Friday, 29 April 2022

d40 Doors!

 Here are d40 doors! Enjoy! 

Also here is button to press to get a random door: 





d40 doors: 

  1. Curtain or cloth covered door arch  
  2. Closed but unlocked door made of surrounding material 
  3. Closed but unlocked door made of surrounding material - fitted with glowing light source
  4. Staircase up made of surrounding material
  5. Open arch way 
  6. Ajar door made of surrounding material 
  7. Ajar door made of surrounding material - swinging on hinges 
  8. Closed, unlocked door made of surrounding material - automatically opens on approach 
  9. Tiny, closed and unlocked, door made of surrounding material - halved in size
  10. Unlocked and closed door, made of and hidden in surrounding material 
  11. False, unlocked and closed,  door made of surrounding material, opens to wall
  12. Recently installed unlocked and closed  door made of surrounding material
  13. Grand and gilded closed, locked door of design and material appropriate for area - opened by a key held by an inhabitant 
  14. Locked, closed, door made of surrounding material -  unlocked by a relatively simple inlaid puzzle 
  15. Closed but unlocked door made of surrounding material, splattered with grime, dirt or blood 
  16. Closed but unlocked door made of surrounding material, inset with thick one way mirror glass that allows vision through the door from one side 
  17. Closed but unlocked door made of surrounding material - locks itself when closed on the other side 
  18. Closed and locked door made of surrounding material - opened by a key held by an inhabitant 
  19. Closed and locked door made of surrounding material - opened by an obvious mechanism in the room 
  20. Closed and locked door made of surrounding material - locks all other doors in the room when attempted to open, it and other doors in room opened by a key held by an inhabitant 
  21. Closed but unlocked door made of surrounding material - an appropriate guardian of physical menace is tethered to it to halt interlopers 
  22. Closed and locked door made of surrounding material - opened by an hidden mechanism in the room 
  23. Door arch covered with nearby natural materials such as vines, feathers or leaves. 
  24. Closed but unlocked door camouflaged as furniture or other large objects in the room 
  25. Closed but unlocked door made of surrounding material - burnt, burning or unusually hot 
  26. Destroyed and collapsed door that requires clearing or repair to travel through 
  27. Staircase up made of and hidden by surrounding material
  28. Closed and locked door of a terrifying and fearful design and material appropriate for area - opened by a key held by an inhabitant 
  29. Limbs, appendages, grasping locomotion
  30. Enormous, double closed but unlocked door made of surrounding material 
  31. Enormous, double closed and locked door made of surrounding material - opened by a key held by an inhabitant 
  32. Closed but unlocked door made of surrounding material - riven with cracks and/or peepholes 
  33. Closed and locked door made of surrounding material - opened by a key held by an inhabitant. Attempting to open without key triggers a trap that attempts to hold interloper in place. 
  34. Staircase down made of and hidden by surrounding material
  35. Locked and closed door, made of and hidden in surrounding material - opened by a key held by an inhabitant 
  36. Closed but unlocked door made of surrounding material - ancient, crumbling and in disrepair 
  37. Closed and locked door made of surrounding material - opened by a key held by an inhabitant. Attempting to open without key triggers a trap that attempts to cause great pain and physical damage to interloper. 
  38. Closed and locked door made of surrounding material - opened by a key held by an inhabitant. Attempting to open without key triggers a trap that attempts to embarrass and humiliate interloper. 
  39. Hidden by a curtain of thick cloth is a closed and locked door made of surrounding material - opened by a key held by an inhabitant.
  40. Closed and locked door made of surrounding material - opened by a key held by an inhabitant. Attempting to open without key triggers a trap that attempts to kill interloper. 


Tuesday, 26 April 2022

d40 Fantasy Organisation Generator (Travail Saga )

For making organisations for http://lizardmandiaries.blogspot.com/2022/04/travail-saga-jrpg-ish-2d6.html ! 

There is an automated version at the bottom of the post! 



d40 Fantasy Organisation Generator - Roll on each table and combine. 

Organisation Mood: 
  1. Peaceful 
  2. Holy 
  3. Enlightened 
  4. Aloof 
  5. Vacuous 
  6. Ghostly 
  7. Ethereal 
  8. Swift 
  9. Elite 
  10. Guileful
  11. Fading 
  12. Rejuvenating 
  13. Gilded 
  14. Philosophical 
  15. Bloody 
  16. Contemplative 
  17. Just
  18. Rigid 
  19. Vengeful 
  20. Cleansing 
  21. Hardened 
  22. Wild
  23. Savage 
  24. Chaotic 
  25. Burning 
  26. Destructive 
  27. Ruined 
  28. Grasping 
  29. Prophetic 
  30. Monstrous 
  31. Terrifying 
  32. Giant 
  33. Underground 
  34. Secret 
  35. Solid 
  36. Historic 
  37. Warlike 
  38. Demonic 
  39. Vile 
  40. Dead 
Organisation Focus: (Sorry this one is actually a d140 table) 

  1. Temple 
  2. Court 
  3. Monastery 
  4. Tent 
  5. Ship 
  6. Cart 
  7. Farm 
  8. Bank 
  9. Library 
  10. Canal 
  11. Market 
  12. Dump 
  13. Prison 
  14. Slaughterhouse 
  15. Garden 
  16. Ruin 
  17. Tower  
  18. Castle 
  19. Tunnel 
  20. Mine 
  21. Road 
  22. Pool 
  23. Gallows 
  24. Pillar 
  25. Statue 
  26. Tomb
  27. Graveyard 
  28. Pit 
  29. Palace 
  30. Archive 
  31. Grass
  32. Stone 
  33. Sunshine
  34. Cloud 
  35. Mist  
  36. Rain
  37. Sand 
  38. Geode 
  39. Icicle 
  40. Seed 
  41. Gemstone 
  42. Pinecone 
  43. Sap 
  44. Ice 
  45. Puddle 
  46. Hole 
  47. Rubble 
  48. Magma 
  49. Vine 
  50. Bone 
  51. Sapling 
  52. Tumour 
  53. Flame 
  54. Boulder 
  55. Branch 
  56. Meteorite 
  57. Tree 
  58. Mushroom 
  59. Dirt 
  60. Mould 
  61. Crystal 
  62. Shadow 
  63. Dust 
  64. Blood 
  65. Flesh  
  66. Coral 
  67. Weed 
  68. Glade 
  69. Valley 
  70. Plain 
  71. Sky 
  72. Air 
  73. Sea 
  74. Tundra 
  75. Mountain 
  76. Stream 
  77. Lake 
  78. River 
  79. Wood 
  80. Cave 
  81. Waterfall 
  82. Swamp 
  83. Grove 
  84. Pond 
  85. Volcano  
  86. Hill 
  87. Forest 
  88. Jungle 
  89. Dune 
  90. Cliff 
  91. Ashfield 
  92. Cavern 
  93. Desert 
  94. Delta 
  95. Beach 
  96. Pit 
  97. Mud pool 
  98. Tar pit 
  99. Reef 
  100. Bay 
  101. Scrub 
  102. Crater 
  103. Mesa 
  104. Oasis
  105. Bonefield 
  106. Island 
  107. Cloth 
  108. Iron 
  109. Brass 
  110. Gas 
  111. Air 
  112. Jelly 
  113. Water 
  114. Sand 
  115. Glass
  116. Vapour 
  117. Vine 
  118. Gold
  119. Paper 
  120. Mirror 
  121. Ice 
  122. Wood 
  123. Acid 
  124. Amber 
  125. Tooth 
  126. Bone 
  127. Leaf 
  128. Tumour  
  129. Rubble 
  130. Gem
  131. Scale
  132. Limestone 
  133. Silk 
  134. Leather 
  135. Dirt 
  136. Stone 
  137. Shadow 
  138. Dust 
  139. Marble 
  140. Obsidian 
Organisation Type: 
  1. Church/cult 
  2. Council 
  3. School 
  4. Guard
  5. Social club 
  6. Trade union 
  7. Monster breeders 
  8. Historians 
  9. Dramatic performance troupe 
  10. Artists 
  11. Explorers 
  12. Weather trackers 
  13. Sailors 
  14. Riders 
  15. Conservationists 
  16. Hunters 
  17. Fishers 
  18. Herbolagists 
  19. Alchemists
  20. Poison brewers 
  21. Thieves
  22. Locksmiths
  23. Trackers 
  24. Surgeons 
  25. Doctors 
  26. Merchants  
  27. Prospectors 
  28. Farmers 
  29. Cooks
  30. Metallurgists 
  31. Miners 
  32. Weapon smiths 
  33. Armour smiths
  34. Masons 
  35. Tanners 
  36. Butchers 
  37. Tailors 
  38. Engineers 
  39. Mercenaries 
  40. Wizards 
Organisation's current goal: 

  1. Ensure peace 
  2. Enact worship 
  3. Spread knowledge 
  4. Bring relaxation 
  5. Clear an area 
  6. Remove haunting 
  7. Relocate base of operation 
  8. Rapidly increase production 
  9. Decrease production or size 
  10. Become less known and more covert 
  11. Uncover a treasure of knowledge 
  12. Recover from a recent tragedy 
  13. Gain material wealth 
  14. Gain intellectual wealth 
  15. Restock supplies 
  16. Gain a new unique ingredient for production 
  17. Discover a new method of creation 
  18. Gain revenge on a rival organisation 
  19. Punish an errant member 
  20. Purge traitors from organisation 
  21. Capture an enemy individual
  22. Destroy a natural thing that is onerous 
  23. Capture or destroy a disliked building or structure 
  24. Create or recover new tools 
  25. Gain insight into the future 
  26. Increase membership 
  27. Put on a feast or celebration 
  28. End an ongoing conflict with another organisation 
  29. Merge with another organisation 
  30. Kill a menacing monster 
  31. Complete a long worked on and enormous project 
  32. Steal a treasure from another organisation 
  33. Cause a competing organisation to fracture and disband 
  34. Uncover something from beneath the earth 
  35. Bury something 
  36. Make something disappear 
  37. Learn something forgotten by history 
  38. Kill an enemy of the organisation 
  39. Cure an illness besetting the organisation 
  40. Forcible retrieve information 
Automated Fantasy Organisation Generator: 





Thursday, 21 April 2022

Baroque Science Fantasy God Generator (Part 1: Appearance)

You have encountered a god?! What do they look like?! (Roll below) 

(Maybe of use for this: http://lizardmandiaries.blogspot.com/2022/03/emp-dyn-rpg.html or this: https://lizardmandiaries.blogspot.com/2020/01/star-dogs-galaxy-sector-creation-kit.html ) 

(An automated version of the tables is at the bottom of the post). 

Baroque Science Fantasy God Appearance Generator: 

Colour (Roll twice and combine): 

  1. Gold
  2. White
  3. Yellow 
  4. Orange 
  5. Cream 
  6. Grey 
  7. Light blue
  8. Dark blue 
  9. Near clear white 
  10. Glass 
  11. Opaque glass 
  12. Fresh green 
  13. Rainbow 
  14. Glistening pink 
  15. Glistening red 
  16. Mirror chrome
  17. Clear blue 
  18. Copper 
  19. Iridescent white 
  20. Brown 
  21. Red 
  22. Tan
  23. Pale pink 
  24. Beige 
  25. Shimmering prismatic 
  26. Purple 
  27. Glistening green 
  28. Pale yellow 
  29. Wine red 
  30. Puss yellow green 
  31. Bronze 
  32. Ash 
  33. Dark silver 
  34. Deep purple 
  35. Rust 
  36. Pale brown 
  37. Translucent grey 
  38. Bone 
  39. Black 
  40. Glowing indigo 

Form Base (Roll twice and combine):
  1. An androgynous human body 
  2. A pair of wings 
  3. A flat geometric shape 
  4. A ray of light 
  5. A cloud of gas 
  6. A cylinder 
  7. A mist 
  8. A storm cloud 
  9. A whirling tornado 
  10. A cloud of tiny spheres 
  11. A sheet of rectangular crystal 
  12. A mound of bubbly foam 
  13. A tangle of writhing vines 
  14. A perfectly cut gem 
  15. A brain 
  16. A heart or other internal organ 
  17. A flat circle of mirror 
  18. A pool of liquid 
  19. A cube 
  20. An ever flowing downpour of milk 
  21. A polygonal shape made of metal framing 
  22. A tree 
  23. A fanged maw 
  24. A twisting column of roots 
  25. A cluster of eyeballs 
  26. A flame 
  27. A column of stone 
  28. A fan of humanoid arms and hands 
  29. A single eyeball 
  30. A humanoid face 
  31. A sphere
  32. A soft floating flesh membrane or fabric sheet 
  33. A crack in reality 
  34. A hole or pit 
  35. A boulder 
  36. A sphere of sucking darkness 
  37. A swirling ouroboros of dust 
  38. A blade, spike or thorn 
  39. A drop or downpour of blood 
  40. A bone, skeleton or skull 
Form Warpage (Roll twice and combine): 

  1. Glowing softly
  2. Harshly, acutely, angular 
  3. Shining blindingly 
  4. Broken into several, separate floating parts 
  5. Reality bludgeoningly solid-dense 
  6. Shredded into uncountable wispy tendrils 
  7. Swirl bubbling like solid steam 
  8. Vibrating so hard as to shimmer 
  9. Seemingly ever-receding from view but paradoxically staying in place 
  10. Seen as an outline through the environment around it 
  11. Made of tiny iridescent bubbles 
  12. Made of sap like gel 
  13. Formed of glinting metal 
  14. Made of bubbling, glistening flesh coral 
  15. Made of knots of blood veins 
  16. Reflective and mirroring 
  17. Dripping with clear liquid 
  18. Constantly dividing and multiplying versions of itself in a fractal pattern 
  19. Disappearing and reappearing from reality in never ending liquid wave wipes 
  20. Ever folding in on self and then unpacking in a tessellating pattern 
  21. Exploding with hypnotically writhing feathers and or leaves 
  22. Wriggling with endless cillia flesh 
  23. Steaming with warm moisture 
  24. Form replicated into twins swirling around each other in a double helix 
  25. Burning with flame 
  26. Ever crumbling into a heap then reforming 
  27. Spinning 
  28. Appears diffused across the sky 
  29. Made of endless teeth and flesh consuming itself 
  30. Stretches from the lowest point of vision to the highest 
  31. An enveloping dome 
  32. Riven with countless cracks 
  33. Protrudes up from beneath, and composed of the ground 
  34. Made of ancient craggy rock 
  35. Made of light drinking darkness 
  36. Drains the colour from reality around it 
  37. Bleeding profusely from several open wounds 
  38. Leaking endless worms of shadow 
  39. Tumour, puss, boil, sore covered 
  40. One part of its form is impaled on the other 

Automated Baroque Science Fantasy God Appearance Generator: 








Tuesday, 19 April 2022

d40 Overland Area Stocker (Travail Saga)

For stocking overland areas for http://lizardmandiaries.blogspot.com/2022/04/travail-saga-jrpg-ish-2d6.html

Generate the region that this area is part of using this overland region generator: https://lizardmandiaries.blogspot.com/2022/04/d40-fantasy-overland-region-generator.html ! 

There is an automated version at the bottom of the post! 

d40 Overland Area Stocker: 

Natural Thing Colour Scheme Generator (If needed) - Roll twice: 

  1. Gold
  2. White
  3. Yellow 
  4. Orange 
  5. Cream 
  6. Grey 
  7. Light blue
  8. Dark blue 
  9. Near clear white 
  10. Glass 
  11. Opaque glass 
  12. Fresh green 
  13. Rainbow 
  14. Glistening pink 
  15. Glistening red 
  16. Mirror chrome
  17. Clear blue 
  18. Copper 
  19. Iridescent white 
  20. Brown 
  21. Red 
  22. Tan
  23. Pale pink 
  24. Beige 
  25. Shimmering prismatic 
  26. Purple 
  27. Glistening green 
  28. Pale yellow 
  29. Wine red 
  30. Puss yellow green 
  31. Bronze 
  32. Ash 
  33. Dark silver 
  34. Deep purple 
  35. Rust 
  36. Pale brown 
  37. Translucent grey 
  38. Bone 
  39. Black 
  40. Glowing indigo 

Overland Area natural point of interest: 
  1. A bounty of a natural occuring resource 
  2. A natural thing unnaturally neatly organised 
  3. Sun or moon beams 
  4. A natural part of the environment illuminated unnaturally 
  5. A natural thing floating 
  6. A natural thing unusually clear or transparent 
  7. A never parting mist 
  8. A never ending storm 
  9. A natural thing unusually small or tiny 
  10. A natural thing invisible that normal isn't 
  11. A natural thing incorporeal that is normally solid 
  12. A natural thing recently grown or formed 
  13. A natural thing gilded or begemmed 
  14. A natural thing somehow granted sentience 
  15. A natural thing turned inside out, its internals on display 
  16. A natural thing that provides reflection 
  17. A prominent pool or other small body of water 
  18. Two natural things intertwined 
  19. A natural thing melted and slagged 
  20. A natural thing captured or imprisoned 
  21. An utterly out of place natural thing 
  22. A natural thing being devoured 
  23. A natural thing that induces utter calm and stupor 
  24. A natural thing warped and twisted 
  25. A natural thing burnt or burning 
  26. A natural thing crumbling to pebbles and rubble 
  27. A natural thing that reaches outwards very far 
  28. A natural thing that gives an impressive or psychedelic view 
  29. A natural thing that kills and maims 
  30. A natural thing grown gigantic 
  31. A natural thing that envelops the area 
  32. A natural thing cracked and/ or leaking 
  33. A natural thing upside down or embedded in the earth 
  34. A natural thing unnaturally turned to stone 
  35. A natural thing inverted or reversed 
  36. A natural thing aged, ancient and venerable 
  37. A natural thing spiked, toxic or otherwise obviously a source of pain 
  38. A natural thing torturing and causing pain 
  39. A natural thing now dead and rotted 
  40. A natural thing emanating darkness and shadow
Overland Area stocker: 
  1. Empty
  2. A town, city or village 
  3. A dungeon 
  4. A spell warping the land - roll on PC spell table 
  5. A wondrous natural resource 
  6. An NPC abode 
  7. A monster lair 
  8. An organisation's abode 
  9. A npc 
  10. A group of npcs
  11. A npc and another npc 
  12. A npc and a group of npcs 
  13. Two separate groups of npcs 
  14. A npc and a monster 
  15. A group of npcs and a monster
  16. A group of npcs and a group of monsters 
  17. A npc and a spell warping the land - roll on PC spell table 
  18. A group of npcs and a spell warping the land - roll on PC spell table 
  19. A npc and a wondrous natural resource 
  20. A group of npcs and a wondrous natural resource  
  21. A monster
  22. A monster and another monster 
  23. A monster and a group of monsters
  24. Two separate groups of monsters 
  25. A monster and a spell warping the land - roll on PC spell table 
  26. A group of monsters a a spell warping the land - roll on PC spell table 
  27. A monster and a wondrous natural resource 
  28. A group of monsters and a wondrous natural resource  
  29. A wondrous natural resource and a spell warping the land - roll on PC spell table 
  30. A wondrous natural resource and a npc abode 
  31. A wondrous natural resource and a monster Lair 
  32. A wondrous natural resource and an organisation’s abode 
  33. A npc’s abode and a group of monsters 
  34. A npc’s abode and a separate npc
  35. An organisation’s abode and a separate npc
  36. An organisations abode and a group of monsters 
  37. A monster lair and  a spell warping the land - roll on PC spell table 
  38. A monster lair and separate group of monsters 
  39. A monster lair and a npc 
  40. A monster lair and a group of npcs 
Stocker relationship generator (for when there is more than one thing in an area): 
  1. Close friends or lovers 
  2. Slave and master 
  3. Teacher and student 
  4. Spiritual leader and student 
  5. Totally ignoring each other 
  6. One ever haunting the other 
  7. One messenger is the messenger for the other
  8. One is the provider of transport for the other 
  9. One is shrinking the other 
  10. The two cannot see each other  
  11. The two share a mental bond 
  12. One is growing the other 
  13. Trading partners 
  14. One is studying the other 
  15. One is draining the blood of other 
  16. One is copying the other 
  17. One is  getting revenge on the other 
  18. One is policing or the judge of the other 
  19. One is the cleaner or other wise domestic servant of the other 
  20. Captured and captor 
  21. Terrorist and terrorised 
  22. Hunter and hunted 
  23. One is growing and farming the other 
  24. One is experimenting on the other 
  25. One is attempting to grow the other 
  26. One is wanting to burn the other 
  27. One is wanting to crumble the other 
  28. One is wanting to remove something from the body of the other 
  29. One is the object of worship of the other 
  30. One is very scared of the other 
  31. One is parasite of the other 
  32. One lives within the body of the other 
  33. The two are attached by something very long  
  34. One always does the opposite of the other 
  35. Ex lovers now turned to hate 
  36. Utter ambivalence towards one another 
  37. One continually causes massive loss for the other 
  38. One birthed, trained or created by the other 
  39. One loves causing pain for the other 
  40. One torturing the other 
Automated version (press the buttons!): 







Thursday, 14 April 2022

d40 Fantasy Overland Region Generator (Travail Saga)

 For making overland areas for http://lizardmandiaries.blogspot.com/2022/04/travail-saga-jrpg-ish-2d6.html

d40 Fantasy Overland Region Generator: 

Region basic biome: 

  1. Rolling grassy hills 
  2. Flat grassy plains 
  3. Rolling sand dunes 
  4. Rocky plains
  5. Dead flat sand plains 
  6. Rocky wet puddle filled plains 
  7. Gravel plains 
  8. Swampy water logged plains 
  9. Rocky, gravelly, hills 
  10. Small lake filled grassy plains 
  11. Stream filled grassy plains
  12. Sparse, open, woods 
  13. Caverns in…roll again and combine  
  14. Thick woods laced with meadows 
  15. River and Waterfalls in….roll again and combine  
  16. The banks of a large lake 
  17. A large lake
  18. Soft sloping and low mountains 
  19. Sheer and sharp, jagged mountains 
  20. Lake filled caver in… roll again and combine  
  21. The beaches of an ocean 
  22. An ocean 
  23. Dry but heavy canopied forest 
  24. A damp and heavy canopied jungle 
  25. Clumps of woodlands over grassy hills 
  26. A strong river, surging through… roll again and combine  
  27. A volcano in….roll again and combine  
  28. An infestation of  foul mud or oil pits in…roll again and combine  
  29. Thick brambles over fields of dirt 
  30. Natural towers of stone in…. roll again and combine   
  31. Wide open swamp lands 
  32. Heavily vegetated swamp lands 
  33. Dry but heavy canopied forest over rolling hills 
  34. A huge canyon cutting through… roll again and combine   
  35. A forest of dead trees
  36. Mud and rock filled dredgery plains 
  37. A chain of small islands 
  38. A reef, terrestrial or aquatic  
  39. Heavy scrub and grass plant covered plains 
  40. Rocky sand dunes 

Region biome modifier (Roll twice and combine): 

  1. Pleasant, fertile and abundant 
  2. Symmetrical and unnaturally neat
  3. Glowing, bright and shining 
  4. Floating above the ground or in the air 
  5. Barren and empty 
  6. Fog misty and haunted 
  7. Howling with never ending gale winds 
  8. Constantly hard pelted with rain and sleet
  9. Sparkle glinting with gems and precious ore 
  10. Freezing, frigid and ever snowing 
  11. Bloodsoaked and grim, with an air of violence 
  12. Crystalline and diamondic, things held in place and encased 
  13. Either flooded or bone dried out
  14. Cut down, smashed, cleared and rubbled 
  15. Hissing with steam, acid and other mineral cleansers 
  16. Made heavy with metal and minerals 
  17. Unusually and dangerously over grown 
  18. Overrun and lousy with animal life 
  19. Still. too calm, silent and quiet 
  20. Tumoured, covered in unusual growths and mutations 
  21. Burning, coated with smoke and fire 
  22. Filled with beyond ancient ruins, unidentifiable beyond symmetrical rocks
  23. Wriggling with vines, tentacles, branches 
  24. Decorated or imbued with the cosmic; stars planets and moons
  25. Dominated by elements too large and massive, awe inspiringly so 
  26. Filled with things oversized, the trees, rocks, cliffs, etc 
  27. Enclosed in secret  valleys, or cliffs, plateaus etc 
  28. Riven by cracks and cliffs and crevasses 
  29. Beneath the ground 
  30. All rocks and mineral, empty of organics 
  31. All organics and biologic, empty of minerals 
  32. Punctured with enormous holes or clusters of smaller holes 
  33. Filled with darkness and shadows 
  34. Ancient and old and crumbling to dust 
  35. Diseased, miasmic and rotted 
  36. Overrun with parasitic invasion, wormings and writhings 
  37. Spiked and bleeding, oozing pain and blood 
  38. Littered with skeletons, bones and crushed destruction 
  39. Haunted by things once grand and holy brought low and defiled 
  40. Corrupted by death, sadness and sobbing 


Automated version (press the buttons!): 




Thursday, 7 April 2022

Travail Saga (JRPG-ish 2d6)

Inspired by a recent obsession with MUDs and a lifetime appreciation of JRPGs, here is a Travail Saga! 

It is written for Emp Dyn RPG (my recent little 2d6 system), get the rules for that here: https://lizardmandiaries.blogspot.com/2022/03/emp-dyn-rpg.html 

Enjoy (I'll probably put out some generators for Travail in the near future)! 


Making a Player Character (PC): 

  • Each PC has Attributes! 
  • Each PC starts with a pool of 8 to assign to their attributes! A PC can increase an attribute by 1 each time they increase in level. 
  • The attributes are: 
    • Body - the PC’s physical faculties. 
    • Mind - the PC’s mental faculties. 
    • Faith - the PC’s connection with a higher power. Can be restored through prayer. 
    • Magic - the PC’s pool of supernatural power. Can only be restored through rest. 
  • A PC MUST have at least 1 in Body and Mind, but does not need to have Faith/Magic (but not having these will stop them from casting spells). 
  • At creation a PC must decide their “Archetype” - determining what school/s of powers they will progress in. These schools are: Spells, Skills and Abilities. A PC must pick whether they will receive:
  •  +8 to one school and + 2 to another per level, or,
  • + 4 to one school and + 2 to the two other schools per level. 
  • A PC gets these pools to allocate to their schools at level 1. A single power within a school can not receive a bonus of more than +2 per level! 
The Schools: 

Spells: Spells require either the Magic or Faith attribute to cast. 
  • In the list below an F indicates the spell can be cast with Faith, and an M indicates the spell can be cast with magic. F/M means either attribute can be used. 
  • The PCs current Faith or Magic attribute value is added to the rolled test for casting a spell, but the attributes current value is reduced by 1 each time a spell is cast. Faith can be restored to its maximum value by praying/meditating for an hour with a successful pray/meditate (skill) test. Magic can only be restored to its maximum value by resting for 12 hours. 
  • The magical powers listed here are not descriptions of exact spells, but suggestions of periodic elements of magic. What can be attempted with a magical power is determined by the PC and the possibility, difficulty and outcome of that attempt is determined by the referee and the spell test. 
  1. Bless - F

  2. Curse - F

  3. Cleanse - F

  4. Heal - F

  5. Banish - F

  6. Summon Light - F/M

  7. Calm - F/M

  8. Glamor - F/M

  9. Mesmerize - F/M

  10. Hold in place - F/M

  11. Predict future - F/M

  12. Summon silence - F/M

  13. Summon barrier - F/M

  14. Summon wind - M

  15. Accelerate - M

  16. Shrink - M

  17. Invisibility - M

  18. Intangibility - M

  19. Warp internal organs - M

  20. Reflect - M

  21. Summon water - M

  22. Weaken - M

  23. Summon acid - M

  24. Grow - M

  25. Panic - M

  26. Summon vegetation - M

  27. Warp form of external flesh - M

  28. Summon fire - M

  29. Crumble - M

  30. Telekinesis - M

  31. Harden - M

  32. Soften - M

  33. Summon lightning - M

  34. Summon earth - M

  35. Summon hole - M

  36. Slow - M

  37. Cause terror - M 

  38. Cause pain - M

  39. Summon shadows - M 

  40. Summon sickness - M


Abilities: Some of the below abilities are self evident and do not require further explanation other than their name. Others are more specific and have brief explanations of their suggested mechanics, but as with spells, what can be attempted is determined by the PC and the possibility, difficulty and outcome of that attempt is determined by the referee and a test.
  • Note: Test success value = the numerical value that a PC rolls above a test difficulty target or opposing test roll 
  1. Unarmed strike - Hits a target twice with a single test (damage x 2), knocks target unconscious at 0 Body rather than killing, attackers unmodified body value is added to test but roll and bonus halved if the target is  heavily armoured. 
  2. Pressure point unarmed strike - incapacite a target for test success value turns. The bonus in this ability can only be as high or equal to the value of Unarmed strike. 
  3. Wrestle - Holds a target in place and unable to move for test success value turns, the wrestler must devote themselves to this task for this time (can’t attempt other actions).  
  4. Dodge - Add Body to roll if not wearing any armour. 
  5. Intimidate - Target won't attack PC for test success value turns. 
  6. Holy smite - A melee attack where the PC’s current Faith value is added to the roll. 
  7. Ranged attack 
  8. Thrown weapon attack - Ranged attack, PCs Mind value added to the roll but the weapon must be recovered after the attack, and there is a chance it may be lost. 
  9. Hide 
  10. Sneak attack - an attack on an unaware target, rolled as 4d6 x 2 (instead of the normal 2d6 for a melee attack). 
  11. Pickpocket 
  12. Hamstring - Target can only hobble slowly for test success value turns. 
  13. Torture
  14. Blind - PC uses whatever is at their disposal to blind a target test success value turns, or permanently if the tools and success value is deemed high enough by the referee. 
  15. Poison edge - Apply poison to a blade, being effective for test success value turns.
  16. Throw net - Holds a target in place and unable to move for test success value turns, but the net is lost in the process. 
  17. Melee attack 
  18. Two handed strike - A melee attack using both hands, uses 3d6 instead of 2d6 but always attacks last in a round.  
  19. Charge - An opening melee attack that requires an appropriately length run up, uses 4d6 + Body value (instead of 2d6).  
  20. Flurry attack  - PC attacks d6 + level times in a round but only rolls 1d6 (instead of 2d6) for each attack.   
  21. Parry - The PC defends against attacks using their blade, adding the blades normal melee attack bonus to the roll. A PC cannot attack and parry in the same turn. 
  22. Riposte - The turn after a successful parry test the PC can attack a parried target, also adding their weapons melee attack bonus and the parry test success value and multiplying the total by 2. 
  23. Feint - Any other being attacking the target of a feint adds the test success value amount to their roll for that turn. 
  24. Concussive blow - a melee attack with a blunt weapon,  does double damage to heavily armored targets. 
  25. Slice - a melee attack with a  blade, does double damage to unarmoured targets 
  26. Wild strike - a randomized melee attack, the PC rolls a d6 : 1- 2) a miss, 4 - 5) roll 4d6 instead of 2d6 for a wild strike attack  6) roll 4d6 instead of 2d6 for a wild strike attack but assume 2 of the dice are rolled as automatic 6s
  27. Dual wield strike  - Attack twice in a turn, distributing the skill bonus over both attacks 
  28. Enrage self - Add test success value amount to any melee attacks for test success value amount turns, but target attacked is determined at random. 
  29. Enrage other - target only attackers enrager for test success value turns. 
  30. Shield block - defense with a shield, adding the shield's Body bonus to the test.  
  31. Protected retreat - PC retreats from combat while defending. move back slowly as defending 
  32. Armour self - Test success value amount added to Body defense tests for PC level x 2 turns.  
  33. Find weakness -  Test success value added to attack rolls against the target for for PC level x 2 turns.  
  34. Open wound - A melee attack with a blade rolled with 1d6 instead of 2d6 but half of any damage value is automatically applied to the target for d6 rounds after the attack. 
  35. Disarm - Target drops weapon on success 
  36. Shred armour - Target’s Body bonus granted by armour reduced by success value. 
  37. Predict opponent - PC deduces the action the target will take in the next round, if PC is in combat with the target  test success value can by added to a test against or defending against the target. 
  38. Exhaust opponent - targets Body value is reduced by half for test success value turns. 
  39. Topple opponent - The target falls to the ground, prone. 
  40. Bite - Add half of Body value to roll, 1 Body value restored for each separate opponent bitten 
Skills: The skills listed here are broad and suggestive, what can be attempted with a skill is determined by the PC and the possibility, difficulty and outcome of that attempt is determined by the referee and the spell test.
  1. Meditate/pray 
  2. Negotiate 
  3. Law Knowledge 
  4. Theoretical and academic research 
  5. Forensic investigation 
  6. Rumour milling 
  7. Judge intentions 
  8. Monster knowledge 
  9. Historical knowledge 
  10. Disguise, costuming and performance 
  11. Artistic creation 
  12. Navigation 
  13. Weather prediction 
  14. Sailing 
  15. Beast riding 
  16. Wilderness survival 
  17. Mountaineering and climbing 
  18. Hunting and fishing 
  19. Herblore
  20. Alchemy 
  21. Poison brewing 
  22. Move stealthily 
  23. Lock picking and escape artistry 
  24. Tracking 
  25. Surgery and barbering 
  26. First aid and medicine 
  27. Economics and merchantry 
  28. Valuation 
  29. Prospecting 
  30. Farming and woodchopping 
  31. Cooking and meal preparation 
  32. Smelting 
  33. Mining 
  34. Weapon crafting and repair 
  35. Armour crafting and repair 
  36. Building and masonry 
  37. Skinning and butchery 
  38. Tanning and textiles 
  39. Sewing and tailoring 
  40. Contraptioning and engineering 
Limit Breaks: All 6’s rolled by PC’s “explode”, the 6 added to the rolled total and that d6 re-rolled. 
  • Level times a session/day a PC can choose a dice roll to be an automatic 6 and explode (except for XP aplomb bonus rolls)!  
XP and Leveling: 
  • When a PC levels they receive their chosen archetype bonus to their chosen schools and +1 to an attribute of their choice. 
  • Level 2 requires a PC to gain 10 XP - this requirement is doubled each level ad infinitum (20, 40, 80, 160, 320, 640, 1280, 2560, etc).
  • PCs gain xp by: 
  • Killing things: XP = Total of all attribute/spell/ability/skill bonuses and value of entity slain. 
  • Successful tests outside of combat: XP = Test difficulty target (Note: PC’s do not gain XP for successful tests if their bonus for the tested attribute/spell/ability/skill is equal to or greater than the test difficulty target). 
  • Completing quests: XP = Total of all attribute/spell/ability/skill bonuses and value of entity assisted. 
  • Earning currency = 1 coin = 1 XP. 
  • Aplomb Bonus: If the referee deems that the PC gained some XP through particularly stylish, in character, or otherwise impressive or entertaining means, that XP is multiplied by a roll of 2d6 roll by the PC. Limit Break rules apply (meaning rolled 6’s “explode”, the 6 added to the rolled total and the d6 re-rolled).  
Additional PC Rules: 
  • Items and equipment: A PC can only carry/wear a number of items equal to double their body attribute.
  • Equipment Bonuses: Can not be greater than half the base attribute/spell/ability/skill value. A PC can wear/wield equipment that grants a greater bonus than this but the bonus will be capped until they increase their base attribute/spell/ability/skill value.