|
|
♦ (Diamonds) Weapons |
♥ (Hearts) Health |
♠ (Spades) Monsters 1 |
♣ (Clubs) Monsters 2 |
|
2 |
Dagger |
Bandages |
Skeleton |
Goblin |
|
3 |
Battle
Axe |
Soothing
Ointment |
Pixie |
Cultist |
|
4 |
Bow |
8-hour
Sleep |
Ghoul |
Mimic |
|
5 |
Trident |
Potion
of Lesser H. |
Killer
Bees |
Fishfolk |
|
6 |
Scimitar |
Potion
of Greater H. |
Giant
Snake |
Chaos
Dwarf |
|
7 |
Magic
Wand |
Antidote |
Plant
Monster |
Moon
Elf |
|
8 |
Blunderbuss |
Meditation |
Smilodon |
Ooze |
|
9 |
Sword
of Legends |
Divine
Intervention |
Werewolf |
Troll |
|
10 |
Laser
Rifle |
Regeneration
Vat |
Mummy |
Rival
adventurers |
|
J = 11 |
- |
- |
Ghost |
Giant |
|
Q = 12 |
- |
- |
Beholder |
Evil
High Priestess |
|
K = 13 |
- |
- |
Lich |
Hydra |
|
A = 14 |
- |
- |
Elder
Dragon |
Mindflayer |
Thursday, January 1, 2026
Hand-drawn deck for Scoundrel, the solitaire dungeon crawling game
Sunday, June 8, 2025
Rules for pulpy barbaric solo/CYOA games
Quick resolution rules for solo games. With a pulpy sword&sorcery feel. Quite likely this is all based on a misremembered version of a choose-your-own-adventure gamebook I'd read as a kid.
You are a barbarian warrior
Your name, gender and appearance
are all up to you.
You start with 3 Might and 3 Luck Tokens. Keep a record of your maximum and current Might and
Luck Tokens. You maximum Might raises as you level up. You can never have more
than 3 Luck Tokens.
You start with 0 Experience. You level up at 12, 36
and 92.
You can carry one Weapon. You start with a Spear (Weapon
Rating 5). If you haven’t got a weapon, you fights with your Fists (Weapon
Rating 6).
You can have one Mount, which is usually a tamed beast
or a vehicle. You start without a Mount.
You can carry up to three Items,
five if you have a Mount. Your Weapon doesn’t count towards this tally. You
start with no items.
Facing Danger & Combat
Life-threatening situations and
enemies have a Danger Rating.
Roll a number of dice equal to
your current Might. Optionally, you can burn a Luck Token to add an extra die.
In combat, any die that scores
equal or over your Weapon Rating counts as a success.
In non-combat situations, a 5 or
a 6 is a success.
Compare the number of successes
to the Danger Rating:
|
Over |
Triumph! Choose one Reward, or
two Rewards and take a Wound. Progress to favourable outcome. |
|
Equal |
Hard-earned victory. No Reward,
or choose one Reward and take a Wound. Progress to favourable outcome. |
|
Less |
Defeat! Take a number of Wounds
equal to the enemy’s Danger Rating. If you are still alive,
progress to unfavorable outcome. |
After resolving the situation
Lower your current Might rating
by one for each Wound. A Wound can be negated by burning a Luck Token or losing
your Weapon or an Item.
Add the Danger Rating to your
Experience tally. If you reach a level-up threshold, raise your maximum Might
and choose a Reward.
Rewards
|
Regain one Luck Token. |
|
Regain one Might. |
|
Gain Item or Weapon (if available). |
Weapon Ratings
|
Unarmed combat |
6 |
|
Common weapons |
5 |
|
Rare and powerful weapons |
4 |
There is no difference between
ranged and melee weapons.
Items
Valuables. Catch-all category for all kinds of treasure & fancy
objects. Each such Item can be used to barter for something else, bribe, reward
or hire somebody, and so on.
Explosives/Magical Artifacts. Burn to achieve an automatic Triumph
in a combat or use contextually.
Armor. Negate a single Wound after every combat. Only rolls of 6
count as success when resolving non-combat situations.
Shield. Burn to negate a single Wound after combat.
Foes & Danger Ratings
|
Regular foe, small group |
1 |
|
Trained foe, medium group |
2 |
|
Deadly foe, large group |
3 |
|
Unusual power |
+1 |
Approximate chance to
achieve at least a Hard-earned victory:
|
Danger
Rating |
3
Might, WR 5 |
3
Might, WR 4 |
4
Might, WR 5 |
|
1 |
70% |
87,5% |
80% |
|
2 |
26% |
50% |
70% |
|
3 |
3,7% |
12,5% |
11% |
|
4 |
- |
- |
1,2% |
![]() |
| From "American Barbarian" by Tom Scioli |
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.
(Prints as a nice little 8-page booklet)Monday, October 21, 2019
Caryatids!
Somewhere in the city, there is a portico adorned with four caryatids. The locals are used to this sight, and just pass by every day, perhaps only stopping to admire the work of the forgotten sculptor. Now and then a woman, following an old tradition, whispers her deepest wish into the ear of the leftmost statue.
At night, the caryatids step off their bases. They patrol the streets, right wrongs, protect the innocent and the weak, hunt monsters and fight against dark-dark-dark magic.
But they must return to their place at dawn, or become an immobile statue – forever.
CARYATIDS!
Caryatids as player characters
Saves:
| Paralyze |
Poison |
Breath |
Devices |
Magic |
| 12* |
8** |
12 |
14 |
8 |
Progression:
Movement and Encumbrance:
Damage & hazards:
| 1-2 |
Arm; if both
arms are destroyed, see next result: |
| 3-4 |
Leg (-10’
Movement); if both legs are destroyed, see next result: |
| 5 |
Torso
fractured (-1 HD, adjust maximum hit points and attack bonus); if HD drops to zero, see next result: |
| 6 |
Head = total
destruction |
“Healing”:
Classes:
The Matron
The Amazon
The Witch
The Maiden
Saturday, May 11, 2019
1d8 curses
- All your clothes, personal items and rations get covered in mold over the time. It can be cleaned off, but regrows in a couple of days until the curse is broken.
- When you want to pay for something, you always somehow have one copper coin less than the needed amount. This comes into effect only in the exact moment of "transaction" - after you first agree upon or learn the price of an item or service and want to hand over the money, you realize there is one copper coin less. You cannot access any of your "other" money at this point. You have to barter, beg or borrow.
- Food and drinks taste foul to you. The disgust can be overcome, but then you won't be able to tell whether something you consume is fresh, rotten, good, bad, acidic, etc. You do worse on saves against ingested poisons.
- Tinnitus, but each time you get used to it, it changes in pitch or intensity, leading to renewed confusion.
- People can't remember your name. They call you something else, or mix up letters. Slowly, you name erodes, and you yourself forget it. If you take another name, it is effected by the curse as well.
- Your appearance becomes the go-to iconography when depicting a "bad person" (like a sinner in a biblical scene, a barbaric enemy in a battle, a criminal on a wanted poster). You start to be randomly represented in art pieces (paintings, drawings, tapestries, woodcuts, stained glass, and so on). Soon people subconsciously associate you with the "bad" you represent in these pieces.
- Cats actively hate you. They never attack directly, but exhibit passive-aggressive behavior and plot murder.
- Constant nagging discomfort. There is always a stone in your shoe. You get the bumpy bed and the creaky chair. Your wet clothes never dry properly. Everything is slightly off.
Friday, April 12, 2019
[Monster] The Bulbous Ones, for the Harry Clarke Project

This work is licensed under a Creative Commons Attribution 4.0 International License.
Friday, March 15, 2019
Variations on Vampiric Drain
Some ideas on modelling "draining" attacks in old school games:
Attribute Drain
The drain targets and changes an attribute. Bloodsucking usually decreases physical characteristics, energy drain or psychic vampirism affects mental characteristics, but it's always interesting to have unusual leeching, e.g. if your system has a Luck attribute, why not drain it?There are a couple of different ways to do it mechanically:
- Decrease the attribute by a numeric value (1, or roll a dice). Recalculate modifier and any related secondary attributes.
- Bump the attribute down to the next modifier level. E.g. if the character's Strength attribute gives them a +2, lower it to the closest value that would give only +1. Then 0, -1, -2, -3. -3 is bumped down to death. (I think I took this from the LotFP Referee Book)
- Re-roll the drained attribute using the standard character generation method (e.g. 3d6). Take the lower result. Recalculate modifier and any related secondary attributes.
- If your system doesn't have a designated Luck attribute, but you want to model the draining of a character's "luckiness", how about applying a negative modifier to attack roles or Saves?
Advanced Psychic Vampirism
A psychic drain can either target an attribute (see above), or change some other "mental" thing.- Draining the spellcasters:
- An ability that gives the caster spell usage is affected, e.g an unused spell slot becomes expended or spell points are drained.
- A memorized or prepared spell is erased from the mind of the victim for the day. A more severe version is removing the ability to prepare a spell at all (the spell might be re-learnt with effort).
- Draining the Clerics:
- Mwhahahaha...
- Remove the ability to Turn Undead for a set amount of time (based on the HD of the draining creature).
- Disable or reverse certain Clerical spells for a set amount of time (based on the HD of the draining creature). Forcing reversal is an interesting choice: fluff-wise, for example it makes a "good Cleric" a vampiric agent: cannot cast Cure Wounds, can only inflict pain, healing spells become curses and so forth.
- Non mechanic-based draining:
- Drain memories: the character forgets something. The higher the HD of the draining creature, the more important is the memory. It can be a personal memory, or a piece of knowledge, depending on the flavor of vampirism.
- Drain "capability": the character forgets a learned/trained/nurtured skill, like fancy fencing moves, riding a bicycle, swimming, arithmetic, etc.
Level Drain
Parasitism
- The victim cannot naturally heal.
- Once in a given period (week, month, during every full moon) the victim suffers the effect of the drain, e.g. loses hit points, loses an attribute point, or suffers memory loss.
- The victim is drawn to the creature (classic vampirism!)
Withering & Weakening
Aging
The victim rapidly ages. Roll a number of d10's equal to the HD of the draining creature. The total is how many years the victim ages. For each full 10 years, the victim loses 1 point of Dexterity. For each full 20 years, the victim also loses 1 point of Constitution.
Benevolent Leech
Wednesday, March 13, 2019
Suspirian School of Ballet
During the day, the Suspirian School of Ballet (or the Chthonic Academy of Choreography?) is a tough place, where you have to put up with the cruelty of the teachers and the other aspiring ballerinas.
But at night... everything changes to even worse. You wake up screaming and sweating in your dormitory, only to find that the building is completely different. Corridors twist into a maze of madness, new rooms or macabre dimensions and unfathomable purposes appear. Unnatural lights shift around, and the curtains sway in the air as thousand phantoms. Shadowy silhouettes on the walls chase after you.
Somewhere in the very heart of this labyrinth is the Source of it all, a terrible, terrible secret... To escape this madness, you must find it and fight it.
Gameplay
Nighttime
Nighttime is crawling the vast labyrinth of the School. Only the Dormitory is fixed. Every night all other locations are generated randomly.One exclusion: the characters can form a bond to a Nighttime location or encounter, to make it permanent and revisitable. Perhaps it's a dead girl's ghost who wants revenge. Or a hallway where healing water is tricking from the statue of a nymph. This has a cost: any place or entity the characters are bonded to will attract the attention of the unkind forces of the school.
This exclusion mechanic lets the players to define little goals or quests for themselves.
Daytime
Daytime is downtime. Lick your wounds. Survive the torturous dance lessons. Find new weapons and do research in the library. Nighttime events bleed into the day, and each time you bring back more and more darkness. But perhaps certain Nighttime encounters are solvable from this side (kill the teacher who bullied that girl into suicide?).Locations
- "Normal" areas of the School, but twisted by the unkind forces (school rooms, offices, halls, staircases, dance rooms, bathrooms, library, cafeteria, dormitories, storage rooms, small gardens, orangeries...)
- What was here before the School (Inquisitorial torture rooms, prison cells, dungeons, magic laboratories
- Nighttime-born areas, lairs of the unkind forces, intrusions from other dimensions
Illumination
One of the strongest visual driving forces of Argento's Suspiria is the use of lush, baroque, unnatural lightning in each scene. I think it's possible to implement this in the game as well.
In each location, the Referee rolls for random illumination. This color influences what events or encounters happen, and how they play out. Some locations or circumstances call for two or more illumination rolls, and the influences bleed together.
- RED is blood, aggression, death
- PURPLE is madness and witchcraft
- GREEN is poison, mutation, sickness
- YELLOW is pain and torture incarnate
- BLUE is deception and lies
- DARKNESS is the Void you wish you could fill with any of the above
Encounters
- Ghosts of pupils tortured and bullied to death
- Mean girls
- Living shadows
- Phantom force
- Dancing plague
- Black-Gloved Killer
- The Witch
Ideas for Extra Flavor
- Language of sighs & whispers
- Blades signal death
- Spells contained in shards of stained glass
There's a lot to work out here, but at least I jotted down some basic ideas. Emmy Allen's stuff is a constant source of inspiration for me, and so are horror movies, weird fiction... I think this combination could work pretty well.











