Monday, June 28, 2021

Demons & Diabolists: alternative Magic-User class and infernal entities for weird historical settings

I expanded the demonic True Name generator. Now you can roll domains of power, spells, and unique physical manifestations for the entities! And I wrote up a Diabolist class (for LotFP) that calls up and binds such demons (they basically act as the spellbook of the summoner).

The project is loosely based on The Lesser Key of Solomon, but instead of the high-level Dukes and Marquises of the demon kingdom it concentrates on the "footsoldiers" and "officers", the ones that a diabolist has a chance to summon AND control. I tried to strike a balance between evocative historical flavor and playability.

Download the PDF

(Prints as a nice little 8-page booklet)






Wednesday, June 23, 2021

True Name Generator


Here's a random generator of infernal True Names™, for weird/occult historical games!

Also available as an Inspiration Pad Pro file.

Update: now also available as a Perchance online generator, thanks, Redwood!

Structure of the name (d20):

1-6

Two syllables

7-12

Three syllables

13

Four syllables

14

Five syllables

15

One syllable, followed by a syllable repeated twice

16

The same syllable repeated twice, followed by another

17

Two syllables, then the first syllable repeated

18-19

The same syllable repeated twice

20

The same syllable repeated three times

* insert apostrophes, hyphens, sanity-shattering glyphs as needed

Roll for each syllable (d5 for column, d100 for row)

 

1

2

3

4

5

1-4

Abd

Akl

Ab

Ar

Aaa

5-8

Bux

Blu

Bak

Bo

Ba

9-12

Cax

Cri

Cul

Ci

Cx

13-16

Dup

Dro

Dit

De

Dor

17-20

En

Exl

Eg

Ex

Es

21-24

Fer

Fri

For

Fuv

Fxu

25-28

Gik

Gho

Gul

Gi

Gee

29-32

Hab

Hni

Hax

Hed

Hnaa

33-36

Id

Ixl

Ip

Ix

Ibb

37-40

Ju

Jed

Jur

Ja

Jah

41-44

Kep

Kfu

Kax

Ko

Kna

45-48

Luc

Lhg

Lun

La

Ll

49-52

Mef

Mla

Mor

Mid

Maa

53-56

Na

Ndo

Ne

Nux

Nbu

57-60

Ox

Okk

Ob

Oph

Oo

61-64

Pul

Psi

Paq

Pox

Pla

65-68

Rip

Rer

Rum

Ro

Rxo

69-72

Sat

Sla

Seb

Su

Sin

73-76

Ten

Tfo

Tax

Ti

Tu

77-80

Unk

Ukl

Ur

Uq

Uu

81-84

Vox

Vru

Vif

Ved

Vop

85-88

Wih

Wun

Wer

Wa

Wur

89-92

Xal

Xro

Xin

Xa

Xx

93-96

Yoq

Yed

Yuk

Yi

Yad

97-100

Zex

Zox

Zap

Za

Zz


And here's twenty of them:

Abab

Aklpox

Arzox

Babaved

Frinuxmef

Hedhed

Hnihnihni

Kaxnejed

Kepwerhax

Lungul

Oxarzex

Psipsimor

Tisla

Uklox

Uqabab

Uqartidromid

Wurbaakl

Xalculnaculna

Xando

Zoxdepox


Abracadabra, suckers! Let's get goetic!

Saturday, June 19, 2021

Additional wrestling rules for Mazes & Minotaurs

Wow, I haven't blogged since forever...

This is just a quick post about our additional wrestling rules for Mazes & Minotaurs. One of my players wrestles A LOT in our campaign (which is still going in! I just stopped updating the log... sorry... we had session #23 last Thursday!).

Basically, we modified and added the critical hits from the Companion to the basic unarmed combat rules.


ADDITIONAL WRESTLING RULES FOR MAZES & MINOTAURS

A successful wrestling attack does no damage but means the attacker has grappled his opponent.

A grappled character is immobilized and can only try to break free from his opponent’s hold. To break free, the victim must roll higher than the grappler’s Might score on 1D20 + Melee mod. Only one such attempt may be made per battle round.

An immobilized character cannot defend effectively against melee attacks: all melee attack rolls made against him receive a +4 bonus. Note that the grappler himself may not directly attack his victim while maintaining his hold.

However, the grappler can try to get a better hold on the opponent. Make a regular melee attack roll. If it is a critical (the roll exceeds the target’s EDC by 10 or more), roll D20 to learn the effect:

 

1-4 = Stunned!

Opponent takes is -2 to attack, break free and EDC next round.

5-8 = Dazed!

Opponent is -4 to attack, break free and EDC next round.

9-12 = Chokehold!

Opponent is in a chokehold and pushed to the ground and must spend a round getting back up (which means they cannot attempt to break free next round). Prone characters suffer a -4 penalty to EDC.

13-14 = Armor Strap Torn!

Opponent loses a randomly chosen piece of armor. If the opponent wears no armor, they are -4 to attack, break free and EDC next round.

15-16 = Strained!

The grappler can choose to disable (pull/strain) one of the opponent’s limbs: the opponent takes 1d6 subdual damage and is -2 to attack, breaking free and EDC until healed.

17-19 = Maimed!

The grappler can choose to break one of the opponent’s limbs: the opponent takes 2d6 subdual damage and is -4 to attack, breaking free and EDC until healed.

20 = K.O.!

Opponent falls unconscious (this counts as subdual damage, as if knocked out by pugilism).