Showing posts with label Player Characters. Show all posts
Showing posts with label Player Characters. Show all posts

Friday, October 2, 2020

Free OSR PC Resources With First Edition Character Classes By Leonaru For First Edition AD&D, OSRIC Or Your Favorite Retroclone

 A couple of years ago I needed a first edition Advanced Dungeons & Dragons Samurai character class for a remake of Akira Kurosawa's 1954 Japanese-language film Seven Samurai as an OSRIC one shot adventure. Now I've been a fan of the class since the original NPC class appeared in the pages of  Dragon magazine as a sub-class of the fighter in Dragon #3 (October 1976). Fortunately I was able to not only find that the class had been done for me for zero edition, AD&D 1st edition but second edition as well. It was also done very well and for free. The pdf comes with everything including the samurai's weapons, armor, and equipment.


You Can Grab All of PC Classes of Leonaru
right over here!



Leonaru also did a reworked Monk class, scout, barbarianknight
& even alchemist for second edition  
& even a duelist class for those Romance era types who want a sword swinger from Old Europe.  The classes are well balanced & can be used creatively to fill in a number of holes in a campaign for even NPC classes where necessary. Finally there's the Samaurai's old friend the ninja in zero edition flavor warning the Ninja class is over powered compared to some of the other styles of classes available & the class is done in a very cinematic style. The pdf of the ninja contains everything from equipment, tools, weapons, tactics, and more.


Finally Leonaru did the Full Metal Plate retroclone which has a few twists & turns on the world's most popular fantasy role playing game. You can check it out for free here  or you can buy a copy right over here.
Now these character classes can be added quite easily into the wastelands of your favorite post apocalyptic old school campaign for some extra cheesy weirdness or these classes could be used to represent some twisted version of Old Earth culture. These classes can easily be added into your favorite old school campaign for a twist on the usual PC classes that one finds in the various editions of  Dungeons & Dragons. Many of these classes are perfect for representing memorable NPC's. Anyway you slice it these are another welcome addition in the old school DM's arsenal of tricks to present to players. 
He even did a decent Lovecrafian monster book
with some of the usual Lovecraft alien races.


Monday, September 2, 2019

1d20 Lovecraftain Space Hazards Random Encounters Table For Your Old School Space Opera


1d10 Lovecraftain Space Hazards Random Encounters

  1. A spinning golden pyramid containing the melded essence of 1d4 alien races joined in a spinning vortex of madness and insanity that will do 1d6 points of energy damage to any space craft within a light year. This spinning helix of crazied insanity will try to level drain and merge any crewmen encountered. Has 40 Hit points And an Armor Class of 8. 
  2. An avatar of Cthulhu called the Dreaming Nightmare. This creature is a projection of the great old's roaming astral essence. The thing acts a symbol of insanity and will devour anything it comes across. The thing must be avoided at all costs. A powerful cosmic entity may be able to banish it back to the depths of nightmare. 
  3. The Vortex of Thom - This vortex of cosmic draining energy is actually the mouth parts of a dimensionally trapped god that wishes to drain any remaining energy it can to free itself from its other worldly prison. It will drain 1d10 points of energy from any source it can per round. Only a burst of proto antimatter will banish this monster back to the depths of dimensional darkness. 
  4. The Spheres of Thal - These machines of dust and darkness roam the cosmos for any star ships they can find. These machines are the scattered remains of an AI god now hell bent on claiming the lives of any it comes across. There are 1d8 spheres present. They have an armor class of 6, 12 hit points and attack for 1d4 points of damage per round using particle laser weapons. These things regenerate as per troll. Only stellar matter can burn these alien machines up. 
  5. The Colour Out of The Interstellar Gulf - This level draining monstrous cloud is the size of large star destroyer and will suck dry anything present. The monster will then try to possess any remaining crew. The monster is able to travel as a small star ship. A burst of any proto matter may dismiss it back between dead stars. 
  6. The Deadworld of Helas -This world moves around the universe filled with astro zombie warriors cursed by the Norse god Hela to wander across the cosmos prying on any ships that it finds. The thing moves across the universe at will claiming more damned for its silent waste filled world. 
  7. The Spools of Thrusr'a - These relic weapons of a mad god appear strung between worlds. These monofiliment nightmares are only a molecule thick and able to slice a ship to wreckage in seconds. The things form webs made by alien robotic machines. These weapons do 1d6 points of damage to any ship flying into a star system where they have been deployed. 
  8. The Worms of Gr'ura - These giant world destroying worms move slowly constricting worlds of vital essence. The worms of thousands of miles across and each houses 1d20 lesser monsters. The worms are 20 hit points each and can do 1d10 points of damage by expelling a chunk of stellar matter at a star ship. They each have an armor class of six. A nuclear war head at the right spot might damage a worm. There are always 1d4 of these monsters. They are capable of warp flight. 
  9. The Eye Balls of Thesvru - These giant interstellar flying eye balls were the eyes of a giant god millions of years old. The gods cut the beast apart and now the eyes roam the universe looking for their other parts. Each 20 hit point eye has an armor class of 6 and can emit a cosmic blast of energy for 1d10 points of damage. Each eye will attack any starship it runs across.  Only a burst of neutrino particles can damage these creatures. Many ancient alien craft had such things on board. 
  10. Space Around your vessel ripples and Azathoth appears! What will you do? 
  11. The War Ship Of Cirus - This ancient preprogrammed AI Death God roams space hunting down any humanoid races it finds. It will only back down if worship with the sacrifice of the enemy's star ship captain! The ship is armed with xray lasers and particle beam cannons. Within its confines is the trapped mind of a Great Old One. 30 hit points Armor Class 5 Damage 1d8 per round from a mix of particle ray cannons and x ray lasers. Only a cosmic entity of light may have a 20% chance of banishing it back to the wastes of hyperspace 
  12. The Monolith of Thel - This blue green twenty foot tall monolith spins through space churning out hard radiation  to any vessels it finds. This uncaring plaything of the gods will bath any vessel in Gamma Radiation and other hard radiations for 1d10 rounds before vanishing back into hyperspace. There is a 20% chance of it reappearing 1d4 rounds later. 
  13. Constructors of The Great Race - These fourteen block long grey rectangles once belonged to the Great Race of Yith. They now roam the wastes of hyperspace destroying anything that runs across their path. They will attack with 1d4 point of neutrino energy per round and 1d6 points of laser damage. They will neatly cut up any ship that they run across. These ships will then absorb any wreckage and disappear. They are Armor class 7 and have 30 hit points. 
  14. The Swarm of La - This swarm of nanobot nightmares is actually a one light year long cloud. The nano bots will dissemble anything they encounter. All the while they will broadcast praises to the Great Old Ones. These creatures only do one point of damage each. There are billions and billions of them. Anyone eaten by them will live on locked in disembodied hellish existence caught between insanity and horror beyond existence. Only a burst of neutron energy aimed at the central brain cluster has any chance of destroying these things. 
  15. The Churning Horrors - These insect like beings are actually the space going remains of a once great alien race now locked forever within the confines of these bio synthetic horrors from beyond space time. Each one is a 10 hit point horror armed with 1d4 energy weapons there are usually 1d20 of these things encountered. They move locust like from world to world. They devour the brains of any being they encounter to add to their insane knowledge. 
  16.  The Spinning Robot Nightmares of Trall - These space probe droids have been augmented by merging with the essence of a Great Old One. These monsters now wish only the extinguish of all life as we know it. These 12 hit point beings only wish to end their own existence but they cannot. Their programming will not allow such things to happen. They have an armor class of 5 and attack with mono blades that do 1d6 points per round when they hit. There are usually 1d8 machines encountered. Only a deadly burst of neutron energy to the lead bot will cripple them. 
  17. The Trimplenx - This cosmic being is wounded any bleeds chunks of reality altering blood and gore. Each time this giant is encountered bits of him will attack your ship. There are usually 1d4 gore units. Each has 7 hit points and attacks with 1d4 points of damage per round. Should any reach your hull they will eat through within three rounds. After 1d4 rounds this giant diseased god will disappear and there is a 20% chance of him appearing again within the same star system. Only the Hymns of La can banish this slowly dying immortal. 
  18. The Mind of Azathoth - An entire light year will be blanketed by the telepathic insanity that will spread across the entire star system. Each being will be possessed to do the most alien and horrid things imaginable. After a night and a day the disembodied mind will move on to spread the insanity else where. 
  19. The star system is filled with stellar chucks of Great Old One gore. The entire system swarms with this stuff shunted out from hyperspace. There is a 50% of the stuff being infected with the most lethal monsters imaginable acting as parasites aboard this stuff. The flesh will cause 1d20 mutations to any being that has any contact. After 1d10 days the flesh will dissolve away from the local space time. Any star ship hulls encountering this stuff has a 10% chance of dissolving into soul screaming goo. 
  20. A Star Spawn of Cthulhu is encountered off the port bow! 

Monday, September 26, 2016

Free OSR PC Resources With First Edition Character Classes By Leonaru For First Edition AD&D, OSRIC Or Your Favorite Retroclone

A couple of years ago I needed a first edition Advanced Dungeons & Dragons Samurai character class for a remake of Akira Kurosawa's 1954 Japanese-language film Seven Samurai as an OSRIC one shot adventure. Now I've been a fan of the class since the original NPC class appeared in the pages of  Dragon magazine as a sub-class of the fighter in Dragon #3 (October 1976). Fortunately I was able to not only find that the class had been done for me for zero edition, AD&D 1st edition but second edition as well. It was also done very well and for free. The pdf comes with everything including the samurai's weapons, armor, and equipment.

You Can Grab All of PC Classes of Leonaru
right over here!



Leonaru also did a reworked Monk class, scout, barbarian, knight
& even alchemist for second edition 
& even a duelist class for those Romance era types who want a sword swinger from Old Europe.  The classes are well balanced & can be used creatively to fill in a number of holes in a campaign for even NPC classes where necessary. Finally there's the Samaurai's old friend the ninja in zero edition flavor warning the Ninja class is over powered compared to some of the other styles of classes available & the class is done in a very cinematic style. The pdf of the ninja contains everything from equipment, tools, weapons, tactics, and more.


Finally Leonaru did the Full Metal Plate retroclone which has a few twists & turns on the world's most popular fantasy role playing game. You can check it out for free here  or you can buy a copy right over here.
Now these character classes can be added quite easily into the wastelands of your favorite post apocalyptic old school campaign for some extra cheesy weirdness or these classes could be used to represent some twisted version of Old Earth culture. These classes can easily be added into your favorite old school campaign for a twist on the usual PC classes that one finds in the various editions of  Dungeons & Dragons. Many of these classes are perfect for representing memorable NPC's. Anyway you slice it these are another welcome addition in the old school DM's arsenal of tricks to present to players. 
He even did a decent Lovecrafian monster book
with some of the usual Lovecraft alien races.




Tuesday, March 3, 2015

The Knights Of Venus, The Orders of Aeneas For Your Old School Campaigns

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She is the goddess who turns vice into virtue, a goddess of Law who takes elements of fire and creation and tempers them into divine creation. And she has a marshal arm of her cults and rites as well. 
Many families,communities, and others across the universes have been saved from the forces of darkness and chaos by her knightly orders. The Knights of Venus serve with courage and distinction time and again. 
She can give military victory, sexual success, good fortune and prosperity. In one context, she is a goddess of prostitutes; in another, she turns the hearts of men and women from sexual vice to virtue.
File:Orlando Furioso 20.jpg
They are the knightly orders and warriors of the goddess of divine love and Order itself. She has many incarnations and her cults are active across the planes and dimensions. Venus embodies sex, love, beauty, enticement, seduction, and persuasive female charm among the community of immortal gods. She is loved among both the Amazons and the men of Ancient Earth alike. But even a goddess of love has her warriors and heroes among her followers.
Gifts of ancient technological or magical artifacts are often blessed upon her followers and those who receive her divine favor sometimes through her husband 
Volcānus or Mars. 
Her knights and champions often accompany adventurers and parties into very dangerous ruins and dungeons to bring the divine light of her being into the darkness. 

  F A von Kaulbach Germania 1914.jpg


Paladins, warriors, knights, and heroes among her orders are some of the most fanatical  champions of Law to stride out to a battle field. She counts women and men of all races and persuasions among her lot. There are many incarnations of her warriors scattered throughout the planes and they worship one or more of h her aspects. More information right over HERE
File:Female warrior of the Yurimagua Tribe Wellcome L0042054.jpg
Her wrath as a goddess knows few bounds and many trace her cults back to the shores of Lemuria and Mu where her cults flourished among those who had dealings in the rites of the Old Olympian gods. Her cults today flourish in the most remote wasteland of several post apocalyptic worlds, the wastelands of ancient Accursed Atlantis, even the far shores of Hyperborea's half worlds.Among the Amazon tribes of Hyperborea several of this order's cults flourish but traditional Hyperborean Amazons sometimes make war with these followers of the goddess.



Her warriors are often blessed with her divine favor and receive dreams of prophecy and divine insight into the coming of Dark Forces within their sphere of influence. Those who enter into her service often receive spells or divine powers after certain rites and services are performed at her shrines or temples by her priests and elders. Several mercenary companies have been formed over the centuries dedicated to her aspect of prosperity. These companies have seen action in many different theaters of warfare throughout the centuries on many far flung planets and dimensions.



Tuesday, May 28, 2013

1d20 Lovecraftain Space Hazards Random Encounters Table For Your Old School Space Opera


1d10 Lovecraftain Space Hazards Random Encounters

  1. A spinning golden pyramid containing the melded essence of 1d4 alien races joined in a spinning vortex of madness and insanity that will do 1d6 points of energy damage to any space craft within a light year. This spinning helix of crazied insanity will try to level drain and merge any crewmen encountered. Has 40 Hit points And an Armor Class of 8. 
  2. An avatar of Cthulhu called the Dreaming Nightmare. This creature is a projection of the great old's roaming astral essence. The thing acts a symbol of insanity and will devour anything it comes across. The thing must be avoided at all costs. A powerful cosmic entity may be able to banish it back to the depths of nightmare. 
  3. The Vortex of Thom - This vortex of cosmic draining energy is actually the mouth parts of a dimensionally trapped god that wishes to drain any remaining energy it can to free itself from its other worldly prison. It will drain 1d10 points of energy from any source it can per round. Only a burst of proto antimatter will banish this monster back to the depths of dimensional darkness. 
  4. The Spheres of Thal - These machines of dust and darkness roam the cosmos for any star ships they can find. These machines are the scattered remains of an AI god now hell bent on claiming the lives of any it comes across. There are 1d8 spheres present. They have an armor class of 6, 12 hit points and attack for 1d4 points of damage per round using particle laser weapons. These things regenerate as per troll. Only stellar matter can burn these alien machines up. 
  5. The Colour Out of The Interstellar Gulf - This level draining monstrous cloud is the size of large star destroyer and will suck dry anything present. The monster will then try to possess any remaining crew. The monster is able to travel as a small star ship. A burst of any proto matter may dismiss it back between dead stars. 
  6. The Deadworld of Helas -This world moves around the universe filled with astro zombie warriors cursed by the Norse god Hela to wander across the cosmos prying on any ships that it finds. The thing moves across the universe at will claiming more damned for its silent waste filled world. 
  7. The Spools of Thrusr'a - These relic weapons of a mad god appear strung between worlds. These monofiliment nightmares are only a molecule thick and able to slice a ship to wreckage in seconds. The things form webs made by alien robotic machines. These weapons do 1d6 points of damage to any ship flying into a star system where they have been deployed. 
  8. The Worms of Gr'ura - These giant world destroying worms move slowly constricting worlds of vital essence. The worms of thousands of miles across and each houses 1d20 lesser monsters. The worms are 20 hit points each and can do 1d10 points of damage by expelling a chunk of stellar matter at a star ship. They each have an armor class of six. A nuclear war head at the right spot might damage a worm. There are always 1d4 of these monsters. They are capable of warp flight. 
  9. The Eye Balls of Thesvru - These giant interstellar flying eye balls were the eyes of a giant god millions of years old. The gods cut the beast apart and now the eyes roam the universe looking for their other parts. Each 20 hit point eye has an armor class of 6 and can emit a cosmic blast of energy for 1d10 points of damage. Each eye will attack any starship it runs across.  Only a burst of neutrino particles can damage these creatures. Many ancient alien craft had such things on board. 
  10. Space Around your vessel ripples and Azathoth appears! What will you do? 
  11. The War Ship Of Cirus - This ancient preprogrammed AI Death God roams space hunting down any humanoid races it finds. It will only back down if worship with the sacrifice of the enemy's star ship captain! The ship is armed with xray lasers and particle beam cannons. Within its confines is the trapped mind of a Great Old One. 30 hit points Armor Class 5 Damage 1d8 per round from a mix of particle ray cannons and x ray lasers. Only a cosmic entity of light may have a 20% chance of banishing it back to the wastes of hyperspace 
  12. The Monolith of Thel - This blue green twenty foot tall monolith spins through space churning out hard radiation  to any vessels it finds. This uncaring plaything of the gods will bath any vessel in Gamma Radiation and other hard radiations for 1d10 rounds before vanishing back into hyperspace. There is a 20% chance of it reappearing 1d4 rounds later. 
  13. Constructors of The Great Race - These fourteen block long grey rectangles once belonged to the Great Race of Yith. They now roam the wastes of hyperspace destroying anything that runs across their path. They will attack with 1d4 point of neutrino energy per round and 1d6 points of laser damage. They will neatly cut up any ship that they run across. These ships will then absorb any wreckage and disappear. They are Armor class 7 and have 30 hit points. 
  14. The Swarm of La - This swarm of nanobot nightmares is actually a one light year long cloud. The nano bots will dissemble anything they encounter. All the while they will broadcast praises to the Great Old Ones. These creatures only do one point of damage each. There are billions and billions of them. Anyone eaten by them will live on locked in disembodied hellish existence caught between insanity and horror beyond existence. Only a burst of neutron energy aimed at the central brain cluster has any chance of destroying these things. 
  15. The Churning Horrors - These insect like beings are actually the space going remains of a once great alien race now locked forever within the confines of these bio synthetic horrors from beyond space time. Each one is a 10 hit point horror armed with 1d4 energy weapons there are usually 1d20 of these things encountered. They move locust like from world to world. They devour the brains of any being they encounter to add to their insane knowledge. 
  16.  The Spinning Robot Nightmares of Trall - These space probe droids have been augmented by merging with the essence of a Great Old One. These monsters now wish only the extinguish of all life as we know it. These 12 hit point beings only wish to end their own existence but they cannot. Their programming will not allow such things to happen. They have an armor class of 5 and attack with mono blades that do 1d6 points per round when they hit. There are usually 1d8 machines encountered. Only a deadly burst of neutron energy to the lead bot will cripple them. 
  17. The Trimplenx - This cosmic being is wounded any bleeds chunks of reality altering blood and gore. Each time this giant is encountered bits of him will attack your ship. There are usually 1d4 gore units. Each has 7 hit points and attacks with 1d4 points of damage per round. Should any reach your hull they will eat through within three rounds. After 1d4 rounds this giant diseased god will disappear and there is a 20% chance of him appearing again within the same star system. Only the Hymns of La can banish this slowly dying immortal. 
  18. The Mind of Azathoth - An entire light year will be blanketed by the telepathic insanity that will spread across the entire star system. Each being will be possessed to do the most alien and horrid things imaginable. After a night and a day the disembodied mind will move on to spread the insanity else where. 
  19. The star system is filled with stellar chucks of Great Old One gore. The entire system swarms with this stuff shunted out from hyperspace. There is a 50% of the stuff being infected with the most lethal monsters imaginable acting as parasites aboard this stuff. The flesh will cause 1d20 mutations to any being that has any contact. After 1d10 days the flesh will dissolve away from the local space time. Any star ship hulls encountering this stuff has a 10% chance of dissolving into soul screaming goo. 
  20. A Star Spawn of Cthulhu is encountered off the port bow! 




Tuesday, April 16, 2013

1d10 Crystal Skull Configurations For Your Old School Space Operas



“The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of the infinity, and it was not meant that we should voyage far.” 
― H.P. LovecraftThe Call of Cthulhu and Other Weird Stories
Introduction 
 They have come from beyond time and space. Carved from the most mythical crystlized dreams of gods from around dead stars. The skulls are object of the greatest mythic importance passed on from generation to generation of wanderers across the skies and planes.
These psychic keys of ancient wisdom allow their owners to open the doors of perception, the gates of the universe, and expand the mind's eye to reveal hidden pools  of untapped ancient knowledge and forbidden wisdom.

Using The Crystal Skull Configurations Within Your OSR Game 

These skulls have been the focus for ancient temples, psychic resources beyond time and space. And some of the greatest magic items to come from the hand of their ancient creators. Some say they have been carved by the force blades of Atlantis, the hands of the space brothers themselves, or even the Lords of Stability and Law. 

Each one is unique and has an almost malevolent personality fragment  Staring into the eye sockets for more then 3 turns will reveal wild visions of the past and alternative timelines within a four mile radius. 
 Each skull will act as a gem of true seeing in the hands of any intelligent being and reveal illusions for what they are. There are rumors of other skulls being psychically charged crystal balls cut from the crystallized tears of the gods. Some skulls wander the planes acting as the focus for certain important events and the object of some forgotten god or deity. 
 Once per day each skull may open a dimensional door or act as psychic key focusing the powers of the owner. The skull will grant minor telekinesis or telepathic abilities upon its owner. 
Once per month each skull has a 30% chance of granting its owner a prophetic dream.
Any cure light wounds spell cast through the skull may grant an additional 1d4 points  of damage healed. The power of the pseudo -psychic crystal  matrices acting as a lens for the power of the wizard or cleric using it.
Skulls may be found throughout the infra - dimensional spaces of the planes and in dungeons across the Uberverse and beyond. 





  1. The Equation of Angorarorc- This skull grants its user the keys to heavens and hells beyond the pale of men. The skull may each new moon open a dimensional door to a higher realm. This skull also is sought by a god of the damned. 
  2. Ilangua- The Skull of The Walker - This skull is a wandering object of dispair and loss cursed by the gods long ago. The skull will heal 10 points of damage in addition to the usual powers. However, the skull is a cursed object and draws murderers and psychopaths to it. 
  3. Ithu- The Skull of The Lost Dreamer - This skull once belonged to a dreamer who wandered the planes with it. His dreams became legend and he died while on a quest for a lost dream world. His aires took to fighting over the skull claiming that only it contained the last of his tales. The skull was lost. If found the skull will telepathically create strange and alien erotic realms of fantasy. These realms will act as illusions as if cast by a 9th level wizard. The skull also knows of several legends of lost treasure and dungeons of cosmic horror. Others have wandered away twisted and bitter cursed by the tales of this skull. 
  4. Kagli- The Skull Who Taunts - This skull belonged to a trickster god who promised many a city state and society forbidden magics and knowledge to make them invincible. Instead these places were lost to legend and rumor. The skull carries within it the damned and lost souls of a thousand generations. Anyone making telepathic contact with this skull will be stunned for 1d6 rounds as the voices of the damned roar through their very souls. 
  5. Rothert- The Configuration and The Gate - This skull allows its owner to open a time gate through 1d200 years past, future, or sideways in time. The skull is a creature of whims and will often send travelers where it thinks they are needed. The skull often teases or taunts its owners with scraps of seemly useful information which is vague and misleading. 
  6. Therordu -The Performer - This skull has passed through the hands of actors, singer,mimes, and all manner of tale spinners. The knowledge of legend and myth are woven into  this skulls dreams but they can not be wrought from it unless it strange gallows humor is indudged and given over to fantasy. This skull may perform legend lore once per week on a magic item. It may 20% know its legend,history, powers,and types. 
  7. Tuglarorgoror - The Skull of Hyperspace - This skull may open doors into forbidden dimensions and places of nightmares. The skull allows its owner to teleport across 1d20 light years per day. The skull will do 3 points of damage for each journey and exact a heavy toll from its owner. The skull may also rebuke one creature from the Outer Darkness or of an inimical nature. 
  8. Vard -The Artist - This skull may create illusions and grand works of art but only if it feels like it. The owner must make a Charisma roll to convince the skull to create these incredible magical illusions of light,shadow, sound, and skill. They will exist for 1d4 days and then vanish into the ether from whence they came. The skull has a memory of all of its owners and users. Having sampled their dreams and memories. 
  9. Varmirmauria - The Skull of The Gods of Earth - This skull once belonged to the Gods of the Dreamlands and it remembers their dreams and ways. It may once per day open a gate to the realms of dreams and nightmares. Should one tempt it, the skull may open a doorway into the Underworld and leave its owner there. 
  10. Wegiaruirode -The Skull That Speaks And Cries - This skull knows all of the gossip and affairs of the gods. The skull may show its owner all of the misdeeds and sins of the gods including treasures, bastards, and vices. The skull however is a cursed object and will not stop showing the owner these things. The skull may act as a symbol of insanity once per day. The gods themselves may take an interest in the skull and the owner. 




Sunday, April 14, 2013

1d10 Marks of The Space Gods - Marks of Favor or Disfavor For Your Old School Space Opera Part II

File:Flickr - ronsaunders47 - MAYAN GUARDIANS..jpg

1d10 Marks of The Space Gods - Marks of Favor or Disfavor Part II 
  1. The PC sports a strange flicking shadow like alien entity that is now soul bound to them. Upon command the thing crawls from shadow to shadow and the PC may see through its eyes. Once per day it may deliver a shock that does 1d8 points of damage. Once per week the PC must sing to the thing and commune with the god of darkness who gave it to them. 
  2. The Talons of The Lawful - The PC is given a strange set of tattoos burned into the DNA of their hands. These minor artifacts of Law are actually a complex set of computer interfaces that will add +3 to any computer related tasks. The displays are projected into the retina of the PC's eyes. The computers will activate upon command. The PC once per week must bath in sun or starlight to recharge these instruments. They're fingers are of course the key board. The fingers of the character are now coated in glyphs of law and once per week project a minor symbol of Law. 
  3. The PC is covered in whirls of Chaos and Discord. The skin of the being is actually a minor item of Chaos and once per day the character may project disrupt machine power. Any minor technological artifacts within 20 feet of the PC must make a save or deactivate until the character wills them back into operation. The character may project a Chaotic pulse from his fingers twice per day doing 1d4 points of damage. 
  4. The PC gains an aura of Law  and increases their intelligence by 1d4 points. They have an aura of calm and order that may be projected upon others acting as a charm spell once per day. They may also reveal this aura and command 1d3 creatures of Law once per day. The character also has an innate understand of some technological  devices and some super science artifacts. These may be induced once per day. 
  5. The character is favored by the beasts of Chaos and once per day he may command such a beast. Once a week he may summon such a creature. This will act as the monster summoning spell. There is a 40% chance that the creature may turn on the PC. Such as the ways of chaos. 
  6. The PC gains the favor of Law and as such some magic spells may not work on him. He gains a 10% magic resistance as the forces of law unknit minor spells sent his way. Any wizards who meet this character will take an instant dislike as a faint hum of law surrounds the PC. Once per week he may create a blue bolt of law that does 1d6 points of damage within personal combat. No healing magic will ever work upon this character. 
  7. This character is favored by the forces of Chaos to such an extent that he must become a hero of Chaos upon a Post Apocalyptic world for 1d4 months. In exchange he will gain a minor device of technological nature from this universe. The device is DM's choose however. 
  8. The PC's gains the favor of a minor evil lord of law who once per week will check in upon his favorite toy. He is give 1d3 spells of a lawful nature but they are only 1st level. There is a 30% of the god forgetting about the character and not renewing these spells at all. There is also a 45% chance of the PC being a mission by this god. 
  9.  The PC is swathed in the configurations of Chaos and given the protection of a minor planar demon of chaos. The character's right arm becomes covered in necrotechnological devices and they may command the dead once per week. The dead however are not silent and will constantly chatter in the PC's brain telepathically. There is a 3% chance that these unquiet ghosts and spirits may reveal something useful. The arm is +1 on all damage done. 
  10. The Character becomes a cleric of Law itself and all that contains. He may be granted telepathic powers or psychic abilities.
 

Monday, April 8, 2013

1d10 Marks of The Space Gods - Marks of Favor or Disfavor For Your Old School Space Opera

1d10 Marks of The Space Gods Random Table 

  1. The PC sports an intricate set of circuitry tattoos across their face. Upon commmand the tats light up giving a fierce appearance. Any creature that beholds the PC with less then 2 hit dice  must save vs fear or flee. 
  2. The PC has been blessed with a minor artifact from ancient bygone days. This object serves as a reminder of the god in question. It acts a symbol of the deity allowing the PC to enter certain alien shrines and holy grounds of the god. There is a 20 % of the god  communicating with the PC every 23 days through the object. 
  3. The PC is cursed with an object d'art that is now tattooed into their skin as a moving hologram and those who look upon it despair and curse the PC. -2 Charisma when the tattoo shows. 
  4. The PC is given a strange birthmark that is actually an alien prayer to the deity. This prayer will heal or draw a minor psychic power to the character. 
  5. The character is cursed with a weak soul and mind. All psychic powers work way to well on the character. On the upside the character can commune with his god 60% of the time without elaborate rituals or religious mumbo jumbo. 
  6. The PC is gifted with +3 charisma as the alien magnetism of the god blesses their physical body. They are an excellent psychical specimen of their species. 
  7. The PC's back is covered in a strange alien passage from some esoteric scroll of unknown scripture. All who look upon this prophecy gain wisdom including the PC who gains +3 wisdom from mediating upon this gift from upon high. 
  8. The PC is cursed with the burden of the shadow of alien dead stars hovering over their destiny. The PC has a strange birthmark that covers on half of their face and an alien mutation that goes with it. 
  9. The PC is gifted with a minor gift of the gods of Law. This trinket hums with the songs of Law and science. The PC can understand super science and sorcery. For it sings to him at night of these things. 
  10. The forces of darkness and chaos are upon the PC! They shall never have a quiet destiny! Always will chaos dog his steps for it is written in the stars!  The PC is destined for greatness!