|
Goth Guru's page
8,816 posts (8,860 including aliases). No reviews. No lists. 2 wishlists. 3 aliases.
|
Tech Trolls: Like cyberpunk but more realistic.

89: Air Reprocessing
Air ducts lead into 4 of the reprocesers, then out through other ducts. The 5th one sucks up air from this room and then vents cleaned air.
Reprocesers: There is a grill that disintegrates small particles just in front of a fan that sucks the air. Large objects such as humans are ejected out the side of the intake duct. (It would damage the mechanism.) The air is bubbled through the tank filled with water, baking soda, and charcoal. A strange ray beam breaks Co2 into separate carbon and oxygen atoms. There are pipes that regularly flush the tank when it gets cloudy. The air then blows out another fan with a grill and goes on it's way.
The water goes in from a mixing vat where baking soda and charcoal is added to water. 50% chance there is a robo-cart adding the baking soda and charcoal from the crates it brought to the 2 hoppers. If the hoppers are nearly empty, an alarm and red lights activate. This attracts more wandering monsters. This also happens if anyone tampers with or damages the equipment.
1 person marked this as a favorite.
|
44)"You keep coming back for more don't you."
Whenever they die they reincarnate. I have a larger table with all the monsters on it around here somewhere. This curse is often put on an idiot who forces a monster to make them younger. Only a wish or greater remove curse will remove this.
98: It's not supposed to be there? Must be a cartoon character. Now to roll some random cartoon powers.
90: Dead goblin. Has junk laser only fired once. Cause of death, DC16, multiple laser wounds, 2 of them critical. Has a data pad with hiring contract signed with an X(not his real name). Used a chicken bone as a stylus.
Fnord is a pony who for some reason never appeared onscreen on the show. Check for yourself. No ponies with the word Fnord as a cutey mark.
1 person marked this as a favorite.
|
Belabras wrote: Goth Guru wrote: For example, everything a goblin cobbles together eventually explodes. never just catches fire or emits an ear-splitting shriek. Why not all three? That's an exemplar Goblin.
For example, everything a goblin cobbles together eventually explodes. never just catches fire or emits an ear-splitting shriek.

Pizza Lord wrote: 23. Ability montage
Once per session, the character may explicitly declare to those around that they are using a power as a one round action (typically by calling out the name of the ability or what it does). All creatures within 60 feet that can see them can do nothing but watch as they slowly go through motions, stances, or generate visual effects (depending on the ability), which are then completed at the end of the round. The ability must be one that requires one round or less to perform.
Suitable powers include attacks, magical attacks, buffs, summons, or disguises or transformations. This only stops creatures from reacting, it won't stop falling, the planet from crashing, environmental damage such as standing in a fire, spell durations expiring, or an oncoming train, traffic, or comet. If the ability can be interrupted, it can be disrupted as normal (by environmental, incidental, or ongoing damage, or possibly a blind character that doesn't know they're supposed to be unable to act during the montage).
snip
At 7th level or dice they can create a time loop montage. They can attempt and reattempt a ritual, crafting, or other action till they get the desired result. The cartoon can change their actions on each attempt. Anyone who tries to disrupt the loop, and fails, becomes caught up in it. They can alter their actions to disrupt or complete it each time as well. Other creatures involved in the loop can Will save vs 18 to realize they are in a loop. At 7th level it's up to a day long. At 9th level it's up to a week long. At 13th level it's up to a month long. At 19th level it's up to a year long.
Standard: Even without a cartoon bag, a cartoon can store one item per level in all their hidden pockets. Thus they can stow a maul of the titans in the pocket along their spine. All "normal" pockets are portals to hammerspace, and size doesn't matter. Extra items beyond their maximum are not only lost, but someone else can draw them from their magic bag.
Someone pregnant with a toon or half toon will find furniture appears in front of them, at least tall enough to hide their baby bump.
245: Roll on the random curse table. Curse persists till removed.
246: Drinker thinks they are cursed. Everything that goes wrong they blame on the curse.
[b]89: A roll of Arodens. It like Benjamins but with the deity's picture on it. They are of value only to historians, certain clerics, and other collectors. In an online auction, you may get more than the face value.
29: Toilet trap.
A toilet connected to the room by a door. On the wall is a sign in the common language "Flush only excrement and toilet paper." If someone tries to flush anything else the floor swings away on a hinge dumping them into the sewer along with the contents of the toilet.
155: On the underside of the stone is a bass relief, permanently painted, image of Marty Mutant. This is a summoning stone. When someone says the command phrase, "It's the Marty Mutant show!" this cartoon is summoned. He will have the same level as his summoner. He will have random mutations and cartoon powers, redetermined daily, upon waking. He will persist till the summoner says, "That's all folks!", he is destroyed, or banished. If destroyed, he can be resummoned after 24 hours. He's usually green. He's, chaotic neutral.
107:"If you do not read and heed the signs, floggings will resume!"
Goth Guru wrote: 8:Shared elixir.
This grand discovery allows the alchemist to bottle a mutagen or even discovery to be useable by others. Note that till used it occupies the slot, so unless permanent, such as the elixir of eternal life, two people cannot use it at the same time. Also, the rare ingredients cost 1000 per effective level. When you look at the level a grand discovery is available, you realize just how pricey this is.
MagicofPlayer1 wrote: New alchemist discovery.
7: Oiled Blade (Ex): You can create an oil that allows you to deal more damage to a specific enemy type. Once per day, you may spend ten minutes working at an alchemy lab and designate a creature type, as the Ranger’s favored enemy ability. You produce an oil which, when applied to a melee weapon, causes it to deal 2 additional points of damage to creatures of that type for the next hour. You can also apply the oil to 20 pieces of ammunition, though it still only lasts one hour.
At 10th level, this ability deals 4 points of bonus damage instead.
Anyone think this should be more than 1/day?
9: Greater oiled blade. Must know oiled blade and be at least 10th level.
This oil deals 4 extra damage to creatures of that type, the rest of the day. The alchemist can spend 20 minutes and produce 2 doses. That's enough for 40 pieces of ammunition. Note that a weapon that breaks for any reason ends the effect for that weapon.
Or maybe these plants harbor light hating creatures such as vampires. Undead hating groups like the Van Helsing Society tend to rip them out and burn them whenever possible. Worse yet, an elixir made from the roots and blood can restore destroyed corporeal undead.

Freehold DM wrote: 614. Echolickia- These mischievous candies are often sold as lollipops to well off brats looking to get into mischief. They allow one to perfectly mimic the voice of another for about 10 rounds(one minute), but only if that person licks or otherwise ingests part of the candy before the mimic does. Originally used for fun, they have since gone on to be used in all manner of chicanery, from light hearted pranks to incredibly involved attempts to catch an unfaithful lover to at least one comically unsuccessful regicide. In game terms, these candies grant a +10 bonus to disguise as a specific individual, but only for the purposes of sounding like them, and there are usually massive penalties to offset the bonus because these candies, while expensive, are still quite common, and the fact that one has to taste the candy first before giving it to another party for them to use often tips off any people in the vicinity that something is afoot. It is made from a pseudo sugar plant that looks like a sugar cane above but like a sugar beet below. The sugar is very hard to identify as anything other than sweet.
Freehold DM wrote: 612This incredibly small legume is tasteless in more ways than one. It only takes on flavor when incredibly salted, peppered, or otherwise seasoned in excess of its size, and is not particularly filling in any case. No, what makes these nuts special is that when they are fire roasted, the shells that are left behind after a meal are the perfect size for a Tiny fey, serving as a helmet, shield, or some other form of semi-rounded armor. There are a few "biggies" that will sell the shells to hot headed fey that may be interested in starting their careers as adventurers. Naturally, doing so sickens most folk who see faerie folk as lighthearted, peaceful pranksters who wouldn't hurt a fly. Some find such fey hilarious. Decked out as a fighter, hideous laughter cast by them is +4 DC.
Some chefs call the bean "The blank canvas". The tasteless bean bread can highlight a gamey meat filling.
'

Set wrote: 611. Firegrass For millenia, the grasslands of the Sere Expanse, near the city of Oenepion, in Nex, were prone to seasonal wildfires, and the seeds of the local grasses grew thick shells that required the kiss of fire to lightly char so that the seedling within could break free and take root. And then the weather changed, with the cultivation of these lands by the Arclords of Nex, seeking more land for their own grain and grazing livestock, and the now regular magically influenced rains ensured that no wildfires occurred over the expanse. Unable to grow through their own protective coatings, and the Arclords having no patience to learn why their lands grew barren, they moved on to other concerns, and now much of the feedstock that supports Nex is imported from their sometimes-foe, Geb, which is something of an irony that Geb finds deeply amusing, since his nation has such- fertile soil, and far fewer living souls in need of such nourishment...
snip
And now you've instructed PC Goblins on how to propagate their new favorite plant. Woopsy!
1 person marked this as a favorite.
|
I've ironed out most of the kinks with the stopwatch, time cups, and time flies. Of course, that's all unofficial homebrew. Personally, I think only the gods can perform time travel that doesn't create an alternate timeline. Also, the gods can adopt abandoned timelines that effectively become stubs at the point time travelers go back. I employ time eaters like in the Langeliers by Steven King.
A Christmas Cookie Carol.
A shotgun with various magical loads would do nicely. Maybe a tanglefoot shot and a shrapnel shot for the first encounter, then she reloads while her clockwork minions keep adventurers busy.
Dark stalkers and slayers usually have built up a tolerance to the deep chicken venom. They usually coat their weapons with the concentrated poison. The poison causes dex. damage and can be mixed with black smear to cause strength damage too.
70: Repair and operating manual.
It's a thick book, made of thin plastic pages, printed on with black ink, and nearly indestructible. Ordinary comprehend languages will not help you understand the technical jargon. There are occasional illustrations that add +4 to disable device for that thing only. Medieval adventurers are already -4 to repair or operate most high technology. Crafts and repairmen professions are likewise impaired.
The topic can be determined by GM choice or...
1)A piece of high tech gear.
2)A room on a space ship or base.
3)A specific ship or base wide system such as wiring or plasma conduits.
4)A specific model of robot or android.
5)A specific vehicle.
6)Other stuff such as the nernies built on the outside of starships.
Cost: Manuals generally sell for 10 gold or credits, but more often they are traded for other manuals that are needed. They have become a medium of exchange, especially among scavengers.

Pizza Lord wrote: 7. Seeing stars.
Once per encounter, can choose to negate the extra damage from a critical hit (not the normal damage) by instead being stunned for a number of rounds equal to the crit multiplier of the attack. During this time, they will have visible objects circling their head. It need not be stars, it could be tweeting birds, planets, teacups, or anything relevant to the situation (eggs or bacon or frying pans if hit with a frying pan). Unlike normal, the character can take a 5-foot step during their turn while stunned or opt to move half their speed, but it will be in a random direction. They receive a +2 Dodge bonus against attacks of opportunity provoked from movement due to their erratic, swaying motion.
The attack must be physical or forceful in nature, such as a weapon strike or telekinetic blast, not purely energy, and this doesn't negate other effects caused by critical hits, such as a weapon's bursting quality or a vorpal weapon's decapitation.
8. One lump or two?
Once per encounter, when hit by a critical hit, they can choose to make the extra damage (not the normal damage) nonlethal. They will grow one or more visible lumps on their head (number equals the attack's crit multiplier –1; the GM should narrate the attack as striking their head if possible, if not possible, this ability can't be used). This growing lump will raise hats, helmets, or seem to punch through such coverings. It never actually damages such objects, but renders magical hats, headgear, hoods, or helmets unusable until the lump is removed. One lump can be removed if the character spends a full-round action pressing it back down, which also removes an amount of nonlethal damage they received from the hit divided by the number of lumps. The lumps also shrinks away after 1 minute, but the nonlethal isn't healed in this case. Healing all the nonlethal damage will also remove the lumps. Any supposed holes or damage in headgear caused by the lumps' appearance also disappears.
7B. If pierced by bullets or other such weapons, they can take a drink of water and the water will momentarily sprinkle out, then heal. Note that arrows will be forced out by water pressure.
83: Sewer Line
A pressure door leads to the sewer line. It connects to all the toilets, a vent out of the base or ship, and the plasmatic incinerator room. It floods when someone flushes, unpredictably, but rat people maneuver it with ease.
Goth Guru wrote: 22: Healing power of laughter.
Like channeling positive energy but it heals 1D4-1 per round to anyone within earshot. Reversable as cringy comedy. Only cartoons can switch at will.
They heal hit dice or level to themselves as long as they make fun of their wounds.
1 person marked this as a favorite.
|
"I'll summon a cartoon demon. What can possibly go wrong?" BW.
96: The continent IS a portal to a planet made entirely of the sargasso. That's why the natives avoid that continent.
97: Yes, Pizza Lord does sometimes insert an item from the wrong table. I think he is this universe's version of Discord, Lord of Chaos.
Since white crystals have no special powers, pink crystals are just diluted red crystals and give very minor powers. Note that this is not just a rip off of a popular comic book. Clear crystals are used to make cubic ioun stones that record memories.

246: A red giant star is in the center of the system. Around it orbits a massive mostly crystal planet. It's so big that some natives are afraid it will explode from the high pressure liquid core. The natives have blue diamond like crystals in their bones which allow them to resist the gravity and pressure. Also they have dense flesh because of the environment. Note that natives have super human strength on normal sized planets. Yellow sunlight will energize the blue crystals giving them other mutant powers. The green crystals are toxic to them and are locked away in big lead lined buildings.
Notes: Red crystals cause temporary mutations and defects, yellow crystals remove powers, purple crystals give powers, and orange crystals have healing powers. They only radiate these effects when exposed to white or yellow light, only to natives of this planet normally, and only effect non natives who inhale the crystal dust or have long contact with the crystals or metal hardened by mixing in the crystals.

35: Voreish Ritual
The cauldron and candles are lit. Ingredients are added to the pure water(including a feather or other token of creature to be “vored”). Brew must be kept on the edge of boiling for a whole hour. The recipient of the magic must drink of the brew then perform the voreing within 8 hours.
Difficulty: DC25.
Success: They attract and swallow a tiny creature, acquiring a trait or traits the creature had. There may be cosmetic changes, such as blackbirds resulting in black wings.
Failure: They get traits they don’t want. 1)Replacement, such as wings instead of arms or permanent water breathing. 2)Shrink to tiny size. 3)Polymorph completely into the creature, just M sized. 4)The spirit of the creature tries to possess the recipient of the trait during times of stress. 5)It’s only temporary, lasting 4D6 hours. 6)No effect. All non permanent materials are wasted.
Modifiers: Knowledge Arcana, Nature, possibly The Planes, Alchemy, and +4 if alterationist present.
Costs: 5000GPV for Cauldron, rare liquids, spices, circle of 5 candles in tall holders, Fuel for the fire beneath cauldron, ect. Cauldron and candleholders are reusable.
Special: The brew is shelf stable but cannot be changed to another creature once created. If made with a bird feather it cannot be used on a bat. It can be sold for up to 5000 a dose.
"As long as I don't say LEROY JENKINS three times, LEROY JENKINS can't hurt me." G-unit
245: A water planet so choked with sargasso that entire continents are made of weeds. The continents are all different shades of green.
20: BFG as in Big Freaking Glacier. While normally these things are at the poles or on the far side of the planet from the central star, this thing is being created by an artifact, huge portal to the plane of ice, or something. It's being created at one end of the continent and melting at the other. Artic creatures such as polar bears, seals, and penguins live on the edges and on icebergs. It ties up a lot of water so disrupting it would flood the planet.
106: "We don't take responsibility or assign blame. We just clean up the mess. The Janitors."
15: Mountain of Babble. Somehow this mountain takes up almost all the continent space and sticks up above the atmosphere. While the peak is a great place to build a spaceport, it may make the orbit a bit erratic.
16: The pit. This valley is like a deep crack in the continent. It's so deep that there is a river of magma at the bottom. It almost reaches the mantal. With all the fire and noxious gasses it very much resembles Heck.
88: An opened plastic bag of cotter pins. One is missing.
80: Multi-purpose room
It seems like an empty room till you press any of the buttons on the walls and floor. There's a hidden, intercom, full library shelves, double bed, plasmatic incinerator, plasmatic food materializer, dishwasher, washing machine, dryer, 3D printer, bunk beds, couch, computer terminal, Conference table, big screen monitor, toilet, shower stall/bathtub, closet, ect.
1 person marked this as a favorite.
|
There's also trapped machines like the one in "Tommyknockers" that grapple a character when they reach in for the soda.
The shoes allow plane shifting to and from the plane of zo only to female wearers. They also allow all kinds of other powers there, to female wearers.
21: Unnoticeable
Anyone has to save Will 10+cha bonus DC to notice them. They also have to save to remember them. If they attack, it is suspended for that round only.
Spells known: One mind effecting per spell level.
Sounds like Sanctuary, but as a mind affecting power that affects them when they even think of attacking. Also they have to save or they immediately forget about the person. Disguise and stealth are probably class skills.
A devil may have done this to a family line, granting them money and power in return. A member of the family may approach the characters asking for their help in breaking the curse. This could lead to the characters journeying to Bator to find the devil and destroy the contract.
22: Healing power of laughter.
Like channeling positive energy but it heals 1D4-1 per round to anyone within earshot. Reversable as cringy comedy. Only cartoons can switch at will.
97: A jagged blue crystal shard.
As 95 except grants cold resistance. AC +2 due to ice buildup everywhere except joints.
88: Ring of chaotic regeneration:
Wearer fast healing 1-6 points every 1D6 rounds.
|