Showing posts with label campaign. Show all posts
Showing posts with label campaign. Show all posts

Saturday, 25 July 2020

Tribal record form for Stoneage Sorcery



So made these in anticipation of my game tomorrow cos I'm on lock in and was busy on a patraeon book and my sleeping a mess and I thought it was Sunday already and cleaned my house for nothing. Phew!

A couple of POD LuLu items of note. ASE modules were gold I know them well and played for a year as planet Psychon. Planet Eris is a campaign setting familiar to some bloggers set out like a 70s Blackmoor feel but it is far future planet fantasy. It is nice and simple and a good example of a setting in an a5 booklet. Has elaborate keys and sailing rules and not maps to with them but it was an intersting booklet. I got Dysons Delves 2 in paperback and regretted not having hardback which is easier to use at the table - hardback sits open better and will survive. Has lots of caves and interesting take on the old-school vibe. I am way stingier than Dyson with treasure so I made mechanics players can get stuff they need because I'm too mean. 

Anyway, my cave party is now big enough for factions. Especially as they have rescued people from two unpopular tribes. I could also use this for rival tribes if needed. Running my Sunderhill module at moment and on the cusp of discovering the underland is pretty much like the forbidden age of darkness that broke the world and left it in ruins... Literally, the evils of that age only survived underground and even had gods drop mountains on them.

Current thoughts on this campaign direction: Stuff to do?
Have found Mythos stuff and ancient black magic ruins before
Know of evil wizard spiders and a vampire in mountains
Prehuman spirits are influencing Mammoth tribe....(actually a Cthulhu scenario)
Valley of the Red Ape from Dyson Delves 2 fits in well
Could spend a season in underland which is same in all my setting eras
New giant player could have them plundering invisible giant sky castles
A spacecraft might be a good thing to find and in a few cave genre things
Maybe just drop in Misty Island of the Eld
Could go full Yor and whole zone could be on planet Psychon....
Or time jump to the Bronze Age
Or visit other planes to kill monsters 
-hells in this era busy punishing wicked of last age to bother with mortal world

Will be some tension with other tribes
-tribe lack laws and traditions are all a bunch of mongrels without ties to land
-rivals with greatest tundra warriors - might need some big spring gathering
-snake and spider tribes want revenge over 
"kidnapping" their youths 
-new centaur tribe a complete menace to every tribe (i got minis)



Saturday, 4 July 2020

Higher Level Alighnment Oaths & Boons




























So I went to cut and paste something from this post and new Blogger settings said i had changed it, changed an old post to a draft and won't restore unless I change publishing date. I had to cut and delete a post I was working on because it accidentally published something to an older date which i can't do now even if I wanted. Buttons seem different hour to hour. Anyway, I'm thinking of putting this in my new rulebook and checking I have not judged other alignments by my LG privleges. 

Characters making oaths at name level and above use the more extreme loathe tables here.
Plus I revised the benefits table at the end.

As I have said before I like to make alignment to before of a feature but a bit different. I'm all for party meltdowns and TPK from alignment feuds. It's a system to shortcut who you fight or perhaps don't. Its very existence is contentious. Most people and animals in my game are neutral perhaps with a preference for some alignment. Higher up levels folk and monsters and clerics are fanatics who become increasingly incongruent with the world or society and even each other.  Any fighter or wizard could become a holy champion and would probably be unfun at a party.

Neutrals
-concerned with the protection of own kind and prosperity mostly
-many not really into change
-good and evil have their places
Balanced
-attempt to manage forces of law and chaos to live a good life

So as of 2nd Lv you put a point in an alignment box and pick a gift pls roll an oath. If you want to use any luck points in a session or roll the same one a second time choose one or invent one agreeable to the referee. The more points you have in a box the better rewards and now at name level plus you get new more severe oaths that make people think more from a boss experience and are more extreme. Neutrals start caring about larger groups, evil people become increasingly blatantly awful, most get more interested in recruitment.

Oaths For Characters Level 11-20
Made for kings, heroes, champions
Law
Punish unlawful spellcasters  
2 Support a rigid social hierarchy
3 Help spread literacy and schools
4 Record every detail possible
5 Abstain from love and relations
6 Obey your ruler in all matters
7 Preserve arts of your civilisation
8 Always remain calm and civilised
9 Prepare your people for future prosperity
10 Hunt and destroy chaos cults
11 Help spread public hygiene and cleanliness
12 Help spread the teachings of the law
Chaos
1 Start fires for fun 

2 Reproduce as much as possible
3 Vandalise property and culture
4 Only eat stolen or free food 
5 Give away what you cant use
6 Constantly speak in puns & riddles
7 Slander persons in power 
8 Keep no secrets
9 Spend all wealth on pleasure
10 Aid outlaws and heretics
11 Encourage revolution against order
12 Give aid to the plight of mutants
Good 
1 Eat only the humblest of food

2 Avoid harm to all living creatures
3 Fight for the cause of peace 
4 Build homes & hospices for the poor
5 Only fight in self-defence
6 Always help destroy the undead
7 Protect the good from harm
8 Call out evil in public to shame them
9 Hinder progress of evil when you can
10 Provide meaningful work for poor
11 Donate wealth to a church or charity
12 Help spread the cause of good
Evil
1 Consume flesh & blood of person daily
2 Torture victims whenever possible
3 Make public displays of cruelty and sadism
4 Murder often so servants fear you
5 Kill the weak and stragglers for fun
6 Always seek to seize leadership
7 All family are just deadly rivals
8 Spend your plunder on making more war
9 Murder is the best means to all ends
10 Encourage corruption and vice
11 Promote the institution of slavery
12 Trick others to serve evil ends
Balance
1 Follow
 the local laws of the land
2 Be gracious to those you defeat
3 Call for votes on any issue
4 Listen to both sides before choosing 
5 Defend wilderness from harm
6 Make offers of parley and negotiate
7 Hinder the eternal war of chaos vs law  
8 No longer feel bodily pleasures, mostly meditate
9 Fight any tyrant using force against ordinary people 
10 Help bring peace between conflicted parties
11 Support the wellbeing of the common people
12 Convince others to adopt balanced lives
Nuetral
1 Fight for your people against all outsiders

2 Buy your way out of conflict if possible
3 Leave a legacy for your clan for the future 
4 Employ as many of your clan or people as you can
5 Wealth and land are all that matter
6 Build an impressive monument glorifying yourself
7 Help your community prosper and thrive
8 Get revenge against those who wrong your kind
9 Don't respond to being provoked into violence
10 Maintain public commons and squares
11 Hunt shapeshifters & lycanthropes among us
12 Help neutral people first, rest are dangerous

Gifts Choosable Per Point in Alignment

Lv 1-4 in alignment box
One from +1 armour, shield, weapon, ring of protection or another basic item
4 common potions: protection, 2d4 healing, d4 Might or water breathing
One Lv 0 Spell cantrip once per day (choose list type and spell)
One extra zero Lv 0 follower
One Minor Mutation (Apotheosis warning)
One Language

Lv 5-8
 in alignment box
One from +2 armour, shield, weapon, a ring of protection or another basic item
4 potions from cure disease, cure poison, 2d8 healing or heroism
One Lv 1 Spell
One extra d3 Lv or HD follower
One Major Mutation (Apotheosis warning!)
One arms or arts skill
One luck point

Lv 9-12
 in alignment box
One from +3 armour, shield, weapon, ring of protection or another basic item
One Lv 2 Spell
One extra d4+1 Lv or HD follower


Lv 13-16 in alignment box
One from +4 armour, shield, weapon, ring of protection or another basic item
One Lv 3 Spell
One 
extra d6+3 Lv or HD follower 

Lv 17-20
 in alignment box
One from +5 armour, shield, weapon, ring of protection or another basic item
One Lv 4 Spell
One attribute point

Saturday, 27 June 2020

War Against The Dark Lord 1: Dark Lords Forces












































Every few generations some new dark lord comes. Some new demon noble finds a handful of cultists and then helps them finds a relic of the past. Then next thing they are forming an army and everyone on the borderlands becomes edgy as disorganised enemies of humanity unite. Where did all these monsters get so irate all of a sudden? It is like they don't want to be annexed and they keep increasingly making more desperate pacts with demons who just want to be set free on earth. Anyway here are some tables for the warzone that I never wanted to do from my old series.....Links to old ones at the bottom.
 
Obviously, I'm all for Dark Ladies or Evil Obelisks or any form of evil intelligence. 
But I'm sure will do some more evil lady wars or an Amazon war.

War Against The Dark Lord 1: Dark Lords Forces
War Against The Dark Lord 2: Dark Lords Encounters & Wonders
War Against The Dark Lord 3: Dark Lords Rumours & Treasure

I could see my Southern continent of a shattered 3rd empire of knightly kingdoms in a decades-long civil war having recursive dark lords. Might even be why empire exists. Oops, exile Island and Shadelport to be fair probably would work for the dark lord strictly for cash. It is ruled by a devil-worshipping immortal masked Barron after all but might betray the dark lord for cash again. Every 3-6 generations you get a dark lord and some bit of the world gets whittled away.

d10 What Started war?
1 The events were set in motion thousands of years ago and predestined
2 Somebody awoke a great evil by accident allowing the lord to arise
3 A cult worked in secret spreading corruption and gathering evil relics
4 A great defender against evil stumbled in madness and has fallen
5 Famine among humanoids is uniting them in the thousands and the lord took power
6 Ancient oaths made to the commanders of a former great evil have been claimed
7 The evil one has escaped imprisonment due to some foolish mortals sin and vanity
8 A great ruler made a deal under duress long ago and this gives the dark lord power
9 Human adventurers raided numerous tabu holy sites outraging humanoids
10 The elves have instigated this to cull humans and other oafish uncouth races

d10 Objectives of invaders?
1 Destroy everything pretty or artful that is not functional or for war
2 Eat and enslave everything, send slaves home as cattle
3 Destroy a kingdom or civilisation and damage the world forever
4 Revenge against human mistreatment for ages and take the frontier back
5 Utter extermination of all humans not in thralldom forever to the dark lord 
6 Utter extermination of demihumans and magical beings and forests
7 Destroy walls, wells, burn forests, poison wells, ruin land supporting humans
8 Destroy civilisation especially literacy, records, libraries, monuments
9 Destroy the holy places of good religions with fire and blasphemous rites
10 Bring about the apocalypse and force a final war to bring all the gods to earth

d10 What ends war?
1 Dark lord overreaches in zealousness to beat a prophecy
Dark lord minions keep being overcome by local heroes resisting tenaciously
3 The threat of a worse invasions makes humanoids head for their dungeons for cover
4 Somebody destroys the dark lords legacy for a while and hopefully does not replace them
5 Dark lord triggers the apocalypse, gods battle of the earth for supremacy in an age of horror
6 Some band of adventurers obtained secret knowledge to destroy the lords great relic
7 Crusade! allies come from far off lands to destroy the evil one, hopefully they go home after
8 Humanity managed to gain other great hidden allies in an important battle 
9 Heroes uncovered an artefact to destroy the dark lord but it was so terrible destruction
10 The dark lord on the edge of victory starts their true plan turning everyone against them

d10 Factions of the Dark Lord (every good dark lord has a d3 sub-bosses)
1 Goblinoids, mad at humans for losing territory, exploitation and slavery
2 Orcs enraged by humanity who they see as rivals to rule this age at any cost
3 Necromancers have provided undead troops since humans first learned black magic
4 Black wizards schooled in the low tuition fee diabolic school serve for knowledge & power
5 Beast folk army, type created by the dark lord elder magic & secret breeding programs
6 Beast folk horde, wild tribal beastfolk tribe willingly serve for a chance to kill humans
7 Ogres unusually have united to eat and destroy humanity who they hate so much
8 Hill giants have come from the mountains to eat humans and the dark lords lies
9 Chaos horde, mutated warband of maniacs serving priesthood of chaos and demons 
10 Dark elves are sworn to a former darklord reluctantly are made to fight this useless war

d10 Factions Against The Dark Lord
1 A local flawed ruler who earnestly does not want people to all be eaten by orcs
2 Mad lord sure can make a deal with the dark lord or they can reason with them
3 Cowards hoping to pay off or negociate peace or even talk terms of surrender
4 Crusader order formed uniting various churches and kingdoms richest fanatics
5 Crafty old ruler believes just delaying the dark lord will cause him to crumble again
6 Knowing the history of the former dark lord in the region a local ruler ready to swear to evil
7 A peasant army run by bandits living like wild men and fighting the carrying the evil army
8 Local ruler believes can easily defeat the dark lord and is destined to be a legendary hero
9 King wants to unite all lands and is targeted by the dark lord with corruption
10 An idealistic young ruler wants allegiance with demihumans against the dark lord. Trouble is the dwarves think humans are technology thieving bastards who eye off dwarf treasure (true) and the elves think humans are vermin gnawing away at the wilderness. Possibly wilderness protection might help get elves and guilds acknowledging dwarf as owning certain patents

d10 Quests of the war
1 Find the dark lords secret weakness, what is the great relic he requires for power
2 Make allies from one of the hidden peoples of the world like demihumans
3 Make allies from dragons or some other enemy of the dark lord (though a few did)
4 Who was the dark lord? where did they come from? Do they have any family?
5 Disrupt a meeting of the dark lord's minions so they fight each other
6 Destroy something essential to a faction so it drops out of the war to recover
7 Expose the dark lord's real plans and convince some minions they are on wrong side 
8 Slay a great hero of the dark lord reducing stability and morale of the dark forces
10 Save a temple from attack that might hold secret to the dark lords power source

d10 What does the dark lord do to prisoners
1 Butcher for monster food
2 Sent into secret labour camps  
3 Sent back to the homeland to be slave thralls
4 Sent back to the homeland as cattle to be eaten
5 Sent to evil priests to sacrifice to please evil gods and demons
6 Offer them freedom if they sell souls to powers of hell
7 Have them killed and turned into undead
8 Have them killed and reborn as savage fanatic orcs
9 Have them made into eunuchs and sold as slaves
10 Bewitch them into mutants or some kind of abhuman

d10 Which former dark lord is this one in debt to
1 Served Tiamat in the dragon war versus the gods before the creation
2 Joined Jotun, giants, Titans and trolls versus gods in the dawn of time
3 Ally of the gods of darkness who struck down the sun thus spawning the age of night
4 A succession of squabbling dark lords fighting other dark lords in the age of monster kings
5 Early in the time of humans, necromancers revived a new dark lord from a servant of the old
6 Dark lord tried to work with evil elementals which proved a terrible way to make unity against the first empire and lost, now called the elemental heresy 
7 A dark lord found corrupted dragon eggs hidden from the dawning age and used them against the second empire even convincing other draconic and reptilians to join
8 The dark lord who waged war on the far western secret emperor and the orcs returned drug addicts and in debt bankrupting, the dark lord who was killed and eaten by own minions for drug money
9 The dark lord who evoked the elder powers of the outer void allowing things from beyond into the universe until a god sent a hero to slay them. Others copying this lord are likely satisfied with awakening powers from the void already lurking in this world but hidden imprisoned or sleeping
10 The dark lord who used a great relic engine of destruction that heroes turned on the dark lord to drain his life. The right use of the relic might revive some of the old master's life force

d10 Strange Schemes of the Dark Lord
1 Prisoners are taken into the gates of an ancient fallen mountain fortress and never seen again some say fed to some monstrous beast or soul-eating engine
2 Crack necromancers teams and dark elves are sneaking into settlements awakening the dead in local graveyards as part of a campaign of terror 
3 Several villages have broken out in the taint of the evil one making more mutants
4 A species of monster unseen for an age returns amazing many
5 Strange foreign troops arrived having reached from the ends of the earth with strange customs, equipment, language and dedication to the dark lord
6 The dark lord has made a deal with seven demon nobles for supernatural support
7 The dark lord has become tight with hell and is recruiting an army of hell on earth
8 A long-dormant god or primordial monster has a fragment of life remaining and the dark lord plans to revive this god who will, of course, reward them because sometimes elder evil gods do that....
9 Certain key relics and holy places keep the nightmare worlds, the negeverse and overspace separate from our world. The dark lord wants to free all from the veil of illusionary sanity so we can all see the maddening void by smashing these places
10 The dark lord has recruited a force from the Underland nobody saw coming and doesn't give a crap about and surface factions really. Because he has vast rivers of albino hunchbacked goblins able to pour from cracks in the earth like cockroaches

Dark Lord Forces
The dark lord is a unifying force preying on the monsters who mostly lose at history because of their desire to have a dark lord save them from responsibility.

Humans & Orcs
Humans and orcs bread to monstrous proportions into abhumans have stood solid in dark lord armies for thousands of years until they became the majority and revolted. Common orcs freshly made or angry enough or hungry will join yet another dark crusade for a dark lord but they might also feel betrayed by esoteric plans that risk their chance at orc dominance. Human armies of bandits and pirates might join the dark lord especially at sea where his reach is weakest. Kingdoms might join the dark lord in some pact but service does not guarantee a dark lords appreciation.

Goblinoids & Dark Elves & Dwarves & Changelings
Some goblins are still thralls of elves especially dark elves who happily send goblins to die for them or fight first.  Of course, some people can't tell bright from dark elves sometimes. But everyone knows goblins. Those that are not serving elves might still provide them with a buffer zone and be manipulated by elves. Other goblins are bitterly rebellious and over elves forever. Faerie stuff feel free to amp up cruelty - several tables of nasty pranks out there. Some dwarves joined the dark lord who promised them gold and revenge on humans who had stolen iron and gun powder and so many dwarven secrets. Some bad dwarves served evil monsters and wizards in the past but mostly they hide in secret places. Some changelings of evil planar bloodlines have serves the fark lord as agents and heroes.

Goblin 
1 Goblin Forces
Goblin 2 Encounters Wonders
Goblin 3 Rumours Treasure
Faerie 1 Faerie Forces
Faerie 2 Encounters Wonders
Faerie 3 Rumours Treasure
Faerie Maidens
Faerie Land Encounters

Evil Wizards & Necromancers
From ancient necromancer cults or those schooled by minions of hell with the lowest tuition and wildest parties. Other wizards outcast for ethics happily joins the dark lord who encourages experimentation and crazy race theories. Necromancers command vast undead armies recycling the dead which the dark lord proves of. Wizards, of course, make and command own orc armies but they did make those Abhuman orcs and abhuman barbarians that ended up killing a dark lord once which they have to make up for. The dark lord trusts undead wizards the most only they understand the long term picture.

Wizard Wars 1 Causes and forces
Wizard Wars 2 Encounters and links
Wizard Wars 3 Rumours and treasure
Necromancer 1 Causes and forces
Necromancer 2 Encounters and links
Necromancer 3 Rumours and treasure

Mutants 
These make up the bulk of mutants corrupted and tainted recently or perhaps crawled from foul places in the earth from pacts made long ago seeking to smash the perfect pretty face of the world and make it broken for mutants and chaos.
Mutant Wars 1 Causes and forces
Mutant Wars 2 Encounters and links
Mutant Wars 3 Rumours and treasure
Necromancer 1 Causes and forces
Necromancer 2 Encounters and links
Necromancer 3 Rumours and treasure

Giants
Many served the dark lords of the past to failure but some especially the most degenerate mutant formari or the moronic hill giants tempted by food and beer and blood.
Giant 1 Causes and forces
Giant 2 Encounters and links
Giant 3 Rumours and treasure

Monster King Mercenaries
Any strange troops from the age of monster kings could be an exotic troop type and making elves all gasp since they last saw such ugly things. Some of these were paid aeons ago by former dark lords with more money.

1 Goblinoids, mad at humans for losing territory, exploitation and slavery
2 Orcs enraged by humanity who they see as rivals to rule this age at any cost
3 Necromancers have provided undead troops since humans first learned black magic
4 Black wizards schooled in the low tuition fee diabolic school serve for knowledge & power
5 Beast folk army, type created by the dark lord elder magic & secret breeding programs
6 Beast folk horde, wild tribal beastfolk tribe willingly serve for a chance to kill humans
7 Ogres unusually have united to eat and destroy humanity who they hate so much
8 Hill giants have come from the mountains to eat humans and the dark lords lies
9 Chaos horde, mutated warband of maniacs serving priesthood of chaos and demons 
10 Dark elves are sworn to a former darklord reluctantly are made to fight this useless war

United Against The Dark Lord Forces
Many orc abhuman tribes will join humanity as they are sick of dark lord suckering everyone into stupid wars and betraying everyone with an evil wizard and god stuff. They expect land deals and possibly paid military work to stick around.

Human Forces 
The official military of the land are foremost in defence but in overrun areas peasants revolt and make bandit armies against the dark lord. People wonder if they will return to peasantdom after the war. Possibly inquisitors and other maniacs might be needed to hunt agents of the dark lord within civilisation est hiss influence spread. Secret police would be after the agents of evil too. 
Peasant Revolt 
1 Forces and Encounters
Peasant Revolt 2 Gossip

Good Wizards
Good wizards know the dark lord comes for them to be his thralls and don't like it

Crusaders 
Human knights form other lands unite under one banner of many faiths against evil

Dwarves
Dwarves grumble about humans and elves but they doo like fighting the dark lord and some dwarves might even have served him.

Elves
Some elves feel bad about potent old magic still trashing the world and they know the dark lord wants them dead or slaves or monsters or corrupted so they are pleased to fight him. Dark elves complicate matters and elves avoid direct fights preferring to fight through goblin proxies and pawns

Halflings & Gnomes
Normally these guys don't make history but they sure dislike dark lords and get dirty work done smuggling evil relics, shanking villains, resisting evil curses and murdering the odd wizard can help. Good and evil gnomes dislike the dark lord thinkin' he is a trainwreck of stupidity and waste. Good gnomes will help in secret evil ones will wait it out and maybe shank some dying soldiers for coins and wine
 
Abhumans & Changelings
Lots of beast folk hate the dark lord as do barbarians and the spirit peoples who mostly hide among humanity dislike the dark lord.

Possible Future Wars (Which Next?)
1 Lizard Wars! aztech dino folk, serpentfolk for wizards, etc 
2 Witch Wars! which hunt mania! it's like the more you repress people the more rebel
3 Amazon Wars! several great amazon powers wage war in the world against the world of men --and they have surprising allies such as barbarian tribes and elven and orc amazons
4 Barbarian invasion with temples getting trashed and wizards burned
5 Crusade! knights and templar orders and religious maniacs declare holy war on you
-ready to burn the shit out of stuff and kill thousands in name of holiness!
6 Foreign Power - not especially strange just a "civilised" business-like invasion or civil war
7 Modern era annexes your fantasy world with 10000 military advisors and mining partners
8 Elemental Wars - wizards and cults wrecking the place, squabbling, summoning monsters 
9 Dwarf War - it had to happen with artillery, clockwork mines, juggernauts, golems, bombs, guns, gas, all the stuff dwarves have kept hidden in alchemy and mechanics labs
10 Return of the Trolls - not those big dumb chaos cancer brutes, the weird mystical races of trolls castes that you don't hear much about since a big war long ago
11 Druid wars - enough of your shit, druids have had enough, time for a new covenant in blood with nature, cull the herd of humans and help nature fight back, lots of beast folk
12 Xor War - Xor has come to eat your world do not resist join us in eternity with the god flesh
13 Halfling Wars - they stole our children with sweets and cakes, made us
 fat with cheap greasy sausage and white bread, made us addicts to their pipeweed and ergonomic kitchen design, enough and no more! purge the under five foot tall!*

Secretly halflings dirty burrows are actually cosy and like lovely cottages much nicer than even shopkeepers houses full of food and nice things. Who would have thought they were holding out like that. Bastards.

*excluding elderly people or children. Any child can be detained and questioned in case they are in fact halfling terrorists

Friday, 19 June 2020

D100 Tundra Tribal Tribulations


New blogger interface annoying a bit and built possibly more for phone use. Im forced on it now sigh. For a while I was flipping between old one and new one as both have good things. Now harder to cut n paste tags. I wish it had a tag editor I could edit all my past posts easier.

Anyway, Im thinking I need to make a tribe record sheet recording tribe skills and if the skill has more than one expert or if a skill is part of the tribe without the expert. Basically, the exotic skills and tech party witness on travels has made them above-average tech-wise and skills party have with time to settle could enrich the party with food.

Tundra Tribal Tribulations
These are more events and not location-based like last few. They are events that might put tribe or territory in peril or make the season memorable. Lots of games I go a bit Pendragon and have characters hole up over winter or even a few years to develop their communities so these can give you a few memorable crises for such a period. You could roll to see what local excitement is when visiting another tribe.

d10 Tundra Tribulation Types
01 Strangers
02 Elements
03 Discovery
04 Mystery
05 Malcontent
06 Diplomacy
07 Raid
08 Changelings
09 Strange beast
10 Haunting

d100 
Tundra Tribal Tribulations
01 A wandering magician seeks shelter and aid, seeks a safe home but will spread ideas on magic and alignment from a foreign tradition
02 A cunning hunter who seeks a new tribe after being exiled and scarred for murder. Will be friendly and subtle in manipulations at first but often driven by greed or lust to fight and kill
03 An old person "abandoned" for lack of food and her harsh tongue but she has some prised skills and knowledge
04 Loner escaped slavery with ape folk for several years and is far from home. Relieved to find people will offer servitude to join a tribe
05 Child who survived an attack of enemies, able survivor but not good at propper talkification after years alone
06 Woman kidnapped from her tribe but escaped seeks her home or at least somewhere to rest awhile in safety
07 Non-human loner wounded and unarmed is found by locals unsure what to do
08 Assasin pretends to be needy person but really seek to spy on tribe then flee killing a leader or vital expert before leaving
09 Madman with wounds babbling about some horror in hills
10 Pale worn old person escaped slavery in the Underland or faerieland. Knows much but tainted by forces and won't last long. Relieved to die in sunlight
11 Pounding storm floods in summer of covers everything in a few feet of snow in winter
12 Blizzard lasts for days and some die of hunger and cold or die searching in the snow
13 A month of chilly fog chokes the area with only a brief pause in the afternoon
14 Eclipse strikes in the day terrifying animals and people afraid the long night will return and making evil beings rejoice and take risks under belief now is their moment
15 A fire breaks out, perhaps a grass or forest fire in summer or someone's hut in winter
16 Quake releases avalanches blocking passes and opening others long-sealed
17 Sinkhole opens into a vast cavern system leading to the Sunderland and causing some accidents
18 Meteor falls amazing everyone by night and a next day search yields a d4 chunks of star stones (meteoric iron) Each is 1ENC
19 A wicked wind spirit of north increases the cold and will not leave till driven away
20 Great miasma released from earth spreading disease and mosquitoes for a month
21 Someone found a cave entrance to the deep
22 Someone finds a strange alien monolith and other strange stones
23 Someone finds a previously worked diggings in a quarry or mine d4 1=half carved monoliths 2=flint 3=ochre 4=copper
24 Someone found a strange stone seal on entrance into a prehuman labyrinth
25 Petrified remains of d4 1=great beast possibly dinosaurs 2=giant 3=huge trolls 4=gargantuan monster
26 A wretched beast abhuman in strange robes was found unconscious, some say it is one of the old beast lord rulers from the ancient age of darkness. It requires medical aid to survive
27 Someone found a strange metal relic of the ancients with some minor magic power d4 1=+1 ornate iron short sword 2=+1 helm of protection with horns or a dragon crest  3=+1 shield 4=+1 mace. Plus one extra power d4 1=light as a torch at will 2=has random alignment and will curse the wrong to not heal naturally only with magic 3=detect undead 10 yards 4=extra +1 vs one specific enemy (d4 1=undead 2=reptiles 3=spiders 4=mammals)
28 Someone found a wooden totemic carved tree in a clearing. It is a sanctuary of an ancient barbarian storm god forgotten from the apocalypse long ago and possible site to recover ancient human religion
29 Someone has found a cursed object of evil ancients and begins a spree of deceit and murder then flees to find minions to kill all their kin. They might be saved from the curse but not the terrible feelings of their wicked deeds
30 Someone found a strange stone idol and has come in contact with an evil spirit and begun a cult rewarding them for evil deeds and recruiting others with spells
31 Someone is murdered? whodunnit & why d4 1=enemy tribe always up for malice 2=allied tribe by mistake will pay compensation for peace 3=someone local struck by a recurring cannibalistic urge during argument 4=dopelganger or some changeling preditor of humans
32 Something is glinting on the peak of a distant mountain
33 A new mountain pass is opened in an avalanche revealing a mysterious valley
34 Some unknown small tribe is stalking the clan territory, who are they?
35 Someone is a lycanthrope and murders every full moon
36 Something or someone is stealing food from stores
37 Something partially tainted the water and source must be stopped 
38 Something or someone is casting petty annoying curses and spells on the tribe
39 Someone is meeting in secret with another tribe according to tracks found
40 Something has been stalking tribe camp area by night and making lights
41 Someone in tribe complaining and stirring up trouble in tribe
42 Someone is greedy for a mate and has been jealous of others and might cause trouble with another tribe with a kidnapping attempt
43 Someone has offended another tribe who demand compensation or blood 
44 Someone has become interested in learning magic and angered by slow teachers who point out their bad attitude and lust for power
45 A tribal magician becomes malcontent with current leader and disagrees, will find other malcontents to take over or support the new leader
46 An old timer is complaining and telling young how much better everything is 
47 Miserable and gloomy tribe member preaches doom and destruction lowering group morale
48 Someone is badly wounded and tribe split over keeping them alive and crippled or killing them now
49 Someone in the tribe is a secret cannibal especially during hardships where they are number one
50 Someone preaching tribe should go backwards and stop using new skills and technology
51 Other tribe wants to negotiate borders
52 Other tribe wants to trade goods
53 Other tribe wants to trade skills
54 Other tribe wants to trade magic
55 Other tribe want to cooperate against enemy tribe
56 Other tribe want open borders
57 Other tribe seek to trade some mates
58 Other tribe seek allegiance and brotherhood
59 Many tribes meeting to battle a non human tribe d4 1=goblins 2=orcs 3=apefolk 4=
60 Many tribes meeting for a great festival and trading opportunities 
61 A tribe of cannibal apefolk move into area and seek to take over territory
62 A tribe of savage orcs with pet wolves move in are wish to enslave humans
63 Werewolves moved into area, most change under the moonlight and the leader can change at will, newly bitten turn in the full moon. They seek human flesh and to harry humans away
64 A tribe of abhuman muscle-bound barbarians arrive who seek common men as resources in their war on wizards and magic. Seek thrills to gather food and raise their offspring so seek to take over a human tribe to grow their numbers. Those surrendering can join them but will always be inferior
65 White apes move into area and hate humans who they eat and sacrifice to their demon ape ancestors and other evil gods. Human captives are sacrificed, skinned and devoured
66 Goblinoids increasing in area, at first they flee but return better organised. Later some evolve into hobgoblins or bugbears and call apon other goblinoids like thouls and workers and Darkstalkers. Somewhere they have a secret cave complex. Peace might be possible but these have a evil shaman urging them to war on surface in service to a death cult
67 A tribe of brutish abhuman cave folk exit bondage in the Underland through a cave and seek territory. Competing humanoids are to be eaten or enslaved but peace might be possible
68 A tribe of baboons recognise the threat of humans and raid and pester and steal food until driven far away or killed. Mostly skirmish with thrown rocks but might if confidant attack loners to eat
69 A tribe of nightmarish hyena folk with their hyena pets move into the area seeking to devour all humans it can find for their dark demon prince who hates all sons and daughters of humanity
70 An evil necromancer has found a burial ground and has been raising undead minions. When they have enough it is time to attack local tribes and take their bodies to the master. He is one of many of this new order obsessed with evil arts of the past
71 Attractive strangers seek a tribe to join appearing as attractive gender preference choices of whom they meet and seduce. Once in the camp will kill and eat tribe members and have hidden fellow doppelganger friends to replace them. Children often notice parents being odd first
72 Several people vanish taken by a Dryad or Satyr or Nymph, usually near a spring or grove the being lives with it's enthralled lovers
73 A shapeshifting animal spirit folk in human guise seeks to join the tribe. They are skilled in arts and magic but understate their powers and abilities. d4 1=mischievious fox seeks mate and to help them rule at any cost 2=cat spirit selfish but friendly 3=rabbit spirit wants protection from enemies 4=wolf spirit seeks to hunt werewolves hidden among mortals
74 An evil wizard uses illusions to infiltrate the tribe and reports to tribe enemies
75 Friendly attractive and strong strangers seek a tribe to join, really they are part ogre and just want to join so they can eat people. They might call ogre kin to aid them or hide for some time with humans if they can get away with it
76 A scarred lonely hunter seeks a healer, really he is a ogre magi dedicated to killing human healers and reducing survival chances. It might even replace the healer adopting their form for more mischief
77 An old woman who lives in a cave has been advising local women and trading potions and giving them funny ideas about magic and religion. The first who bother her dies mysteriously and then others who doubt her have a nightmare. Actually, she is a had teaching darkness preisthood powers. She will flee to torment the tribe again
78 A tribe member has been killed and is now a shapeshifting undead seeking to spread conflict, destroy stores of food and murder others in secret so they too become undead
79 An old person with a cane seeks a new tribe offers healing and knowledge of fermenting beer. Actually, she is a Bhut, a demonic undead lycanthrope like horror. By night they become a monster that seeks to eat and murder. By day as human seems good and wise and those shunning advice to tribe vanish
80 A dragon in human form has heard these creatures will rule the coming age so wishes to learn about them. This odd stranger is both wise and ignorant and offers magic freely once accepted. Eventually will reveal itself and will usually depart or kill everyone depending on type
81 A stone seal on an ancient pit was broken and a horrible shoggoth roams the area hiding in some hole and murdering tribe members till killed 
82 An aggressive wooly rhino moved into the area and making life hard for humans
83 A golem with a beast head from some pre human civilisation has been exposed by a mudslide and walks the earth killing humans by night
84 A giant has migrated to area and now humans are here. The giant will demand food tithes or will eat humans
85 A dragon lands announcing the tribe are its thralls and it desires a virgin sacrifice once a year henceforth. It has done the same to every tribe in the area
86 A troll has moved into the area near a crossing or pass and demands gifts of food to cross
87 A Griffin has been seen flying over carrying tiny ponies and occasionally snatching a human
88 Peryton mated pair live in peak with a nest. They need human hearts to breed so begin the harvest
89 A giant roc has snatched a few people and carried them to a distant mountain top
90 A feathered allosaurus has moved into the territory disturbing hunters game and chasing people. It seems determined to stay 
91 An evil imp has been whispering to loners at night while invisible, promising them every desire for a blood bargain. The creature will flee when the gig is up
92 A shadow lurks by the camp trying to drain victims in their sleep. As it gets bold it kills and old person creating a new shadow
93 A spirit has been seen lurking often in animal form but invisible. The spirit if placated with gifts will warn the tribe and protect the hearth but if it is insulted or certain tabus are broken it will instead be a menace. Mostly it is invisible but certain magic might contact it or a shaman will know how to entreat it
94 Someone sees a spectral minion and near the camp of an old person spying on them. The spirit requires its remains put to rest by a holy person so it can be reincarnated. Otherwise, the spirit gets more aggressive trying to drive them from area
95 Something skulking near the camp and digging at any grave sites the tribe may have (or might not know of). A pack of ghouls in an ancient barrow have been awakened by the voices of tribe in area
96 A barrow mound is disturbed by accident and someone finds a shiny cloak pin. A wight awakens from the mound and seeks return of it's pin and then just wants revenge and mayhem and to create lesser thralls
97 A spirit falls in love with a tribe member with musical ability and some occasionally see a person spying on the person performing. If anything happens to the musician the spirit may vindictively lash out at any threat to the one they love. When angry appears as spectral human whose flesh rots off to terrify those it hates 
98 Sobbing spirit near water lure curious close so it can grab and drown them under the waters to be with it forever
99 A idol is found and broken releasing a trapped lesser demon that moves into a small cave and terrorists the area and kidnaps some slaves to worship it till it has its own tribe
100 Someone who died in community has been seen in dreams warning the tribe about some coming danger or new enemy

Saturday, 13 June 2020

Pointcrawl Campagn Plans



So have done charts like this before but thought of playing with shaped boxes for a point crawl campaign. So I just they and plan adventure from meeting to outcome with boxes representing travel, dungeons, rest points and other things. One problem of too much choice is unused stuff but you can have reasons to visit some side quests or other paths. A surviving villain might run away to a missed area or some item or side quest or needy person can redirect party even after victory. Anyway, just a thought I will play with and might try this out for current campaign arc. Suggestions for box types are welcome...

I might try printing these up on cards with a list of some possible examples for each to try using as a generator for stories. Possible d4-1 paths from any box or just be arbitrary.

Thursday, 11 June 2020

Setting Builds


So recently watched the extended version of LOTR on DVD which I found a big improvement and some of the extra features that gave me some ideas. Normally I plunder more mythology and national epic literature but watching LOTR while writing my BX clone made my head spin a bit. Just visuals of films can inspire a monster or a scene.

A few things I considered are just next time I revise my large scale maps I will add a bunch of wonders made by humans or natural or magical. Probably more cities need a wonder or some feature to make them extraordinary like a great temple or monument.

Orcs worshipping siege weapon shrines I want more
Plus that one elf can be used to make multiple orcs apparently
Incompetent and mad rulers helping the spread of evil by accident is a great opportunity
A war somewhere every year, occasionally one effects party homeland
Wonders, monuments and tourist attractions for visitors and even villages need something
Everywhere you go there is a local monster or animal famous for menacing people

Considered how I might use my war blog posts to run a game where war is raging and all the dungeons are to make shortcut trips or find important weapons or information. 

My best campaign of several y
ears in the late 80s using RQ3 with only divine magic had a landmass of countries each imperilled by a different evil cult, monster and evil god which players would have to hunt. Plus telling the big evil from local petty evil was tricky and distracting. I used Pendragon too as the game time happened over years so children and how long your horse lived mattered.

I also looked at making something for campaign planning. With some symbols for point-based flowcharts. Probably more on this later.

My cave folk game has a few months and Id want to get some playtests in of higher-level play for my homebrew. I expect play will feature exploring, killing increasingly huge beasts, making tribal and supernatural alliances. Players have had hints of things beyond them in power to avoid before. At some point this setting I might merge with Xor or my fantasy settings set chronologically later too.

Have a post on my campaign pointcrawl flow chart boxes soon...

Monday, 8 June 2020

SF Timeline Notes

Had been wanting to work on some setting timelines again and had a play with my sf one a bit. Might surprise ppl that SF i prefer to fantasy mostly. I like fantasy for it's referencing to history and archaeology rather than high fantasy tropes of crystals and flying ships. 

So while crunching this I considered If I did a SF product I think space archaeology campaign would be what I would do as It is a theme not focused on yet is common in SF and even SF adventures. Old traveller black book had an ancient pyramid that I liked and the concept art of original alien film which was kind of used later. 

Have run using DnD, BRP and my old homebrew d100 system I used 84-89. It started inspired by Top Secret SI and Starfrontiers and evolved more towards BRP so I just changed to that. Ringworld RPG and GURPS probably a huge influence too. I have my setting notes but not many mechanic notes or the huge spell lists I made for the fantasy version.

I might try a spacial map to go with this to show early periods only a few hundred light-years across to being 

So some notes on this setting (I have played various past periods) 
  • Technology templates used by colony ships are standard like the way most of planet use metric. Some colonies have alternate tech and specializations they have developed that is associated with more advanced tech
  • Colonies were equipped with templates to limit them and keep them thralls to their homes
  • Various peoples of Sol (Martian, Venusian, Selinites, Jovian, Terran, Belter) were influences on early colonies 
  • Earliest colonies were isolated for up to a century and developed distinct culture and genotypes 
  • Sol is far away and forgotten. It withdrew from communication with an interdiction field and built a Dyson sphere. Centuries later it vanished, withdrawn into hyperspace. Many old peoples of Sol left the system before this. Sol is mostly a myth to most of the galaxy. The old core colonies are closed to less advanced visitors
  • Those aliens you see, most used to be human. Humanity is allied with starfish and cephalopods. Once Terra faked an alien race "Proximen" to keep colonies united. Real aliens are rare. Some are leftovers of ancients now mostly primitive
  • Ancients left bioweapons and machines and ruins that are a threat to explorers and security of the whole sectors. Quarantine planets are common
  • Humanity and allies control about 2/3 of the galaxy loosely. Together they prevent virulent swarm outbreaks and excesses of pocket empires. Many warlords feel the great civilisations are impotent uncaring as long as you keep low tech
  • There are individuals who have survived thousands of years in cryonics accidents or become synthetics or reconstructed from data by AIs
  • Although Sol is gone, many who departed It before the end and operated at Template3 came to aid the mass of humanity as crusaders who came to wage war on threats against humanity. The last of them died fighting Makkara host from another galaxy
  • Using most advanced tech attracts trouble from lotechs who want it or worse awaken the advanced remnants of ancient weapon systems 

Friday, 15 May 2020

Skills Refreshing


So started evaluating which skills are useless or need renames because they are not really doing what they should and some cases of repetition. So I have had fun with weird magic and fighting arts in play but got up early in the morning and found bugs on my list. Also adding a Common skills list with all the saving throw improving skills and basic sensory skills together so anyone can take them. Hopefully, it doesn't upset my page layout...

A few renamed because currently underused. I'm thinking Forbidden Lore sounds spicier than occult lore and a few other lore replacements.

I hope to do a booklet with all skills and spells but for now, this is my basic skills. The main note is that I'm using stat-based rolls and some difficulty x1/2 mods based on skill and difficulty on a simple table. Also, thief skills were rolled over into my proficiency system and they get lots of skills. So Will do Magic Skills and Arms skills later this is everything else.

Activating Special FX fighting skills - 3 possible methods

Some of the mechanics inconsistent and are infrequent use abilities to infrequent or could be stackable.

1) Critical hit needed to activate FX instead of normal extra dice of damage
In my game, a fighter can buy extra critical hit scores on top of "20"
Some other characters can buy "20"=critical skill but lots don't get it
So not common and rare if not a fighter...

2) Enemy fumbles to activate FX
I don't like fumbles but some weapons it seems plausible. Using nunchucks with no skill is dangerous I've seen it and I've done it. Flails and black powder weapons maybe nets etc perhaps a 1in20 is plausible for an unskilled user for disaster. But I like the idea some skills that make it possible for the incoming attacker to fumble on a 1 but normally wouldn't fumble. Possibly some riposte or disarm skills could use this mechanic.
Makes several similar skills redundant and 5% by chance thing


A fumble is a specific effect from a spell (!) or a skill that makes victim fumble I think is more plausible than 5% all d20 rolls have something wacky happen. Maybe an area fx on a battlefield spell makes a fumble possible or a curse.


3) Activate special FX by replacing attack with -4 to hit to activate
attack on -4 which makes fighters having more of these skills and huge plusses to use them more especially on mooks. Imagine being good enough you just stun or disarm a bunch of guys instead of murdering them all. This is biased to fighters but not far off shooting long-range or target in cover. Odds are you won't try fancy actions on someone you cant hit and I like the idea that a skilled fighter might be able to rely on combat moves to win not kills.  Fighters getting multiple attacks make sacrificing one easy. I think this method sounds like it has good frequency and availability and makes fighters fancier which is an ok outcome.


Common
Concentration improves will based saving throws vs mind control spells, fear, torture, and tests of persistence or self-control
Diplomacy improves charm 
based saving throws vs negative encounter reactions, recruiting followers or rallying followers whose morale has been lost 
Evade improves agility based saving throws vs mechanical traps, explosions, and tests to get out of the way of a threat
First Aid allows with a roll to heal 1HP lost in the fight or stop bleeding in one round as well as revive a drowned or unconscious person. With skill, you take one round to do first aid, without a skill this takes a turn minimum. Need at least improvised bandages each use
Fortitude improves vigor based saving throws vs disease, poison, exhaustion or to hold your breath to its limits
Illumination improves talent based saving throws vs illusions, confusion, puzzles or riddles
Listen improved at hearing others talking or sneaking
Muscle improves might based saving throws vs breaking down doors, lifting weight like a person quickly or bending bars or breaking ropes
Spot used to find hidden things or spot hidden enemies
Taste accurately identify things with small taste especially if poisoned, diseased or tainted


Athletics
Acrobatics for swinging, mid-air contortions, perform aerial feats, catch yourself falling, make spectacular dives, help your body clear obstacles easily
Balance 
for walking or even fighting on a narrow ledge or even a tightrope
Climbing 
for scaling walls, trees, rocks or cliffs without falling with or without ropes
Dance perform dances or make any athletic or combat feats look stylish
Drinking can drink double most in a drinking contest and once a day you can gain 1hp by drinking for an hour
Eating 
can drink double most in an eating contest and once a day you can gain 1hp by gorging on food for an hour
Endurance can labour or march +50% more in a day before fatigue check
Flee one round per level per day 50% faster
Juggling can perform with juggling objects even dangerous ones like torches or knives
Jumping can jump with accuracy at your extreme range more easily
Pole Vault can vault with a pole and add it's length to how far you can make a running jump
Running* add +1 Move per rank, anyone can buy multiple ranks and stack to move faster
Tumbling perform flips, falls and somersaults and cartwheels allowing you with a roll stand instantly, reduce two floors from fall damage, avoid attacks of opportunity
Wall Running can run one yard per level up a wall and then possibly start to climb or leap or swing or scale a wall quickly

Craft
Appraise can assess the value of trade goods by recent market prices and where the best place to sell the items
Armourer can make armour from a variety of materials and in a variety of styles
Artist makes 2d and 3d artistic representations of things and use to ad ornament and realism to other craft projects. Can make a recognizable portrait or sculpture or diagram
Baker make bread and baked goods for a living
Barber can cut and style hair, pull bad teeth and sew up cuts +1HP with hour surgery
Blacksmith can work iron and steel to make tools, shoe horses, and crude weapons. A redsmith works bronze and copper, silversmiths and goldsmiths with precious metals
Bowyer-Fletcher can make bows or arrows. Can improvise a small bow quickly but most bows take up to a year to make for a composite or longbow. Arrows are less demanding and you can make a dozen a day or a few at camp each night
Brewing can brew and ferment drinks like beer and mead or specialize in wine
Builder can build improvised shelters, homes and other buildings with materials and tools
Butcher can butcher an animal to divide among others according to customs as well as cure and preserve meats for storage and cut skins neatly for a tanner
Carpenter can build and carve objects using wood including furniture, house fittings, doors and some simple weapons
Cook able to cook delicious and economical meals, making food go further, be more nutritious, make food decorative and preserve foods for the future
Grooming grooms are servants who make their employers look their best with at least an hour of trimming, dyeing, manicuring and dressing per day. Some use on themselves or might only get to work on livestock. Grooms are aware of the latest fashions and styles

Gunsmith can make black powder weapons suck as handgun, muskets or cannon sometimes making them on the battlefield with improvised materials
Innkeeper can operate an inn or tavern for a living and understand the comings and goings or such establishments and money-saving secrets
Jeweler can identify, value and make jewellery from precious metals and gems

Leatherwork make leather items from animal skins including clothes, shoes, light armour, bags and many more items
Mason
 can work in stone to make structures and monuments
Mechanics understand basic mechanical devices such as water wheels, windmills, pumps, pulleys, cranes, treadmills, clocks, cogs, and other modern engineering wonders
Mining able to identify likely mine sites and mineral types, dig rapidly, smelt basic metals and deal with problems of working underground
Mortician can prepare corpses for burial provide burials according to customs
Repair can improvise temporary repairs on all kinds of goods to make usable for at least one use with improvised parts longer with tools and quality scrap or parts
Ropework expert using ropes and knots. Can tie a person in one round, build structures or hammocks, secure or untie goods rapidly, know special trick knots
Tailor works with clothing and cloth, able to make a living making wearable garments
Taxidermy stuff dead animals as trophies and artworks and try to keep their dignity
Tattooist create artistic ink designs on bodies of others for a living or just for your secret cult
Weaponsmith can make a wide variety of weapons from various materials and in varied styles
Weaver with fibres from plants of animal hair can make clothes, cloth, mats, baskets, string, rope and many household items. It is possible to build rafts and even houses by weaving 

Nature

Beast Lore know about animals and monsters, their properties and how they live according to bestiaries from scholars and sages of natural history through the ages 
Beast Handler able to herd, calm, tame, train animals from domestic to wild. Animals always respond better and cooperate more with skill users. Useful for teams of oxen or mule trains. With time can train animals tricks or chores but most specialise in a favourite type
Boating can make and operate oar and rowing powered vessels from a raft to a galley. A skilled pilot can help a boat survive catastrophes or outperform rival vessels and instruct unskilled sailors what to do
Driving able do drive animal pulled vehicles like an ox cart or a horse-drawn chariot or a reindeer sled. Skilled drivers can drive faster with less risk and make dangerous manoeuvres or even drive one-handed or might hold reigns in their teeth
Farming able to grow crops for food and operate basic animal husbandry for a living
Fishing able to catch fish using basic lines, nets, spears, or traps. Understand tides, bait and best locations in any water source
Fungus Lore can identify and cultivate any edible, poisonous or magical fungus. Recognize fungus creatures and treat fungus related poisons or infections or illnesses
Herbalist can gather a d4 herbal treatments a day with a roll that can be used to gain +1HP to first aid, 
+1HP to daily healing or +1 save vs disease or poison saves if ailment diagnosed by a healer. Can preserve and identify plants and quality for medicine and magic 
Hold Breath can hold your breath one round per level with a skill roll on top of one plus Vigor bonus a normal person would get useful underwater or in poison gas
Hunting can find most likely game, build appropriate snares and ambushes to obtain food easier
Marching can make long march in a day without any risk of fatigue checks
Nature Lore understands natural terrain, ecosystems, seasons, weather and other features of the natural world and some ideas on the ancient past. An expert can assess how long natural resources can be sustained and the health of an environment
Packrat can carry 10 enc of items without penalty as long as they are one or fewer items
Plant Lore knows about plants and plant creatures as well as how to cultivate and care for them. Can recognize plant-based medical conditions civilization
Porter gain Might in additional enc points not counted for encumbrance penalties
Quartermaster outfit and manage equipment and transport for expeditions of all sizes at the best price. Resource scarce items, manage labourers and ongoing supply needs
Riding use a breed of an animal usually a horse for humans. Mostly the rich ride
Sailing can operate a wind-powered sailboat or ship and can direct others
Scout can explore and search wilderness areas identifying possible enemy campsite,
 finding the best travel route for a party, locating water, crossings, and other features. WIth scout roll can half terrain penalties for a day of travel
Sense Direction uncanny sense of north up and down with a roll
Sense Weather bones ache a day before a big weather change
Survival can survive in the wilderness and a roll provides a day of food. If you have this skill is operates best in a specific terrain type. Skill includes many other crude methods of building, navigating, finding food or water
Swim 
most people swim poorly but with a swim skill you can cope with currents, dives, underwater activity or just reaching 1/3 your move score (unskilled Mov becomes 1 in water)
Track can follow a person for days from a trail or make it harder to be tracked


Scholar
Arcane Lore an expert on the lore and history of magic, wizardry and sorcery
Alchemy
 knows processes and lore of alchemy, can identify common potions with a test kit in one turn and a roll. M
akes spells using apparatus, laboratories, golems or magical life cheaper and easier. Surprisingly primitive peoples manage to do alchemy
-Acid Lore brew aqua regia and other acids to dissolve metal locks, make cruel traps, dissolve corpses or even industrial processes like refining minerals and etching
-Apothecary similar to herbalism but uses on mineral-based cures rather than plant-based treatments which often come as potions or ointment or pills. These medicines keep longer but require more expensive materials and laboratories
-
Black Powder expert at making and using gunpowder halving the time to load and fire any guns or cannons and gunpowder fumbles on a hit roll of 1 are misfires not d6 explosions. Can make gunpowder from raw materials of good quality as well as firecrackers, grenades and rockets as the
-Glassblower can make and blow glass to make bottles, jars, windows, lamps or laboratory apparatus. A furnace is required but some etching with tools or acid might be possible with less equipment
-Incendiary Lore
 expert at starting fires with minimal tools easily, making matches, lamp oil, burning oil weapons, brewing superior fuels and also how to burn buildings or 
bodies properly, keep furnaces hotter for longer, and use wildfires to create havoc or for hunting. Predicting fire can also help to fight blazes and prevent unwanted ones 
-Poison Lore knowledge of various poison recipes and how to apply and if needed make antidotes for them. Come from plants, minerals and animals and the worse use multiple types. Poisons come in contact (touch) venom (blade or arrow or bite) ingested (eat or drink) or vapour (gas). Can keep a person at death's door from poison for hours till they get magic or better care. If the poison is known type can research and make an antidote
Ancient Lore knowledge of ancient civilisations in the past and the ruins and monuments they left behind and recognising makers of found treasures and artworks  
Astrology art of divination based on stars and constellations and the movements of celestial beings. Given a birth date can provide a simple reading with a day of checking with star charts and books warning of approaching problems. Includes theatrics for clients
Bureaucracy expert with navigating government legal red tape and administration and searches for information in records found in temples, guilds and government
Dragon Lore history of dragon kind and their dinosaur and reptilian kin who ruled long ago
Dungeon Lore theory and methodology and traditions of looting dungeons and killing inhabitants and making money out of every scrap and claim the land
Dwarf Lore history of dwarf kind and their civilizations long ago and deep in the earth
Engineering knowledge and theory of applying crafts to the large scale of manufacturing and construction, bringing personal scale crafts to large public scale projects like a bridge, mill or building a complex siege weapon. Used with mining to build huge efficient projects
Faerie Lore history of elf 
kind and their faerie and sylvan kin who ruled long ago and still do in wild places in woods and meadows 
Folk Lore knowledge of common folk their lives, how they live and eat and play. To the rich, it is just a theory of how the poor life. For commoners, folklorists are wise in customs, festivals, omens, popular stories and legends of local supernatural beings and places  
Forbidden Lore knowledge banned and best forgotten by humans mostly dealing with prehuman races who ruled by black magic. These evil beings worshipped demons and outre beings from the void beyond and today secretive cults are hidden persisting in unlawful magic and spreading forbidden lore. The best way to stop evil lore spreading is to learn more evil lore, it's common sense. But only the purest and brave ought to try with approval from the state and church who keep libraries of these banned works
Giant Lore history of a giant kind and their ogrish and troll kin who ruled long ago and still do in wild places in mountains and great caverns
Healing can once a day perform a one-hour surgery to heal a d3 damage with stitches and binding with bandages. With a severe life-saving surgery like amputation or removing a growth or infected arrowhead, the victim gets a save to live. A skilled healer may also add a d3 if nursing a patient to their daily healing instead of just +1 like an unskilled person (a person per Charm score per day). A healer nursing a victim of poison or disease for at least a day gives the patient an extra saving throw
Heraldry recognises heraldic designs of knights, nobles, cities and institutions and can follow the history of families and bloodlines enough to support legal cases. Might recognise famous foes or families on the battlefield and is important for knights, nobles and scholars
Holy Lore knows the religious accounts for the creation of the cosmos, the lives of the gods and their representative heroes, saints and martyrs. Recognise religious decorations and sects and familiar with sacred scriptures and mythology enough to spot heretics
Kingdom Lore know the history of various regions, states, countries and who rules them and recognise their soldiers and costumes and famous customs
Numeracy master of accounting, finger counting into tens of thousands and abacus use into millions. Expert at mathematical problems and formula
Map Lore expert at reading and making maps, familiar with geographical natural features and hoe influences people, travel and trade. Knows all the commonly known world maps and some of the rare ones. Help make maps on the fly exploring dungeons easier
Memorise able to learn and repeat lineages, scriptures, litanies and scribal lists with ease and finds it easier to remember details about names and conversations and events. Often used by actors, epic poets and leaders making public speeches
Merchant understands buying and selling goods for money, knows local and global trade routes, can operate a profitable business and know where best deals are
Ocean Lore history of sea empires and undersea kingdoms and how they have warred and traded with the surface world for aeons. Familiar with mermaids, nymphs, sea monsters, fish folk, squid demons and other mysterious denizens of the sea as well as pirates and navy forces
Planar Lore
knows the history of the multiverse from the formation from primal elemental and outer planes, mysteries of the outer void and faerie land. Recognise planar beings and some know something of what outer planes are like
Scribe arts of professional literacy including fine calligraphy and illumination of written texts. Most work as a secretary or read and write for the illiterate. Scribes also know how to make paper, vellum and papyrus and prepare clay tablets as well as bookbinding, stylus and ink making. Scribal arts are the gateway to all the learned arts and lore schools
Siege Lore knowledge of managing siege warfare, 
including defence and offence, improvised siege weapons attempts, sapping and developing cunning plans. Mostly applied to attack a building but could be applied to a region or a whole country. Know of famous sieges and battles of history and for design. You can build a basic catapult, ram or ladder  but Mechanics and Engineering help you build more ingenious weapons
Steward art of managing an estate, property or farm often their own or hired to caretake for someone who does own it. Most knight households have one some have several. A good steward improves the wealth of a property and ensures it for future growth
Underland Lore history of underground kingdoms and people and tales of how they have warred and traded with the surface world for aeons. Gnomes, trolls, giants, dwarves, elves all wage war in the deep with humanoids and monsters


Social
Bargain an expert at haggling and making deals to get the best value trades
Begging can earn a living begging on the streets or able to convince enemies to spare you or you might be useful, stop lovers from leaving you, appeal to the court for mercy and other forms of degrading snivelling. Beggers often form guilds and share information and keep the best spots for friends
Bluff able to make quick boring plausible lies or half-truths to manipulate others. Often used to evade authorities or suspicions or to dupe some idiot with a scam or dodgy goods
Bribe expert at flattering guards and authorities with gifts of thanks to cut through red tape or find corrupt authorities without suspicion or embarrassment. Can find who requires bribe and finds the best gift
Carousing able to be the centre of the party for possibly days at a time. Able to assimilate yourself with locals or into groups through drinking and vice and make friends. You can always find the best vice, parties and forbidden delights
Etiquette has refined manners and the good sense to listen and copy other where manners and customs vary from your own. Fit to dine with refined nobility
Follower gain an extra basic follower slot
Gaming expert at various games of strategy like chess or backgammon. Familiar with gambling games based on skill and assess the house odds and honesty in a gambling den. You can spot cheats and hide your own cheating
Gossip you quickly pick up all the best and local gossip able to find rumours on anything given time. Can also use to spread slander or lampoon some feckless rival
Insight able to assess if someone is telling a known lie or omitting the truth, especially with some conversation and prodding. While you can get it wrong you spot a grifter or a guilty person better than most
Intimidate expert on bullying and scaring others with physical size, weapons, threats of violence and intimidation. Serious professional bullies charge protection and exploit their victims or make them back down. Bullying the law or a gang on home turf takes more effort and a more credible threat. Interrogation an uncooperative witness is a common use
Leadership add 1 to your command radius per level when influencing your subordinates on the battlefield, rally a panicked unit to return to battle or convince badly-behaved troops looting or killing civilians without permission to stop
Music Lore can play a variety of instruments and know many pieces of music and songs to perform to entertain others or sometimes a song records important lore of history or a clue. Have composed some original tunes and can play with others. One instrument is your prefered type like a lute, harp, flute, drum, horn
Poetry can compose poems on various subjects or speak in verse to be employed or gain a reputation as a serious talent. Make ordinary stories and speeches have pizzaz
Preach used for recruiting others into a church or cult. By proselytising on a box in the market or in peoples homes or sometimes performing acts of charity or healing you can recruit new acolytes. Works best on needy and those wanting a new life. Impressive at public speaking and emotive debates
Seduce use sex appeal to persuade others, find dates and make new lovers
Sing an able vocal performer who knows lots of songs and attracts admirers
Taunt persuade others by provoking them usually to break ranks and attack you or goad them into some foolish act with a challenge or a duel. Expert in vile personal attacks and what to say to offend people of many faiths and races the most effectively
Voice able to be louder than most people when singing or speaking and can drown out lesser voices. Screams and yells can be heard from twice as far away
Whistling can make very loud whistles that can be heard possibly over a kilometre away and can be used to assess the size of caverns and spaces by the echoes. Also, entertain an audience, tease birds and whistle all day long making you the most popular party member    


Subterfuge
Cryptography decode and create cyphers for sending secret messages
Conceal art of hiding things often using other materials or building features as camouflage. Can make secret hiding places in crafted items or secret doors or compartments. Can improvise camouflage in a hurry to hide a small shack in woods. Can smuggle goods under 30cm on your person to get past searches for drugs or weapons
Disguise able to make disguises with time and parts can make prosthetics, props and develop an identity. Can quickly improvise props from available materials in a hurry
Escapology able to escape from manacles, ropes, sacks, chains and other restraints and gifted at escaping custody from prison or slavery. Can dislocate and contort body to facilitate. If you fail the first attempt you might take 1hp damage
Forgery able to create forged legal documents, copy handwriting styles, fake old records and possibly make counterfeit money and clip coins and other criminals scams
Fortune Teller convince others you can tell the future with theatrical panache and by cold reading subjects to perform amazing feats. Also good for talking to fake spirits and other occult performances. If you can really tell fortunes this helps you make more money
Gambling makes a living as a gambler picking victims, playing dumb and
 fleecing idiots. Can spot others cheating and can hide your own efforts as well as tricks like counting cards. You can also make your scam games seem appealing and just bad luck when rubes lose 
Hide can hide in shadows and move about unseen for ambushes or crime
Lip Reading can read lips without sound to eavesdrop on others talking
Lock Lore can pick and make locks using tools or can improvise tools
Looting art of stripping victims and locations quickly. Can grab most obvious loot from a room of a victim in a combat round and move onto next. Might miss secrets and swallowed gems but lets you grab stuff and get out faster
Night Sight penalties for fighting by night halved and your ability to spot threats or find things in the dark is improved. Need some ambient light does not work in the absolute dark
Mimic copy voices of others or animal noises for humourous pranks or deceptions
Quack Healer convince others you are a healer and sell them fake medicine and scam treatments for money. If you can really heal this helps you make more money
Shadow lets you follow others discretely without them knowing or tell if someone is surveilling you. Works best in crowded urban streets where failure is more forgiving. Intended for stalking and surveillance but also helps chasing targets
Sleight can perform various feats of prestidigitation like picking pockets, pulling coins from children's ears, shoplifting, swapping items, shell games and other distracting feats
Streetwise can contact various speciality criminals especially for sale or purchase of illegal goods and services. In your hometown, you know all the gangs and players in your area but anywhere you live you learn about the underworld scene fast. Good for information and recruiting specialists or getting criminal work
Torture familiar with torture equipment and methodology and use of pain for interrogation. Can improvise without tools and in some cases, the victim gets a will save to resist or possibly a saving throw to survive if prolonged. Most codes of premodern justice include torture as part of prison even id innocence is uncertain
Trap Lore can detect and bypass traps or construct them using tools or improvising them
Ventriloquism can throw voice which is mostly not using your lips giving impression voice comes from elsewhere like a puppet or a box or a window. A useful distraction. With mimic, you can easily start fights between strangers or make a two-headed dim-witted giant decapitate itself

Glad I spotted those mistakes and seldom-used skills taking up space on my book spreads. I guess responding to stuff players do so certain types of things happen more is a good thing.