Sunday, October 20, 2024

Undead Handmines

 Undead Handmines

A seasonal trap/encounter for yuor RPG campaigns.


 Undead Handmines

A fields of earth, sand, or gravel concealing bound undead that will reach up from under the ground to hold victims in place. 

A casting of "Find Traps" will provide allies with a +2 hit bonus when attacking exposed handmines.

A 10 ' area will have 2-5 handmines placed within it. When one activates the entire field of handfields activiate and flail about grasping at any nearby.  Up to 2 attacks per victim are possible. When all handmines in a 10' area have grasped someone it is safe to pass.

The chance of activation is per character per 10' area of handmine stepped upon. Prodding with a 10' pole will only have a 1 in 6 chance of triggering Ghastly, Wight, or Mummified handmines due to those undead being more clever than lesser undead. 

A normal Turn or a T result will deactivate the undead handmines for 1-3 hours. A D result will permanently deactivate the land mines freeing them from their binds and allowing them to dig themselves free in 3-6 turns.

Handmines attack as normal members of the undead but ay -2 to hit. Each handmime gets 2 attacks against an individual but may only hold one victim. Any successful attack by a handmine will require the victim to make a saving throw or be held in place until they break free or expire.

Skeletal Handmines, activation 1-2 in 6, Grasp STR 9, initial damage: 1, Hand destroyed on 1 pt of damage

Zombie Handmines, activation 1-2 in 6, Grasp STR 12, initial damage: 1-2, , Hand destroyed on 2 pts of damage

Ghoulish Handmines, activation 1-3 in 6, Grasp STR 12, initial damage: 1-4, Hand destroyed on 2 pts of damage

Ghastly Handmines, activation 1-3 in 6, Grasp STR 13, initial damage: 1-4, Hand destroyed on 3 pts of damage

Wight Handmines, activation 1-4 in 6, Grasp STR 13, initial damage: energy drain!, Hand destroyed on 4 pts of damage if attacked with silver or magical weapons.

Mummified Handmines,activation 1-5 in 6, Grasp STR 14, initial damage: 1d12+disease, Hand destroyed on 4 pts of damage if attacked with magical weapon.

 Grasp STR is the strength the undead hand mine applies to hold a victim. This will impact the saving throw to pull free.  If victims strength is 2 points or lower than the handmines Grasp STR save at -2, if the victims strength is 2 point or more higher than the handmines Grasp STR the save is at +2.  Up to 3 attempts to pull free are allowed but the victim will be subject to attack each time after the first when struggling to break free. 

Attacking the hand grasping someone. Any blow that misses the hit roll has a 75% to harm the victim being held. On a successful hit any damage over the amount needed to destroy the hand is suffered by the vitim being grasped.

An undead handmine will hold a victim until the victim expires. Usually 3 days will result in death by dehydration if the victim has no access to water.

Success of attacks against un-exposed undead handmines are ill-advised as the ground will protect them in effect providing them +4 to AC and saving throws along with halving damage  of area attacks (before saving throws) with some still failing to cause harm if the ground may not be penetrated.

Saturday, October 5, 2024

Mutant Scavenger Equipment Generation Idea

 Possible Mutant Scavenger Equipment Generation.  Armors and weapons for the last post at least.


Mutant Scavenger Weaponry. (Roll 3d6+level)

4 Junk Kosh (Sock full of rocks), 1d4 damage.

5 Junk Shiv, 1d4 damage.

6 Junk Bludgeon (big hunk of old pip), 2d4 damage

7 Junk Spear (Pointy Stick), 1d6 damage.

8 Flimsy Junk Bow 40ft range, and 6 junky glass headed arrows 1d6 damage.

9 Junk Club (Old Broomstick), 1d6 damage.

10 Primitive Stone Dagger 20ft effective ragne is thrown, 2d4 damage.

11 Primitive Stone Club, 2d6 damage

12 Primitive Self Bow 60ft range, 2d6 damage.

13 Pipe Grenade , as grenade 3d6 damage.

14 Steel Bayonet, 2d6 damage

15 Primitive Scrap Axe, throw 20ft range, 2d8 damage

16 Primitive Bronze Sword 2d8 damage.

17 Primitive Crossbow 80ft range 2d8 damage (1 round to load), 8 bolts.

18 Junk Zip Gun 20ft range, 1d10 damage. 6 shots of ammo.

19 Primitive Pipe Musket 40ftrange, 2d10 damage. 6 shots of ammo.

20 Advanced Compound Bow 100ft range, 3d6 damage, 12 arrows.

21 Advanced Ceramax Bayonet, 3d6 damage

22 Advanced Poly-alloy Claymore Sword, 3d8

23 Electro-rapier 3d6, charge holds for 20 minutes.

24 Bolt Action Rifle, 200ft range, 3d10 damage, 10 rounds of ammo.

25 Advanced Gyorjet Pistol 80ft range, 3d8 damage. 10 rounds of ammo.

26 Laser Pistol, 100ft range, 5d6. 10 shot energy cell.

27 Chainsaw 4d6

28 Plasma Grenade, as grenade 5d8 damage

29 Advanced Combat Shotgun, 90ft range,10ft spread, 4d10 dmg., 2 shots per round, 12 shot magazine.

30 Advanced Battle Rifle, 300ft range 4d10 dmg, 4 shots per round, 40 shot magazine.

31 Implosion Grenade, as grenade 6d10 damage

32 Cryonic-Hammer 4d6 damage

33 Sonic-nunchaku 4d6 damage

34 Vibronic Katana 4d8 damage

35 Mono-filament Blade 4d10 damage

36 Void Ray Pistol 60' range, 6d8 damage. charge holds 8 shots.


*Ranges listed are effective range. If a grenade is rolled that's just 1 grenade so roll again for another weapon.


Armor

1st level has 65% chance of having armor, 2-5th level is 80% chance of armor, 6th level plus is 90% chance of armor.

1st level roll 1d8, 2-4th level roll 1d12, 5-10th level roll 3d6, 11th level+ roll 2d8+6


1  Furs and Skins, +1 Armor

2  Carboard and Duct Tape Cuirass, +1 Armor

3  Boiled Leather Cuirass +2 Armor

4  Reinforced Padded Armor +2 Armor, 1/2 Damage from Junk Weapons

5  Reflective Poncho +2 Armor, 1/2 damage from beam weapons

6  Turnout Coat, +2 Armor, +2 to save and 1/2 damage from thermal attacks

7  Chainmail Brynie +3 Armor

8  Ballistic Vest, +3 armor, 1/2 damage from ballistic weapons

9  Brigandine Armor +4 Armor

10 Void Shroud +4 armor, 90% chance to negate Void Rays weapons

11 Full Suit of Chainmail, +5 Armor

12 Grid Suit +5 Armor, 1/2 damage from electro and stun weapons

13 Medieval Plate Armor, +6 Armor

14 Riot Armor +6 Armor, 1/2 Damage from Primitive weapons and Ballistic Weapons

15 Kinetic Suit, +7 Armor , 1/2 damage from Blunt Weapons, Ballistic, and explosives

16 Plasteel Combat armor +8 Armor

17 Heavy NBC Armor +8 Armor, +4 bonus to saves vs Thermal, Radiation, Bacteria, or Chemical Weapons

18 Nano-fiber Ninja-stocking, +8 Armor, 1/2 Damage from Advanced melee weapons (or weaker)

19 Elite Forces Body Armor, +9 Armor

20 Mirrored Power Armor +9 Armor, blocks 50% of Beam Weapon Damage.

21 Ceramax Combat Armor +10 Armor

22 Poly-Alloy Symbiotic Armor +10 Armor, 50 HP Forcefield, field regenerates every 10 minutes.


Wednesday, October 2, 2024

Twelve Mutant Scavengers

 12 Mutant scavengers for the heck of it. The rules are skeletal but not hard to translate to many old schools set of rules.  Tasks are 3d6+Bonus vs difficulty unless the task is done with a mutant's prime ability score and it's 4d6+Bonus in that case. All bonuses are 1/3 the related ability score (no fractions). Target Class is how hard a target is to hit in combat, the score on the left is the normal score the one in parens is for attacks from behind or when the mutant is dazed or surprised; higher numbers are better.

These mutant scavengers are the result of a random generation and the mutations come from here for now: https://elfmaidsandoctopi.blogspot.com/2024/09/chagrinspire-mutations.html

Mutant Scavenger # 1

=========================

Cunning  : 16/+5    Target Class :  10 (6)

Interface: 5/+1     Hit Points    :  35

Psi      : 7/+2

Fitness  : 7/+2     Level  :  4

Prowess  : 7/+2     Notice : +5

Influence: 13/+4    Sneak  : +5

Prime Ability is Cunning

=== Mutations ===

Nose is a beak usable for d4 unarmed peck attack.

Cyclopean Deformity, has a single eye.

Terrible breath like rotten meat.

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 Mutant Scavenger # 2

=========================

Cunning  : 15/+5    Target Class :  10 (6)

Interface: 12/+4    Hit Points    :  49

Psi      : 10/+3

Fitness  : 14/+4    Level  :  4

Prowess  : 7/+2     Notice : +5

Influence: 10/+3    Sneak  : +5

Prime Ability is Cunning

=== Mutations ===

Huge dripping nose, sensitive to pollen and spores which trigger sneezing.

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 Mutant Scavenger # 3

=========================

Cunning  : 20/+6    Target Class :  11 (6)

Interface: 11/+3    Hit Points    :  69

Psi      : 11/+3

Fitness  : 17/+5    Level  :  6

Prowess  : 10/+3    Notice : +6

Influence: 9/+3     Sneak  : +6

Prime Ability is Cunning

=== Mutations ===

Terrible breath like rotten meat.

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 Mutant Scavenger # 4

=========================

Cunning  : 6/+2     Target Class :  13 (8)

Interface: 8/+2     Hit Points    :  29

Psi      : 15/+5

Fitness  : 9/+3     Level  :  2

Prowess  : 15/+5    Notice : +2

Influence: 16/+5    Sneak  : +2

Prime Ability is Influence

=== Mutations ===

Second jaws fold from the mouth and can bite foes within 10ft range for a d6 bonus unarmed attack.

Exhale acid fog cloud forming a 30'wide circle up to 60' range, one use per level per day. 1 HP damage per level per round. Will damage cured leather and fibres.

----------


 Mutant Scavenger # 5

=========================

Cunning  : 8/+2     Target Class :  12 (6)

Interface: 15/+5    Hit Points    :  30

Psi      : 9/+3

Fitness  : 11/+3    Level  :  2

Prowess  : 12/+4    Notice : +2

Influence: 12/+4    Sneak  : +2

Prime Ability is Interface

=== Mutations ===

Prehensile tongue a yard long.

Detachable head, mind linked to the body and know each other's location. If either is destroyed will grow a replacement over a year.

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 Mutant Scavenger # 6

=========================

Cunning  : 7/+2     Target Class :  13 (6)

Interface: 12/+4    Hit Points    :  26

Psi      : 11/+3

Fitness  : 13/+4    Level  :  1

Prowess  : 15/+5    Notice : +2

Influence: 8/+2     Sneak  : +2

Prime Ability is Prowess

=== Mutations ===

Improved Fitness +2 to score and recover extra d4HP per day.

Detect synthetic beings within 60ft.

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 Mutant Scavenger # 7

=========================

Cunning  : 12/+4    Target Class :  13 (6)

Interface: 13/+4    Hit Points    :  21

Psi      : 7/+2

Fitness  : 6/+2     Level  :  1

Prowess  : 15/+5    Notice : +6

Influence: 14/+4    Sneak  : +4

Prime Ability is Prowess

=== Mutations ===

Can reproduce with plants. Produce a level one clone at end of growing season.

Head can rotate 360 degrees or detach to fly up to 240 feet away from body. But may otherwise act as normal.

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 Mutant Scavenger # 8

=========================

Cunning  : 11/+3    Target Class :  10 (7)

Interface: 5/+1     Hit Points    :  47

Psi      : 12/+4

Fitness  : 10/+3    Level  :  6

Prowess  : 7/+2     Notice : +3

Influence: 10/+3    Sneak  : +3

Prime Ability is Influence

=== Mutations ===

Extra toes.

Skeletal emaciated face. Foes under level are uneasy and -2 to hit in melee combat if they aren't rallied.

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 Mutant Scavenger # 9

=========================

Cunning  : 9/+3     Target Class :  10 (6)

Interface: 14/+4    Hit Points    :  36

Psi      : 15/+5

Fitness  : 12/+4    Level  :  4

Prowess  : 7/+2     Notice : +3

Influence: 6/+2     Sneak  : +3

Prime Ability is Fitness

=== Mutations ===

Stone feet, half damage from hazards or traps that damage feet.

Breathe fire 3d6 damage 30ft range 30 degree cone, Fitness bonus times pear day, targets saves halve damage.

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 Mutant Scavenger # 10

=========================

Cunning  : 9/+3     Target Class :  13 (6)

Interface: 6/+2     Hit Points    :  24

Psi      : 7/+2

Fitness  : 8/+2     Level  :  1

Prowess  : 16/+5    Notice : +3

Influence: 10/+3    Sneak  : +3

Prime Ability is Prowess

=== Mutations ===

Extra Face on chest yells abuse and gibbers crazily in fights.

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 Mutant Scavenger # 11

=========================

Cunning  : 13/+4    Target Class :  11 (6)

Interface: 14/+4    Hit Points    :  23

Psi      : 9/+3

Fitness  : 9/+3     Level  :  1

Prowess  : 11/+3    Notice : +4

Influence: 11/+3    Sneak  : +4

Prime Ability is Interface

=== Mutations ===

Magnetic sense. Can detect metals within 20' when concentrating.

Extra Crab claw, d6 unarmed attack.

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 Mutant Scavenger # 12

=========================

Cunning  : 10/+3    Target Class :  11 (6)

Interface: 16/+5    Hit Points    :  34

Psi      : 9/+3

Fitness  : 8/+2     Level  :  4

Prowess  : 9/+3     Notice : +3

Influence: 14/+4    Sneak  : +3

Prime Ability is Interface

=== Mutations ===

Head is a biological gasmask protecting eyes and filtering out smoke, poison gas, stench or miasmas.