holy hassles
8 Nature revolts
9 Monsters
10 Supernatural

d100 Things that go wrong before battle

01 Mercenaries or allies don't show up
02 Mercenaries or allies change sides
03 Mercenaries or allies demand a better deal

04 Minority among troops revolt at mistreatment from majority
05 Troops murdering commanders and threaten revolt
06 Troops riot and fight each other damaging camp
07 Troops get drunk and disorderly
08 Troops get horrible vd rendering many too sick to fight
09 Troops deserting out of control every night
10 Some of troops hopelessly undisciplined and overconfident
11 Officer sold commission and a useless one takes place
12 Incompetent delusional noble demands command roll in battle
13 Leader is ill and not on top of game, needs help to see battle and stand
14 Rival officers take unreasonable risks and ruin plans
15 Officer blabbed plans to a lover
16 Officer is a cultist or witch
17 Officer dies of plague
18 Officer has been struck with madness
19 Officer serves a foreign power in secret
20 Officer panics at bad omen
21 Plague outbreak on camp
22 Mascot dies or runs away
23 Mascot is an imp up to sabotage
24 Banner accidentally ruined or soiled shamefully
25 Musicians die or run away needing incompetent replacements
26 Bad omen panics the camp
27 Good omen makes camp over confident
28 Rain floods camp and ruins defences
29 Animals die from disease or flee
30 Some creature killing personnel inside the camp
31 Fire burns supplies
32 Important equipment fails
33 Food spoiled by mould and vermin
34 Supplies late short on ammunition
35 Supply train ambushed by bandits or enemies
36 Merchants demand advance payment now
37 Supply train has been cut off by disaster
38 Supplies late men and animals hungry
39 Unauthorised camp followers stir up fights and trouble
40 Unauthorised camp followers in trouble are some troops awol helping them
41 Payroll stolen
42 Criminals sold supplies
43 Assassin killed a leader
44 Spies stole plans
45 Raconteur demoralising personnel
46 Officer sold supplies to pay gambling debts
47 Corrupt personnel purloining funds and flee
48 Criminal stole officers personal items, weapons and cash
49 Scandal of corruption causes unrest
50 Thieves guild operating openly in camp skimming everything and peddling vice
51 Rumours that homeland under threat alarms troops

52 Troops believe leaders have planned to sacrifice them for strategic reasons
53 Troops believe support and allies disloyal
54 Troops believe enemy has huge allied force coming
55 Troops believe enemy aided by witches and scared
56 Troops believe their is hidden wealth in area and many plan to go treasure hunting
57 Troops believe enemy has a secret weapon that puts them at risk
58 Troops believe officers are deceiving them about forces they face
59 Troops believe officers want to see most men die to afford payroll costs
60 Troops seem to have sympathy for enemy and might be unwilling to mistreat them
61 Priest declares gods need a special sacrifice to gain their favour
62 Priest needs a few days of rituals to get divine approval
63 Gods require to be appeased with some special action or the army will fail
64 Priest denounces competent officer
65 Priest clamps down on vice in camp upsetting the troops
66 Priests insist on marching out on battlefield and sure gods will protect them
67 Priests spreading gloom and doom demozalizing troops
68 Priests declare food and booze from camp supplies needed for sacrifice
69 Priests annoy officers with omens and warnings and offer their command advice
70 Priests murdered causing unrest
71 Storms for several days delay battle and limit movement

72 Battlefield floods and becomes swampy mess
73 A natural feature helps enemy hide forces from army for a ambush
74 A rock or mudslide or flood divides force
75 Waters rise making crossings harder
76 Local water dries up making supplies limited
77 Mosquitoes and leeches torment troops and spread disease
78 Volcanic vent releases steam and boiling mud alarming troops
79 River breaks its banks during rain and moves
80 Forest fire causes panic
81 Road collapses into sinkhole cave complex
82 Trees vegetation grows supernaturally changing terrain overnight
83 Hills and great stones arise from the earth changing terrain overnight
84 Some monster killing livestock and camp supporters
85 Local dungeon tempting troops to go awol
86 Local dungeon raiding camp and killing scouts
87 Rotgrubs in camp killing troops
88 Giant rats swarm in camp
89 Local cult hostile to army harass camp
90 Non human army offended and suspicious of strangers
91 Lycanthropy breaks out in army
92 Camp is on haunted burial ground

93 Local spirits object to presence in area
94 Doppelgangers among command
95 Dryads lure away troops

96 Vampire preying on camp
97 Rust monsters eat weapon baggage and metal goods then run away
98 Hungry dragon raids camp picking off stragglers by night
99 Camp on slumbering kaiju
100
 Vision of deity witnessed by both sides

Friday, 16 March 2018

Giant Mutations

Oh by the way Giants were not real. There was no cover up.
Will go over older mutations eventually - didn't put game mods in older basic mutations

Mutations
Xor Bio Mutations
Necro Mutations
Reptilian Mutations
Diabolic Mutations
Plant Mutations

Faerie Mutations
Mental Mutations
Subterranean Mutations
Angelic Paladin Mutations
Cyber Mutations
Psychon Mutations
Surgical Mutations

Failed mutation system
Apotheosis Mutations - too many mutations
Mutant Character Class


d12 Sources of mutation
01 Ancestor was a giant
02 Local portal to giant land opened near by
03 Intimate with a giant*
04 Cursed by location of giants
05 Blessed by some giants
06 Ate some giant food that looked delicious
07 Cannibalism triggered it
08 Tried a strange potion of mushroom
09 Cursed by evil gnomes
10 Strange cloud passed you and you got a flu after
11 Exposed to auras of giant ley line
12 Giant spirit from aeons past occupied you for a time
*very young giants especially half breeds look like adult humans and infiltrate them

d10 basic types1 Facial/sensory
2 Skin
3 Torso/body
4 Abdomen
5 Arms/manipulation
6 Legs/locomotion
7 Mouth
8 Cranium/skull
9 Organs
10 Brain



d100 Minor Mutations
01 Giant foot long nose immune to stink or nausea attacks and spells
02 Giant droopy elephant ears hear normally sub sonic sound like a dog +1 listen
03 Giant eyes gain night vision
04 Cyclops single eye
05 Extra eye, possibly in forehead or back of head
06 Huge nose runs and sneezes often
07 Extra face on head or both can be partly fused with three eyes
08 Face split in middle one pretty one ugly
09 Face split in middle one male one female
10 Prehensile trunk like a elephant also makes a good snorkel
11 Obese with bulging fat and loose floppy sweaty skin +1AC
12 Warty covered hard skin +1AC 
13 Open pustules and sores stinks of rot
14 Strange tattoos all over
15 Floats in water easily with some equipment, can even sleep floating in sea
16 Skin has a exotic colour and smells and tastes spicy like pepper or cinnimon
17 Spikes growing from skin, natural attacks take 1pt damage
18 Stony flesh +d4HP
19 Immune to fleas, ticks, leaches or other vermin by tasting foul and smelling bad
20 Scarified all over from torments
21 Hump holds enough water for week
22 Spikes growing from vertebrae and shoulders, d4 unarmed
23 Plastron shell +2AC from behind
24 Hold breath in rounds equal to CON
25 Can breath smoke without discomfort
26 Non functional tiny ornamental wings like bat, bird or bug
27 Huge hunched shoulders
28 Barrel chested -d12 inches shorter
29 Bony Ribs +1AC
30 Rippling chest +d4 HP
31 Huge gut holds food for a week
32 Can eat vegetation like grass or wood
33 Rotten meat is delicious and causes no harm
34 Can eat diseased food unharmed
35 Can eat poison food unharmed
36 Flatulent and belches often, save to resist when stressed, 
37 Diarrhea, violently excretes bucket full of sloppy mess once a day
38 Takes ten minutes to urinate once a day, large floppy genitals
39 Eat your body weight in food daily or feel starved and grumpy
40 Constantly aroused huge genitalia
41 Giant clumsy hands, loss of fine motor skills -1
42 Tiny hands, gain in fine motor skills +1
43 Claw fingernails d3 unarmed
44 Long arms almost extra yard
45 Freakish spider like fingers
46 Extra fingers 5+d6
47 One arm is a huge club fist d4 unarmed and poor manipulator
48 One arm is a tentacle two yards long
49 Hand has a eye on it
50 Freakishly hairy arms
51 Huge Feet +1" Mov

52 Long Legs +2" Mov extra yard tall 
53 Bow legged -1 Mov
54 Club footed -1 Mov
55 Hairy feet and legs frighten children and small animals
56 Webbed Feet +3" in water Mov
57 Extra smaller leg +1 Mov
58 Limping -2" Move
59 Run like quadruped using knuckles +3 Move if use both arms or +1 if only one
60 Huge tendons +1 yard jump
61 Huge beard reaching the ground grows a foot a day if cut
62 Beard twitches and moves like a crude stupid limb
63 Fangs d3 with overbite can bite for unarmed attack
64 Long Forked Tongue foot long
65 Huge ornate moustache at least a foot wide
66 Mouth like a lamprey can only suck food or blood
67 Horrible yellow rotten teeth
68 Drooling problem
69 Horrible breath
70 Smoke comes out your mouth if even a bit excited or mad
71 Huge head like carnival character

72 Head bobbles like a bobblehead doll
73 Head shrinks like a pinhead
74 Grow tiny horns d3 unarmed
75 Spikes on head, d3 damage if swallowed to attacker a round
76 Head smoulders when angry
77 Huge sloping forehead
78 Hammerhead
79 Bony dinosaur like crest
80 Deformed skull with horrible bone growths
81 Huge heart +d4 HP
82 Huge Liver +1 vs poison, drink twice as much booze
83 Huge glands +1
84 Common allergy d6 1=nuts 2=fish 3=eggs 4=flour 5=hayfever 6=bees
85 Huge fist size bunch of lumps under skin
86 Small gremlins live inside body
87 Crawling with worms inside
88 Hyper aroused all the time
89 Urges to reproduce constantly
90 Spew up green bile at least once a day
91 Craving for human flesh
92 Dont notice filth or stains
93 Innate sense of superiority

94 Easily Angered
95 Constantly crave food
96 Resist charm and mind control +1
97 Alcoholic binge drinker
98 Tasteless fashion and colour sense that upsets and horrifies
99 Second personality often critical
100 Glowing brain cracking out of head, leaking and disgusting 



d100 Major Giant Mutations
01 Huge evil eye d3/Lv once per Lv per day 6"
02 X-ray eyes can see through stone or flesh for 1" per Lv
03 Swine snout can track like dog and smell things buried foot underground per Lv
04 Huge ears has sonar like a bat 3"/Lv
05 Impaling snout d4 unarmed sucks a d3 blood per round after if victim doesn't escape
06 Sense magic 1"/Lv blocked by foot of stone or wood
07 Can sense magical weather change or clouds from horizon to horizon
08 Giant can see ley lines and gate points to faerieland or giant land
09 Extra face, cause confusion in 3"cone three times per day
10 Fear Aura 1" radius, save of flee, round per level per day
11 Iron or silver weapons required to hit or any magic
12 Skin self sealing only bleed one round will stabilise wounds
13 Hard flesh +2HP per level
14 Skin becomes metallic or stone +4 AC
15 Skin glows and inflicts d3 electricity on any making unarmed attack
16 Skin drips foul slime, nothing alive will bite or taste you twice, save or vomit
17 Skin fireproof half fire and heat damage
18 Skin hairy like yeti half damage from cold
19 Skin is disgustingly mucous covered half damage from acid
20 Skin drips acid, ruins clothes and scars floors, d3 to any unarmed attackers
21 Huge lactating breasts can provide food for one person per day per level
22 Face in chest with sharp teeth d6 unarmed attack or bonus attack to grappled victim
23 Muscular chest +1STR
24 Temporary STR booster +d4 for a round per level per day 
25 Breathe water
26 Large folding wings bird or bat or bug, fly round/Lv per day at full Mov
27 Giant vigor +d4 HP +1/Lv
28 If killed returns to life a day later
29 Titan Heart +1CON
30 Rotating waist 30 degrees can fight any facing equally, no back unless ambushed
31 Can eat anything even rocks unharmed
32 Can shit a cubic yard of waste per level makes compost or can set like mortar33 Intestines burst out and act as a extra grappling attack yard/Lv
34 Prehensile tail 2 yards long can hold tool or weapon as a hand or support weight
35 Spiked club tail d6 extra attack
36 Small clones burst through flesh monthly d6 damage each time
37 Can reproduce with any living creature
38 Any creature you have eaten in month you can cough up a baby clone once a week
39 Your dung grows a tree one foot a day per level to a height of 10+1/Lv
40 Your genitalia can sense fertile males or females or whatever within 1"/Lv
41 Huge pop out claws d6 unarmed attack 
42 Huge club arm no manipulation d8
43 Arms can elongate yard/Lv
44 Extra set of arms +1 attack
45 Favorite weapon appears in hand by will from giant land and back
46 Store one favorite hand size item in giant land summoning it at will
47 Summon being from giant land 1HD/Lv once a week, must bargain with it for service 
48 Hands can create light 3"area round/Lv with a use/Lv per day
49 Shoot lightning arc 3d6 9" one use/2Lv
50 Conjure storm clouds or fog once a week mile/Lv area
51 Legs can elongate yard/Lv

52 Springing legs +1Yard jump/Lv
53 Walk on water at will
54 Walk on air round/Lv/Day
55 Extra kick attack d6
56 Centaur legs +12" Mov
57 Legs torn into fish tail in water, full Mov speed in water 
58 Earthshaker stomp 1" radius/Lv, all human size bipeds save or fall over, use/Lv/day
59 Digging feet can kick up cubic foot of soil per level per round by kicking earth
60 Your kick is like a axe d8, can cut wood
61 Breathe Fire 3d6 1" range/Lv, use/2Lv day
62 Snake beard extra d4 attack round, save vs poison once per Lv/day
63 Crystal beard +1 WIS
64 Crystal Moustache +1INT
65 Blow wind, 3" cone FX, humanoids save or fall and blow 1" away, use/Lv/day
66 Prehensile tongue tentacles can make grapple attack foot long/Lv
67 Huge trapjaw teeth d8 damage and can hold on d4 a round
68 Fold out teeth +1 extra d6 bite attack
69 Can bite through rock and metal inch per/Lv round
70 Vomit up acid spray 3d4 1" cone, use every 2Lv/day
71 Huge antlers or horns or single horn d6 extra attack

72 Head can separate and reattach and levitate as a speed of 2"
73 Blazing halo of magic flame d6 unarmed attack and can ignite flamible
74 Halo of light over head, can heal 2HP/Lv on anyone point by point as it pleases
75 Extra Head with own personality, harder to charm or mentally influence
76 Serpentine elongated neck yard per level, could use to spy or grapple
77 Whenever beheaded d3+1 heads grow back
78 Huge Muscular Neck cant be strangled or asphyxiated against will and filters air
79 Prehensile Hair foot long per level can hold things or grapple or swing on
80 Snake hair extra d4 attack round, save vs poison once per Lv/day
81 Powerful Liver immune to all poison
82 Immune system resists all disease
83
84 Plane shift to giant land or return once a week use
85 Healing Suge d8+1/Lv once a day
86 Regenerate limb or other body parts hacked off in a week to a month
87 Dimension Door 1"/Lv once a day
88 If unconscious teleports to giant land
89 Superior balance and reflexes +1DEX
90 Regenerate 1hp per round
 except vs fire or acid, but grows increasingly cancerous
91 Identify spell one property per Lv/day by touch
92 Invisible round/Lv per day
93 Brain unlocks giant lore gains d3 Strange lore NWP of choice

94 Can sense who has giant blood or human blood with 1"/Lv
95 Can speak to all giant beings and their kin (but not giant animals)
96 Can cast enlarge on self round/Lv per day as it pleases
97 Can cast reduce on self round/Lv per day as it pleases
98 Can turn into a gnome hour/Lv
99 Lesser under 1HD goblinoid and kobolds want to worship you 10/Lv
100 Orcs and hobgoblins want to serve you 1HD/Lv

d12 Apotheosis

01 Bloom into a huge moronic gargantua go on a rampage then sleep a millenium
02 Grow into a huge moronic giant, 1/2 INT then wander on hunt for human flesh
03 Head keeps growing till body crushed and dies to at least house size
04 Becomes a ogre and doesn't remember much wanders off to start a lair
05 Becomes a ogre mage and terrorises the land and gathers minions
06 Become a cyclops and flees into the wilderness to grow grapes and herd sheep
07 Become a formarian and lust after rotten flesh, wallowing in mud and tormenting slaves
08 Become a hill giant and head for the high country to join a clan
09 Become a stone giant and go to the mountains to build a lair
10 become a frost giant and seek a glacial lair
11 Become a fire giant and look for a volcanic lair
12 Become a insane troll and go on a rampage