Showing posts with label reactiontable. Show all posts
Showing posts with label reactiontable. Show all posts

Sunday, May 17, 2020

Getting The Gang together for a Heist

You know what adventure model works best for virtually any version of Dungeons & Dragons? 

The Heist.

The more old school your rules, the more the game supports heists too. 

If you are playing the original game, Basic/Expert, and AD&D prior to 2nd edition experience points meant getting gold pieces. Fighting monsters is a 2nd rate means to gain EXP (after the original greyhawk supplement) if playing by the rules the game is best played as a heist game. PC's don't have enough HP to really make combat a good option unless the players are darned careful in deciding when, where, and who to fight.

The very idea of character classes supports the heist as ideal play. Watch a heist movie and there's a team of assembled specialists ... those are characters with different classes.  Even with just 3 or 4 classes there's enough differentiation to support a heist setup. Everyone has a role and everyone gets a chance to shine and best of all...you can split the party and focus on briefly on one or two characters working towards advancing the heist for the whole party.

When adventures are heists and not saving thr world from unending evil it actually adds the chance for depth in play. There's less reason for characters to be murder-hobos. They are encouraged to bribe and trick NPCs into helping out on the heist not just killing everything and everyone while the experience points pop out. This allows for a much wider cast of foils and foes which may be against a successful heist but aren't threatening the lives of everyone in the campaign world.

I'm jumping about here but check out the spells from the 2nd Basic set and how they add to heist play.

First Level MU spells
1.  Charm Person- compromise a guard or foil.
2.  Detect Magic- not just for identifying scrolls and magic items, also good for spottign magical traps and alarms (which should be part of some heists).
3. Floating Disc- got to move that loot after all
4. Hold Portal- getting in and getting out are key features of a heist and those pesky doors are certainly an issue.
5. Light- when it's dark you have to see
6. Magic Missile-  this is a lousy heist spell unless there's some key guardian that must be taken out with magic and is easy to beat that the MU knows about.
7. Protection from Evil- not as big a deal in heist play.
8. Read Languages- research montage
9. Read Magic- to use a high level spell slipped to the PCs by a patron or contact at the wizards guild
10. Shield-  not so useful in heist play unless you want to have someone distract guards and draw a few arrows while the loot goes the other direction.
11. Sleep- Defeat a bunch of guards youhave no actual motivation to kill, they aren't likely to be going on a rampage and slaughtering a village after this and they are probably hired men-at-arms or draftees that have no strong need for revenge.
12. Ventriloquism- the opportunities this spell gives for a heist game give it much more utility than it has in default dungeoncrawling or world saving.

SencondLevel MU Spells
1. Continual Light-  a useful tool and a foil the PCs may have to defeat to sneak away with the loot.
2. Detect Evil- not a real biggie in heist play unless it can be used to detect people who are goign to con you.
3. Detect Invisible- pretty darned useful in a competitive heist or the mark uses invisibility.
4. ESP- very useful for planning, scouting, and look outs.
5. Invisibility- Much more useful to grab loot and scoot than it is to enable a sneak attack, also obviously useful for scouting ahead.
6. Knock- get that door open!
7. Levitate- get in that window or over that wall.
8. Locate Object- surely useful if the goal of a heist is a specific McGuffin.
9. Mirror Image- distraction is the a major part of the art of heist.
10. Phantasmal Forces- as above but even more so.
11. Web- another spell for neutralizing a number of foes without killing them.
12. Wizard Lock- a foil and a useful tool for covering up a theft.

Not a perfect summary but in those 24 spells there are 19 with direct and obvious utility in a heist.


The heist is a much more survivable adventure model for low level play than typical smash and grab dungeoncrawling. The game rules have always supported that style of play really. Just look at the reaction table, it's a little wonky in a dungeon bash but of great utility in a heist adventure. Played RAW a heist adventure works great with the reaction table. If the whole world isn't in the balance and not every NPC is an evil monster it makes sense fights will be rare and NPCs may help out the PCs on a whim.

Another cool thing from the DM point of view is the heist doesn't have to be a level-specific to allow PC to survive. You want a dragon in the heist go for it...defeating the dragon is not the goal. A troll guard on the front door..go for it, the party pulling a heist shouldn't be fighting their way through the front door. It's actually possible to have a campaign with a bit more verisimilitude by not having everything level specific.

The adventure can be quicker too. Want a quick adventure for a session or two? Have a heist where the Players have a map of the place, at least of the areas you want to feature. There's less bumbling around and fights with random monsters to deal with, motivations are clear and the whole campaign isn't over of the heist fails. A failed heist sets up a rescue from a dank cell or before execution.

The heist opens up a wider range of opponents and place for Dungeons and Dragons campaigns where the goal is loot and world-building instead of world saving or murder hobo hijinks.









Friday, March 3, 2017

Training, Research, Carousing, Gifting, and Sacrifice. (Part II)

Last post I covered a recommendations on how to convert treasure to experience points as part of training as opposed to a flat exp bonus simply for treasures fetched from an adventure.  This post covers sacrifice.

Trials and Tribulations of Sacrifice

Sacrifice is meant to show devotion and dedication to a god/faith but let’s be honest here it’s also a business arrangement between people and the divine and the agencies that represent the divine.

Some scarifies may be a simple as walking into a temple, or finding a donation altar and plopping down the coin and splitting. but most are sacrifices are likely to be a bit more demanding in requirements and timing. There are only so many occasions one can slay a bull to consecrate the ground for the spring planting for example and a DM should make those occasions clear to players.

At it’s core sacrifice has the same wealth to exp ratio as does training. Training and sacrifice do not typically interfere with each other as only lengthy rituals, purifications, and such would interfere with ability to train and likewise the reverse. Typically a character will still be able to make donations once a week.

How rewarding those donations are and complications that may ensue will have a lot to do with a character’s relation to the faith, the local priesthood, and the god(s) themselves.

results will follow the Experience point Reward table as outlined in the last post.
Experience Point Reward Table
2d6+mods
Result
3 or less
Unsuccessful*
4 to 6
Limited Success
7 to 10
Typical Success
11 to 12
Unexpected Success
13 or more
Amazing  Success**

 * a roll of two “1’s” on the 2d6 roll will always be unsuccessful regardless of modifiers applied.

An unsuccessful sacrifice is just that unsuccessful. There is no gain in exp for the sacrifice offered. Even worse if tow “1’s” are rolled a followup roll on the Faithful Rejection table is required.

Limited Success: the character will gain 50 exp for every 100 coin of goods sacrificed.

Typical Success: the character will gain 100 exp for every 100 coin of goods sacrificed.

Unexpected Success the character will gain 125 exp for every 100 coin of goods sacrificed.

Amazing Success: the character will gain 150 exp for every 100 coin of good sacrificed and is required to roll on the Divine Favor table.


Modifiers to experience rewards for sacrifices.

-2 If of a Lawful faith and trying to sacrifice goods in excess of level x 100 in a single week.

-2 If of an Evil faith and no flesh or blood of a recently living creature is involved in the sacrifice.

-3 if Good and a recent opportunity (The last game month) to grant mercy was forsaken.

-2 if Lawful and violated a contract in the past year.

-2 if violated the buried remains of any of matching alignment in the past year.

-2 if desecrated a holy place of a non-opposed faith in the past year.

-2 if lawful and sacrificing an unwilling victim.

+1 if there is a living sacrifice involved. (take heed of other modifiers here)

+1 if evil or chaotic and sacrificing an intelligent victim at the time of the sacrifice.
+2 if evil or chaotic and sacrificing 2-11  intelligent victims at the time of the sacrifice.
+3 if evil or chaotic and sacrificing 12+ intelligent victims at the time of a sacrifice
+1 additional if evil or chaotic and sacrificing 100+ intelligent victims at the time of a sacrifice.-1 for each week tithe has been lacking. (Tithe does not count towards sacrifice).



1d100 roll
Faithful Rejection
1 or less
Marked by god(s), excommunicated and Cursed. All of the faith will recognized the mark an either be reviled or act aggressively upon meeting.
2-5
Excommunicated and cursed, no repentance identified
6-9
Excommunicated and cursed, repentance identified.
10-16
Excommunicated (barred from faith, no healing spells or magics from clerics of the faith shall benefit character, similar alignment likely to fail 33% of the time)
15-20
Cursed with no repentance granted.
21-30
Cursed with repentance identified.
31-40
Must make similar (or better sacrifice) following pilgrimage to 7 holy sites each 1-12 weeks apart. Until then all clerical spells cast by same faith or alignment have a 50% chance to fail.
41-50
Must make similar (or better sacrifice) following pilgrimage to3 holy sites each 1-6 weeks apart. Until then all clerical spells cast by same faith or alignment have a 33% chance to fail.
51-60
Must make similar (or better sacrifice) following pilgrimage to holy site 1-8 weeks away. Until then all clerical spells cast by same faith or alignment have a 20% chance to fail.
61-70
Sacrifices shall be denied for a year unless repentance is made. Tithe is doubled during this period.
71-80
Sacrifices shall be denied for a month unless repentance is made. Tithe is doubled during this period.
81-90
Sacrifices shall be denied for a year Tithe is doubled during this period.
91-99
Sacrifices shall be denied for a moth. Tithe is doubled during this period.
100 or more
Sacrifice found to be unworthy. -1 to other sacrifices made at the same site. Penalty removed after sacrifice of double value or better is made.
modifier to faithful rejection table:
+level If a cleric of the faith
-5 if character Alignment doesn’t match faith completely.
-5 if character has missed seasonal devotions for past 2 seasons.
-5 if Charisma 6 or less
+5 is Charisma 15 or more.
+1d20 if character built or contributed 20% or more to construction of Shrine or Temple in past.


1d100 roll
Divine Favor
20 or less
Character gains a +1 reaction bonus from  members of the faith and sacrifice bonus for the next month.
21-40
Character gains a +1 reaction bonus from  members of the faith and sacrifice bonus for the next 12 weeks.
41-45
Character gains +1 to saving throws for the next week.
46-50
Character gains +1 to saving throws for the next month.
51-55
Character may cast a single 1st level spell sometime in the next week.
56-60
Character may cast a single 1st level spell sometime in the next month.
61-65
Character may cast a1st level spell once per week for a month.
66-70
Character may cast a1st level spell once day over the next month.
71-80
Character is Blessed for next week
81-90
Character is Blessed for next month.
91-95
Character is Blessed for next month and is accompanied by a holy disciple for that time.
96-99
Character is Blessed for next month and permanently gain a holt disciple as a henchman,
100+
Character is Blessed for next month and during that month is accompanied by a divine servitor. (Saint, Angel, Minion, Demon, depending on faith)
modifiers to Divine Favor table:
+level If a cleric of the faith
-3 per level if not a devoted member of faith.
-5 if character has missed seasonal devotions for past 2 seasons.
-5 if Charisma 6 or less
+5 is Charisma 15 or more.
+1d20 if character built or contributed 20% or more to construction of Shrine or Temple in past.

Blessed characters are treated as if under the influence of a Bless spell of the duration noted above. If there is no bless spell in your game the character is +2 to saves and granted a +1 to hit vs members of opposing alignment and is able to strike opponents of the faith that normally require magic to harm even if lacking an appropriate magical weapon.


Religious requirements are open to interpretation and demands of the faith and aren't going to be identical from faith to faith or campaign to campaign. Just adding the sacrifice roll and the Divine Favor and Faithful Rejection tables to a campaign is going to impact how religion and the PCs in a campaign interact.

Friday, February 21, 2014

Selling the Loot

Adventurers are always tryign to get coin for all manner of goods, gear, and sundries.
I posted a haggling system a while back, the following is a quicker method for when DM or players don't care to haggle. The followign tables help determine buyer if none is planned by DM and of course to determine payment for loot.


The chance of selling loot will depend on the buyer.

Random Buyer Table

Roll
Buyer
General Reaction (roll 1d100
Notify
Deal
Theft
1-10
Poor Rube
 1-2
3-95
96-100
11-20
Rube
 1-3
4-97
98-100
21-25
Rich Rube
 1-4
5-98
99-100
26-30
Poor Peddler
 1
2-99
100
31-50
Peddler
 1-2
3-98
99-100
51-55
Rich Peddler
 1-10
11-97
98-100
56-65
Poor Artisan
 1-2
3-99
100
66-75
Artisan
 1-5
6-99
100
76-80
Rich Artisan
 1-10
11-98
99-100
81-82
Poor Fence
 1
2-97
96-100
83-86
Fence
 1
2-98
99-100
87-88
Rich Fence
 1
2-99
100
89
Poor Collector
 1
2-96
97-100
90-96
Collector
 1-2
3-98
99-100
97-100
Rich Collector
 1-5
6-99
100


Notify:  notify authorities. could be tax problem, criminal problem, or guild trade violation.
Deal: roll on next chart to see how good the deal comes out.
Theft: immediate possible but more likely a later theft.
Notify or Theft results may or may not reveal their reactions.

An artisan produces a good or service. A peddler sells goods produced by others. A collector specializes in acquiring limited ranges of goods.A rube is a non-professional customer. A fence is a black market contact. Fences may only be available in some campaigns to members of thief or assassin guilds. Finding a collector might require an advertising expense.

Monday, September 26, 2011

I Was A Teenage Mutant Caveman

This post and a couple following outline a Teenage Mutant Caveman setting as a Different Mutant Future Campaign. The end of civilization happened long ago and tiny pockets of devolved humanity struggle as stone-age savages.

Intro
The People have always lived in the valley among the caves. It has always been taboo to travel outside the valley. Those fools that do have wandered back sickened and followed by monsters so all of The People know to stay in the valley. Each generation breeds rebellious youth and as always youth press the limits and some break taboos will the PC's be foolish enough to travel beyond the valley?

Character Creation
PCs in this setting will all begin as Teenage members of The People a primitive Stone-Age tribe of 100-200 or so Mutant Cave-men. Knowledge of the old world is totally absent and long forgotten.
All PC's will start off as Teenage Mutant Caveman (surprise!) 13+1d4 years in age. The People will not accept outsiders, mutant animals or androids at the start of a campaign.

Ability Scores and Modifiers:
+3 to CON (max 18).
If a Teenage Mutant Caveman survives to age 19 they will gain +3 to STR (max 18)
Technology Roll Modifier: -15%, Teenage Mutant Cavemen are not familiar with anything they can't build with sticks, cord and stones.

Tracking Roll Modifier: hunting is a common practice of The People and all PC's will have a Tracking Roll Modifier equal to that listed in the rules for the Technology Roll Modifier based on Intelligence (without the penalty listed above)

Mutations:
Every member of the The People has the same physical Mutation (the ML should choose or roll one for the campaign).
Each member of The People belongs to a family line identified by a common mutation (the ML or Player can roll this 1-20/21-100 mental/physical), all other members of The People that are closely related will have that mutations.
A Teen Age mutant Cave man will have 1 additional Physical Mutations rolled up by the player. A PC will also have 1d4-2 (0-2) mental mutations.

The People are nervous and distrust those with mental mutations families with a mental mutation keep it secret as it is dangerous except for those recognized as a shaman to demonstrate mental mutations as they are considered Bad Magic.

Starting Equipment:
Teenage Mutant Caveman will be allowed one equipment pick per 3 whole points of CHA they have which must be selected from the following list (or one created by the ML).

Teenage Mutant Caveman Equipment
Stone Knife- treat as a dagger in MF rules
Stone Headed Spear- treat as a spear as per MF rules
Spear Thrower- double spear range and provides +2d6 damage bonus to targets within short range.
Throwing Stick- treat as club that can be thrown 10'/20'/30'
Stone Axe- treat as hand-axe, if thrown the blade breaks on a damage roll of 1 or simply falls off on a damage roll of 6 (3 full 10 minute turns to fix).
Sling- a good old fashioned sling, no bullets are manufactured however.
Fur Wrap- Keeps one warm, cavemen without one are naked.
Fur Boots- a good pair of fur boots, without them one moves long distance overland at 1/2 speed
Rain Cape- a smooth and oiled hide used to keep the rain off when caught outside.
Hollow Gourd- a gourd held on a thong serves as the only means to carry water.
A Bag- a bag carried over the shoulder is the peak of storage technology.
Smoked Meat- the pinnacle of stored food. Enough for 1 day.
Sewing Kit- needle and fine cord for fiixing hides.
Fire Kit- a simple means to make fire. Fire making is an important skill among the people.
Fire Carrier- a basket full of shelf fungus, a means to transport coals over a large distance, important for when hunting in remote parts of the valley.
Digger- a digging stick and essential tool for foraging.

Stone Weapon breakage: all stone weapons break on an attack roll of 1 or 20. (20 still harms foe).

As can be seen from the list above the technology of The People is pretty limited. The people have no armor and may react poorly to shields upon discovery.

Technology and Teenage Mutant Cavemen:
Teenage Mutant Caveman and their elders are totally unfamiliar with technology, even metal is alien and wondrous to them. NPCs may flee in terror when confronted with obvious advanced technology. Teenage Caveman in possession of advanced technology may find themselves in great danger and may be driven from the tribe a reaction roll is recommended when they use or display such items near the tribe.

Property Rights
The People are a little iffy on individual property rights. If a character has more possessions then their CHA score/3 a roll must be made at the start of each session begun among The People to see what happens to those extra items.

Property Retention Roll (3d6)
3-4....Tribesman attacks for possession of Item
5...Stolen and hidden by thief.
6...Stolen and displayed by thief.
7...Borrowed without permission.
8...Borrowed and loaner item left in place.
9...Tribesman argues about right to borrow item.
10...Tribesman argues about right to trade for item.
11...Tribesman offers trade calmly.
12-18...Item stays in possession with no incident of note.

If the possessor of an item has CHA 13+ add 1 to the retention roll
If the possessor of an item has high prestige (an elder a leader of recent successful hunts and such) they add 2 to the retention roll.

When an Item is Stolen the tribesman claiming it does not recognize any special right to the character the item was stolen from. Theft is embarrassing but not a punished offense beyond squabbles that may break out between those desiring item. An time that invites frequent incident may be claimed by chief, secured by the shaman, or destroyed. One does not borrow from the chief or shaman without special need.

A Borrowed item will be returned after 2-12 days, 20% chance it is returned damaged (there is no recourse to this socially as broken gear reflects on the quality of the item not the user)

A PC may be able to Borrow one item at the beginning of a session and is unlikely to face repercussion if they return the item borrowed. (use reaction roll if ML wishes)

coming up in future posts: hunting, adventure and a sample setting.

Monday, July 25, 2011

Ruins and Remains tables for the Atomic Zombie Apocalypse Part 2a

Here's the shop type and conditions table for the Atomic Zombie Apocalypse. This table is followed by a section of notes about the the tables and offers tables to generate types of guards, lookouts and reactions there-of shortly after and long after the bombs drop.

Shop Type and Conditions (roll d10,000)
1-11...................Intact Green Grocer
12-20..............Intact Green Grocer, Occupied
21-40..............Intact Green Grocer, Guarded
41-45..............Intact green Grocer, ransacked
46-50..............Intact Green Grocer, mobbed
51-60..............Mostly Intact Green Grocer
61-70..............Mostly Intact Green Grocer, Occupied
71-80..............Mostly Intact Green Grocer, Guarded
81-100..............Mostly Intact Green Grocer, ransacked
101-105..............Mostly Intact Green Grocer, mobbed
106-115..............Makeshift Barricade at entries of Green Grocer
116-130..............Makeshift Barricade at entries of Green Grocer, Occupied
131-150..............Makeshift Barricade at entries of Green Grocer, Guarded
151-160..............Open Barricade at entry of Green Grocer
161-175..............Open Barricade at entry of Green Grocer,ransacked
176-180..............Open Barricade at entry of Green Grocer,mobbed
181-185..............Entries and Windows Securely Barricaded of Green Grocer
186-188..............Entries and Windows Securely Barricaded of Green Grocer, Occupied
189-190..............Entries and Windows Securely Barricaded of Green Grocer, Guarded
191-200..............Shambles of Green Grocer
201-202..............Shambles of Green Grocer, Guarded
203-250..............Shambles of Green Grocer,ransacked
251-255..............Shambles of Green Grocer,mobbed
256-275..............Burnt-out Green Grocer
276-299..............Green Grocer Reduced to Rubble
300..............Green Grocer Reduced to Rubble, Guarded

301-311..............Intact Butcher-Shop
312-320..............Intact Butcher-Shop, Occupied
321-325..............Intact Butcher-Shop, Guarded
326-340..............Intact Butcher-Shop, ransacked
341-345..............Intact Butcher-Shop, mobbed
346-355..............Mostly Intact Butcher-Shop
356-360..............Mostly Intact Butcher-Shop, Occupied
361-365..............Mostly Intact Butcher-Shop, Guarded
366-400..............Mostly Intact Butcher-Shop, ransacked
401-425..............Mostly Intact Butcher-Shop, mobbed
426-435..............Makeshift Barricade at entries of Butcher-Shop
436-450..............Makeshift Barricade at entries of Butcher-Shop, Guarded
451-460..............Open Barricade at entry of Butcher-Shop
461-500..............Open Barricade at entry of Butcher-Shop,ransacked
501-505..............Open Barricade at entry of Butcher-Shop,mobbed
506-510..............Entries and Windows Securely Barricaded of Butcher-Shop
511-512..............Entries and Windows Securely Barricaded of Butcher-Shop, Guarded
513-520..............Shambles of Butcher-Shop
521-580..............Shambles of Butcher-Shop,ransacked
581-590..............Shambles of Butcher-Shop,mobbed
591-595..............Burnt-out Butcher-Shop
596-600..............Butcher-Shop Reduced to Rubble

601-605..............Intact Snack-Shop
606-607..............Intact Snack-Shop, Occupied
608-609..............Intact Snack-Shop, Guarded
610-650..............Intact Snack-Shop, ransacked
651-660..............Mostly Intact Snack-Shop
661-700..............Mostly Intact Snack-Shop, ransacked
701-725..............Makeshift Barricade at entries of Snack-Shop
726-750..............Makeshift Barricade at entries of Snack-Shop, Occupied
751-775..............Makeshift Barricade at entries of Snack-Shop, Guarded
776-800..............Open Barricade at entry of Snack-Shop, ransacked
801-80..............Entries and Windows Securely Barricaded of Snack-Shop
803-804..............Entries and Windows Securely Barricaded of Snack-Shop, Occupied
805-806..............Entries and Windows Securely Barricaded of Snack-Shop, Guarded
807-830..............Shambles of Snack-Shop, ransacked
831-880..............Burnt-out Snack-Shop
881-900..............Snack-Shop Reduced to Rubble
(snack shops include Donut Shops, Candy Shops, Ice-Cream Parlors, Soda Fountains)

901-910..............Intact Grocery
911-920..............Intact Grocery, Occupied
921-950..............Intact Grocery, Guarded
951-975..............Intact Grocery, ransacked
976-985..............Intact Grocery, mobbed
986-1000.......Mostly Intact Grocery
1001-1010.......Mostly Intact Grocery, Occupied
1011-1025.......Mostly Intact Grocery, Guarded
1026-1200 .......Mostly Intact Grocery,ransacked
1201-1210.......Mostly Intact Grocery,mobbed
1211-1250.......Makeshift Barricade at entries of Grocery
1251-1300.......Makeshift Barricade at entries of Grocery, Guarded
1301-1350.......Open Barricade at entry of Grocery
1351-1470.......Open Barricade at entry of Grocery, Ransacked
1471-1475.......Open Barricade at entry of Grocery. Mobbed
1476-1480.......Entries and Windows Securely Barricaded of Grocery
1481-1489.......Entries and Windows Securely Barricaded of Grocery, Guarded
1490-1499.......Shambles of Grocery
1500..............Shambles of Grocery, Guarded
1501-1599.......Shambles of Grocery, Ransacked
1600..............Shambles of Grocery, Mobbed
1601-1650.......Burnt-out Grocery
1651-1700.......Grocery Reduced to Rubble

1701-1750.......Intact Restaurant
1751-1800.......Intact Restaurant, Occupied
1801-1850.......Intact Restaurant, Guarded
1851-1900.......Intact Restaurant, ransacked
1901-1902.......Intact Restaurant, mobbed
1902-1950.......Mostly Intact Restaurant
1951-2050.......Mostly Intact Restaurant,ransacked
2051-2052.......Mostly Intact Restaurant, mobbed
2053-2080.......Makeshift Barricade at entries of Restaurant
2081-2210.......Makeshift Barricade at entries of Restaurant, Occupied
2211-2220.......Makeshift Barricade at entries of Restaurant, Guarded
2221-2230.......Open Barricade at entry of Restaurant
2231-2239.......Open Barricade at entry of Restaurant, ransacked
2240..............Open Barricade at entry of Restaurant. mobbed
2241-2250.......Entries and Windows Securely Barricaded of Restaurant
2251-2275.......Entries and Windows Securely Barricaded of Restaurant, Occupied
2276-2300.......Entries and Windows Securely Barricaded of Restaurant, Guarded
2301-2344.......Shambles of Restaurant
2345..............Shambles of Restaurant, Guarded
2346-2348.......Shambles of Restaurant, ransacked
2349..............Shambles of Restaurant, mobbed
2350-2450.......Burnt-out Restaurant
2451-2500.......Restaurant Reduced to Rubble
(Restaurants include Diners, Cafes, Burger Joints, Fine Dining, Bars)

2501-2525.......Intact Variety Store
2526-2536.......Intact Variety Store, Occupied
2537-2550.......Intact Variety Store, Guarded
2551-2600.......Intact Variety Store, ransacked
2601-2650 .......Mostly Intact Variety Store
2651-2750.......Mostly Intact Variety Store, ransacked
2751-2770.......Makeshift Barricade at entries of Variety Store
2771-2800.......Makeshift Barricade at entries of Variety Store, Occupied
2801-2900.......Makeshift Barricade at entries of Variety Store, Guarded
2901-2950.......Open Barricade at entry of Variety Store
2951-3174.......Open Barricade at entry of Variety Store, ransacked
3175-3200.......Entries and Windows Securely Barricaded of Variety Store
3201-3250.......Entries and Windows Securely Barricaded of Variety Store, Occupied
3251-3300.......Entries and Windows Securely Barricaded of Variety Store, Guarded
3301-3350.......Shambles of Variety Store
3351-3400.......Shambles of Variety Store, ransacked
3401-3450.......Burnt-out Variety Store
3451-3500.......Variety Store Reduced to Rubble

3501-3550.......Intact Pharmacy
3551-3560 .......Intact Pharmacy, Occupied
3561-3600.......Intact Pharmacy, Guarded
3601-3650.......Intact Pharmacy, ransacked
3651-3700.......Mostly Intact Pharmacy
3701-3800.......Mostly Intact Pharmacy, Guarded
3801-3900.......Mostly Intact Pharmacy, ransacked
3901-3950.......Makeshift Barricade at entries of Pharmacy
3951-4000.......Makeshift Barricade at entries of Pharmacy, Occupied
4001-4100.......Makeshift Barricade at entries of Pharmacy, Guarded
4101-4125.......Open Barricade at entry of Pharmacy
4125-4175.......Open Barricade at entry of Pharmacy, ransacked
4176-4200.......Entries and Windows Securely Barricaded of Pharmacy
4201-4220.......Entries and Windows Securely Barricaded of Pharmacy, Occupied
4221-4250.......Entries and Windows Securely Barricaded of Pharmacy, Guarded
4351-4400.......Shambles of Pharmacy
4401-4450.......Shambles of Pharmacy, ransacked
4451-4475.......Burnt-out Pharmacy
4476-4500.......Pharmacy Reduced to Rubble

4501-4502.......Intact Liquor Store
4503-4540.......Intact Liquor Store, guarded
4541-4600.......Intact Liquor Store, ransacked
4601-4602.......Intact Liquor Store, mobbed
4603-4605.......Mostly Intact Liquor Store
4606-4626.......Mostly Intact Liquor Store, guarded
4627-4650.......Mostly Intact Liquor Store, ransacked
4651-4652.......Mostly Intact Liquor,mobbed
4653-4660.......Makeshift Barricade at entries of Liquor Store
4661-4670.......Makeshift Barricade at entries of Liquor Store, Occupied
4671-4680.......Makeshift Barricade at entries of Liquor Store, Guarded
4681-4685.......Open Barricade at entry of Liquor Store
4681-4700.......Open Barricade at entry of Liquor Store, ransacked
4701-4702.......Open Barricade at entry of Liquor Store, mobbed
4703-4710.......Entries and Windows Securely Barricaded of Liquor Store
4711-4730.......Entries and Windows Securely Barricaded of Liquor Store, Occupied
4731-4789.......Shambles of Liquor Store
4790-4799.......Shambles of Liquor Store, ransacked
4800..............Shambles of Liquor Store, mobbed
4801-4900.......Burnt-out Liquor Store
4901-5000.......Liquor Store Reduced to Rubble

5001-5050.......Intact Retail Store
5051-5060.......Intact Retail Store, Occupied
5061-5080.......Intact Retail Store, Guarded
5081-5150.......Intact Retail Store, Ransacked
5151-5200.......Mostly Intact Retail Store
5201-5350.......Mostly Intact Retail Store, ransacked
5351-5400.......Mostly Intact Retail Store, Guarded
5401-5450.......Makeshift Barricade at entries of Retail Store
5451-5550.......Makeshift Barricade at entries of Retail Store, Occupied
5551-5600.......Makeshift Barricade at entries of Retail Store, Guarded
5601-5650.......Open Barricade at entry of Retail Store
5651-5800.......Open Barricade at entry of Retail Store, ransacked
5801-5850.......Entries and Windows Securely Barricaded of Retail Store
5851-5900.......Entries and Windows Securely Barricaded of Retail Store, Occupied
5901-6000.......Entries and Windows Securely Barricaded of Retail Store, Guarded
6001-6150.......Shambles of Retail Store
6151-6500.......Shambles of Retail Store, ransacked
6501-6800.......Burnt-out Retail Store
6801-7000.......Retail Store Reduced to Rubble
(Retail Stores include a shop that sells a themed range of goods such as Appliances, Furniture, Hardware, Sporting Goods,Clothing,Toys,Shoes and Books)

7001-7010.......Intact Specialty Shop
7011-7100.......Intact Specialty Shop, ransacked
7101-7120.......Mostly Intact Specialty Shop
7121-7220.......Mostly Intact Specialty Shop, ransacked
7221-7230.......Makeshift Barricade at entries of Specialty Shop
7231-7280.......Makeshift Barricade at entries of Specialty Shop, Occupied
7281-7300.......Makeshift Barricade at entries of Specialty Shop, Guarded
7301-7310.......Open Barricade at entry of Specialty Shop
7311-7400.......Open Barricade at entry of Specialty Shop, ransakced
7401-7500.......Entries and Windows Securely Barricaded of Specialty Shop
7501-7550.......Entries and Windows Securely Barricaded of Specialty Shop, Guarded
7551-7575.......Entries and Windows Securely Barricaded of Specialty Shop, Occupied
7576-7700.......Shambles of Specialty Shop
7701-7800.......Shambles of Specialty Shop, ransacked
7801-7900.......Burnt-out Specialty Shop
7901-8000.......Specialty Shop Reduced to Rubble
(Specialty shops include Jewelry, Smoke Shops, Haberdashery, Newstand, Bridal Shop, Hobby Shop ,Music Store, Pet Store, Bait Shop)

8001-8050.......Intact Service Shop
8051-8060.......Intact Service Shop, occupied
8061-8100.......Intact Service Shop, guarded
8101-8200.......Intact Service Shop, ransacked
8201-8250.......Mostly Intact Service Shop
8251-8300.......Mostly Intact Service Shop, guarded
8301-8350.......Mostly Intact Service Shop, ransacked
8351-8360.......Makeshift Barricade at entries of Service Shop
8361-8400.......Makeshift Barricade at entries of Service Shop, occupied
8401-8450.......Makeshift Barricade at entries of Service Shop, guarded
8451-8500.......Open Barricade at entry of Service Shop
8501-8550.......Open Barricade at entry of Service Shop, ransacked
8551-8570.......Entries and Windows Securely Barricaded of Service Shop
8571-8580.......Entries and Windows Securely Barricaded of Service Shop, occupied
8581-8650.......Entries and Windows Securely Barricaded of Service Shop, guarded
8651-8800.......Shambles of Service Shop
8801-8900.......Shambles of Service Shop, ransacked
8901-8950.......Burnt-out Specialty Service Shop
8951-9000.......Service Shop Reduced to Rubble
(Service shops include: Tailor, Barber, Catalog Shop, Repair Shop, Machine Shop, Print Shop)

9001-9050.......Intact Recreational Facility
9051-9065.......Intact Recreational Facility, ransacked
9065-9075.......Intact Recreational Facility, occupied
9076-9100.......Mostly Intact Recreational Facility
9101-9010.......Mostly Intact Recreational Facility, occupied
9011-9015.......Makeshift Barricade at entries of Recreational Facility
9016-9050.......Makeshift Barricade at entries of Recreational Facility, occupied
9051-9100.......Makeshift Barricade at entries of Recreational Facility, guarded
9101-9130.......Open Barricade at entry of Recreational Facility
9131-9200.......Open Barricade at entry of Recreational Facility, ransacked
9201-9220.......Entries and Windows Securely Barricaded of Recreational Facility
9221-9230.......Entries and Windows Securely Barricaded of Recreational Facility, occupied
9231-9270.......Entries and Windows Securely Barricaded of Recreational Facility, guarded
9270-9350.......Shambles of Recreational Facility
9351-9400.......Shambles of Recreational Facility, ransacked
9401-9450.......Burnt-out Recreational Facility
9451-9500.......Recreational Facility Reduced to Rubble
(recreational Facilities include Penny Arcade, Cinema, Roller-Rink, Bowling Alley)

9501-9550.......Intact Bank
9551-9600.......Intact Bank, ransacked
9601-9603.......Intact Bank, occupied
9604-9610.......Intact Bank, guarded
9611-9650.......Mostly Intact Bank
9651-9700.......Mostly Intact Bank, ransacked
9701-9750.......Mostly Intact Bank, guarded
9751-9760.......Makeshift Barricade at entries of Bank
9761-9770.......Makeshift Barricade at entries of Bank, occupied
9771-9780.......Makeshift Barricade at entries of Bank, guarded
9781-9790.......Makeshift Barricade at entries of Bank, ransacked
9791-9795.......Open Barricade at entry of Bank
9796-9850.......Open Barricade at entry of Bank, ransacked
9851-9860.......Entries and Windows Securely Barricaded of Bank
9861-9863.......Entries and Windows Securely Barricaded of Bank, occupied
9864-9900.......Entries and Windows Securely Barricaded of Bank, guarded
9901-9925.......Shambles of Bank, ransacked
9926-9950.......Shambles of Bank, guarded
9951-9976.......Burnt-out Bank
9976-10000....Bank Reduced to Rubble

Rotting Food
shortly after the bombs fall anyone entering a restaurant, green grocer, butcher shop or grocery may have to make a save vs poison or be sickened by the overwhelming stench of rot for 1d4 rounds. Atomic Zombies have no difficulty with the smell of rot. Exactly when to make the check if at all is up to the condition of the establishment and the ML of course.

Occupied
Shortly After the Bombs: an occupied shop shortly after the bombs fall will have 1d12 staff, family of staff passers-buy given shelter or looters.
long after the bomb: an occupied store will have 1-4 people dwelling within (or staffing if there is order in the community).

Mobbed
shortly after the bombs:A shop being mobbed will have a crowd (of 20-200) throughout the place or surrounding the place. It's 80% likely to be ransacked within 1d6 turns, converting to that status. The noise will be noticeable within 2 blocks or further away and looters may be spotted within 1d10 blocks of the place fleeing with goods in hand during looting and up to 1d12 turns later. Fighting within the mob and between looters further away possible.

long after bombing: there's a (33%) chance people didn't notice it or it was guarded until recently or (67%) it will instead be mobbed by 1d100 Atomic Zombies.

Guard Types
shortly after the bombs:
1-2...1-3 Owner/staff
3-4...2-7 Locals, 1d100 other locals will be within 10 blocks.(10% chance of lookout)
5......1-3 Police (10% chance of lookout, 40% able to call for reinforcements)
6-7...1-4 Activated Civil Defense (20% able to call for reinforcements)
8......2-5 Military (33% chance of lookout, 30% able to call for reinforcements)
reinforcements will be 1-6 times size of guard force and arrive in 2d20 minutes
long after bombing:
1......1 Owner/staff
2-3...1-6 Locals (50% chance of lookout, 33% able to call for reinforcements)
4-5....2-7 Military (75% chance of lookout,25% able to call for reinforcements)
6......1-12 Scavengers (33% chance of lookout)
7-8...1-4 Raiders, 1d20 other Raiders will be within 1d6 blocks. (25% chance of lookout
reinforcements will be 1-4 times the size of the guard force and arrive in 1d100 minutes

The following tables are meant to assist the ML not take place of good judgement or fun. The standard reaction table will work fine as is, these are offered for variation.

Lookout reaction roll
2.........Flee
3.........Hide
4.........Raise Alarm & Hide
5-6......Challenge Intruders
7.........Raise Alarm and Challenge Intruders
8-9......Raise Alarm & Summon Reinforcements
10-11... Raise Alarm
12......Fail to Notice Intruders

Guard Reactions Shortly After Bombing
1-5......Assault Intruder & Summon Reinforcements.
6-15...Assault Intruders
16-20...Attempt Capture of Intruders & Summon Reinforcements
21-47...Attempt Capture of Intruders
48-50...Challenge Intruders & Summon Reinforcements
51-60...Challenge Intruders
61-64...Bargain with Intruders to delay & Summon Reinforcements
65-67...Bargain with Intruders
68-70... Hide & Follow
71-75...Hide
76-80...Flee and Summon Reinforcements
81-90...Flee
91-97...Fail to notice intruders
98-99... Stand aside
100......Join Intruders

Guard Reactions Long After Bombing
1-5......... Assault Intruder & Summon Reinforcements.
6-35... Assault Intruders
36-40... Attempt Capture of Intruders & Summon Reinforcements
41-47...Attempt Capture of Intruders
48-50...Challenge Intruders & Summon Reinforcements
51-66...Challenge Intruders
67-68...Bargain with Intruders to delay & Summon Reinforcements
69-70...Bargain with Intruders
71-78...Hide & Follow (determine standard reaction if discovered)
79-80...Hide (determine standard reaction if discovered)
81-84...Flee and Summon Reinforcements
85-95...Flee
96-97...Fail to notice intruders
98......... Stand aside
99-100...Join Intruders

Shop Loot Tables to Come...