CAROUSING
The scavenger lifestyle is
one of contrasts, danger and deprivation can lead to a sudden influx of
luxurious amounts of cash, and a corresponding amount of fear, and bad
memories. Most scavengers don’t think of
the future if they can help it, given that their future most likely involves a
horrible terrifying death somewhere down a decaying gangway. The most common way to avoid thinking about
the inevitable during downtime between expeditions is to carouse with the
abandon of the doomed. As wounds heal,
memories fade and wealth dwindles Scavengers may spend up to their Level x
100GP on carousing from one of the three tables below between sessions.
Carousing can provide
additional experience, either directly or by providing time for reflection on
the events of recent expeditions. More
often than not any sage advice, or personal revelation is lost to the haze of
drugs, violence, lust and the ever present drinking of the Rust Gate’s bars and
food stands. Before carousing the player
chooses which type of vices their character will seek: debauchery, lust, or
violence, and spending their stake, a scavenger must roll a save vs. poison and
a D20. On a successful save the scavenger
gains an addition XP equal to the GP spent on carousing, while on failure the
carouser gains no XP. Regardless of the
result of the first roll the carouser then rolls on the appropriate table.
D20
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Debauchery Aboard the Hms Appollyon
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1
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Hangover – A soft, nauseous
stomach, painful pressure behind the eyes, you’re hung over and roll at -1 on
all physical actions next session.
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2
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Full pockets - Slowly removing the
mismatched and battered coins from your pockets you realize that you came
home with a fair pile of change 50+2D20 GP (or 100+2D20 on a successful save)
are still in your pockets after the debauch.
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3
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You Had a Great Time – Nothing bad
happened, you went out and thoroughly enjoyed yourself.
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4
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Addiction – You have to get more
of whatever it is that you spent the last few days ingesting. It’s not simple desire, it’s a physical
craving. Anytime you return to town
you must acquire and indulge in your vice (spending 50 GP x Level) on
intoxicants. The inability to obtain
sufficient intoxicants results in a -2 on all rolls during the next
session. There may be cures for this
condition via magic or medicine from some factions.
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5
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Clothing Swap – Somehow you’re
wearing another scavenger’s equipment, roll randomly on an equipment table to
see what you are now supplied with (1D6) 1- Fighter/Cleric 2-Specialist 3 –
Magic User 4- Passenger 5-Frogling 6-Roll Twice, pick your favorite. On a failed save this may include any
magical or special equipment, on a successful save it includes only simple
equipment.
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6
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Gambling – It all came down to
that last roll of the dice, or that last hand of cards, and you failed,
busted, rolled out, got cheated.
Either way you lose LevelX1D4x50 additional GP. On a failed carousing
save this can include a debt, while on a successful save you only lose money
you have.
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7
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Deep Thoughts – Alone, with the
sparkling lights of the Rustgate’s nightlife swirling around you have a
realization and a sudden knowledge of how you can improve yourself in the
future – gain 1D6/2+levelx100 XP.
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8
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Bad Joss - The wizened yellow and
black frogling hands you the pipe and tells you to “open your eyelids and let
the demons run”. You don’t come down,
-1 to initiative for the next session as you try to determine the real from
the imaginary.
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9
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Vandalism – Oh yeah! The veritable
nectar of truth that was. You had to
make your intentions known and did so in lovely three foot tall letters or by
smashing up someone’s window. On a
successful save, no one knows it was you, and on a failure they suspect you -
you now have -1 reputation with whichever faction you like least.
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10
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Alchemical Transformation – Some
folks will drink anything and you’re one of them. The change is random and painful (and may
be accompanied by deforming side effects) – Randomly swap 1D4 points between
two random statistics. On a successful
save this swap cannot reduce a statistic below ‘3’, on a failed save it can,
causing death.
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11
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Fancy Tastes – That divine concoction,
you simply must have more! You’ve
matured, and you deserve the best! Your high end tastes now require double
investment on your future carousing rolls.
The effect of carousing is unchanged, and the extra money wasted.
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12
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Euphoric – Cutting loose was just
what you needed. Next Session reroll
one roll of your choice due to high spirits.
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13
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The Jake Leg – Ingesting some sort
of power chemical stimulant or similar terrible substance has given you
partial paralysis – Dexterity and Strength are reduced to “6” for the next
session. Save vs. Wands (with a +4 if
you succeeded in your carousing roll) or it’s permanent. Can be cured by Cure Disease.
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14
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New Friends – You’re the life of
the party! Everyone hangs on your word as you tell of your deeds, gain 1
point of reputation with a random faction.
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15
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Raid! The Stewards raided the
establishment you while you were minding your own business. Roll a Save vs. Paralysis (with a +4 if you
succeeded in your carousing roll) or you were too intoxicated to escape and
were jailed. Money will get you out
(100 GP per 10% cumulative chance of getting out per session) or a reputation
point with the Stewards can be spent to earn your release.
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16
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Magical Boon – It was clutched in
your hand when you awoke, and it’s an odd bit of magic. A hexed or blessed weapon, a handful of
devil shells, a protective medallion of the Leviathan or some other od but
minor magical trinket is now yours.
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17
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Blindness – You drank some
gawdawful cheap hooch towards the end of that bender. Suffer partial
blindness next session (-2 to hit rolls). On a failed carousing save, Save
vs. Wands or it’s permanent. Can be cured by Cure Blindness.
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18
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Drinking Games – You were the last
one standing (wobbly but upright) and win the pot of 1D10X25 GP to the
adoring cries of your fellow drunkards.
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19
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Mugged – they waited until you
were drunk before they rolled you in the alley, lose all treasures and
coinage, and suffer -1 HP/HD next Session.
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20
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Carried Away – You return from a
flight of boozy inspiration sore headed and soured stomached, but clutching
one important and immutable fact.
Somewhere in the dark night of total depravity and debauch you spoke
to gods or demons, and even your hazed mind remembers a single fragment of
the truths they told. You know the
answer to one question as the spell “Contact Other Plane”.
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D20
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Lust Aboard
the Hms Appollyon
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1
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Cabaret
– At the cabaret you find yourself falling for a performer. Used to admirers, the object of your
affections will encourage you to bring gifts.
If you give a gift less than 50GP before each session, your paramour’s
scornful mockery will depress you, with a 1 point penalty to AC. Gifts over 100GP before a session give you
a +1 bonus to hit.
|
2
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Prophecy
– You asked her that darn card reader about your love life and all she’d say
was “You ain’t got no future, you’re never growing old – and the waves keep
rolling in.” Next attack directed at
you automatically does critical damage.
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3
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Ghostly
Affections - “I’ve come in from the cold just to haunt you” You’ve attracted
the attentions of a wayward ghost. It
flits about, generally adding an air of doom to your life, -1 to all reaction
rolls and all current henchmen abandon you.
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4
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Courtesan
– A beautiful Courtesan catches your eye and you spend far more money than
you ever intended seeking to impress the wealthy seducer. 1D100x100GP in treasure is gone, excess is
debt. On a successful Charisma check
you do manage to impress the Courtesan and he/she may provide you with
information.
|
5
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Flirtations
– A fine evening of ribald wit and petty flirtations puts you in a cheerful
mood, but has no mechanical effect.
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6
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Lost
Love – You think you spot a long lost love across a crowded dance floor, but
then they are gone before you can be sure.
You begin to second guess yourself and doubt your impulses. -1 to Initiative next session.
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7
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Stern
Lecture – An elderly and officious intermeddler pulls you aside as you wander
the Rustgate’s dens of sin. Delivering
a withering and earnest castigation that disrupts your evening, this busybody
makes you angry. Your rage is so
strong that you will critically strike opponents on a 19 or 20 during the
next session.
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8
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Social
Disease – The only thing social about this illness is the manner in which you
caught it. Lose 1 point of CHR per
session until the disease is cured as unsightly boils, sallowness and a sick
cheesy smell disfigure you. When your
CHR reaches 3, save vs. death and either die or be cured, recovering only ½
the lost CHR due to the scarring.
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9
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A
New Beginning - A transformative night of passion, literally transformative. You awake in a different body having
swapped consciousness with your partner.
Reroll all stats and pick a new appearance/gender/age etc. If you can
find the body hopping spectral entity that stole your corporeal husk (it may
have moved on again), a remove curse spell will reverse the process.
|
10
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New
Flame – You met someone, someone who’s really neat, and seems to adore you
almost as much as you adore them!
Right now you are walking on air, insufferable to your companions
perhaps with your constant talk about your new beau, but utterly euphoric,
and may reroll one roll next session.
|
11
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You
are in love with Love! It’s just such
a wonderful feeling to care about everyone and everything, and you are filled
to bursting with good feeling. You feel the need to share this with the
universe, butyou’re your allies gain
+1 HP next session due to all that fellowship.
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12
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A
Token – While the dalliance didn’t last, your temporary paramour left you
something behind either by accident or as a gift. This minor magical item (a potion, scroll
or small magical trinket) is yours now.
|
13
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Married
– You end up married to someone, you don’t remember how or when, but they’re
demanding a better lifestyle and they have family/faction that will be
annoyed if you leave your new spouse, mistreat them or fail to provide at
least 100 GP of upkeep cost for them each session.
|
14
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Anything
for Love – You end meeting a really nice someone, only to discover they are
owned by or indentured to some sort of horrible pimp/madam/underworld
figure. You must spend 1D6/2 x 1,000
GP or 1D6/2 underworld reputation points to free them. If you do so gain a permanent +1 to
Wisdom/Charisma or Constitution (random) and a potential henchman with a
loyalty of 12.
|
15
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Raid!
The Stewards raided the establishment you while you were minding your own
business. Roll a Save vs. Wands (with
a +4 if you succeeded in your carousing roll) or you were too enamored to
escape and were jailed. Money will get
you out (100 GP per 10% cumulative chance of getting out per session) or a
reputation point with the Stewards can be spent to earn your release..
|
16
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Dalliance
- You manage to charm a slumming member of the passenger caste, it languidly
tells you “you are worth your weight in sorrow; you are worth your weight in
gold”. You’ll never see your lover
again, but a cameo of you worth 2D6x100 GP is delivered to you by a flying
monkey in a tuxedo two days later.
|
17
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Viva
Hate - So you go, and you stand in your own.
And you leave on your own. And
you go home, and you cry and you want to die.
A crushing, killing loneliness finds your amongst the light’s that
never go out. All attacks do +1 point
of damage to you until you have a successful ‘Lust’ carousing check (not
including this one).
|
18
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Paramour
– The new object of your affections has a paramour, a big, scary, jealous
paramour. You’ll need to fight him or
her, even if nothing happened, or suffer potential ambush and certain social
consequences. Paramour is level 3-10
(D8+2) and fight is likely to be non-lethal unless PC pushes it.
|
19
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Mickey
Finn– Such a charming companion, they laughed at all your jokes and you
thought they genuinely liked you. They
just liked the idea of drugging you and taking all your money. Awake stiff and muzzy from the Mickey Finn
and having lost all easily saleable wealth (GP valued items, not equipment).
|
20
|
But
I Got it for You – In an ill-advised, intoxicated effort to attract the
attention of others you purchased a small (but vicious) animal of some
kind. A Snapping Turtle, Ornamental
Vic, Razor Pigeon or similar mean spirited and mercenary beast with sharp
parts and a taste for flesh is now yours.
It didn’t work as a romantic lure, the little terror having decided to
protect you from anyone who comes near, but you now have a ½ HD creature that
can fit in a small sack or purse and attacks for normal damage with a +1
Attack Bonus.
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D20
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Violence
Aboard the Hms Appollyon
|
1
|
Battle
Scars – Those pit fighting professionals don’t really fight any better then
Scavengers, but they sure fight dirtier.
You have received superficial but disfiguring wounds. Roll 1D4 1 – Hideous facial scaring (-1 CHR), 2 –
Gouged out eye (-1 to all missile attacks), 3 – Impressive and mysterious
scar (+1 CHR), 4 – Ear bitten off (-1
to Listen checks)
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2
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Evil
Don’t Look Like Anything – You have become possessed by a dark spirit of
violence and slaughter, heal 1HP for every living creature you kill in melee
combat. There will be side effects.
|
3
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Gang
Fight – you decide to weigh in on one side of a fight between barflies and
street thugs. Impressed by your
fighting ability the gang has decided you are now a member. They number 2D10 and will provide zero
level henchmen, but expect a cut of your income (At least 50 GP a session to
maintain the connection and access to LVL 1 Specialist (skirmisher or thief)
henchmen).
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4
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Blood
Crazed – The thrill on the blood spattered faces of victory and the agony of
the defeated has seduced you. You have
become a thing of bloodlust and sadistic pleasures. Should you fail to kill an opponent in a
game Session, the Session afterwards you will be depressed and roll all rolls
at -1.
|
5
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Bare
Knuckle – Win or lose, your hands really hurt from pounding the heck out of
someone or something
|
6
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Tavern
Games – On a bet you played a game of mumbly peg, or some similar game
involving knives and your extremities.
Not only are you wounded (suffer 1 HP/HD damage) but the wound makes it awkward to fight (-1
to hit and damage for the session).
|
7
|
The
Blood Meridian – You are a killer, but even killers have saints and one has
taken a liking to you. It will follow
you judging your violence and murderousness until it finally kills you. Each Session you gain a cumulative +1 to
damage done and damage received, until you have personally killed 10 times
you HD in foes.
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8
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The
Moon is a Cold Chiseled Dagger – He just kept insulting you, that huge beast
of a man, and you called him out with blood in your eye. Behind the bar, in a filth choked alley you
fought, and you won. He bit you
though, and now the taint is in your blood.
You’ve contracted lycanthropy.
Most likely you are a wereboar, but other varieties are possible. In future sessions the GM will roll a
secret WIS check to see if you turn into a terrible murder beast when you
first take damage. May be cured with Remove Curse.
|
9
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Brutality
– Swaggering, glowering and looking for trouble usually means trouble will
find you. You got in the fight you wanted, and your rage carried the
day. Unfortunately the victim is
moderately connected and reasonably dangerous. -1 reputation with a random
faction, and the maimed victim of your wrath may seek you out for
revenge.
|
10
|
New
Friends – Your tales of violence and murder from the hull are appreciated by
a rapt audience, gain +1 reputation with a random faction.
|
11
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Seen
Too Much – There’s too much violence, it doesn’t matter if it’s fights or
slaughter in the hull, you’re exhausted and sick of it. You resolve to change your ways and help
people. +1 to all healing efforts (amount healed and skill checks) made in
the next session.
|
12
|
Mentor
– You seek out an old salt, a master of mayhem who teaches you a few tricks
and fills you with confidence. Gain
1D6/2 + level x100 XP.
|
13
|
Beat
Down – You spit in the wrong eye and have been brutally beaten for your
trouble. All HD are treated as 1D6/2 for the next session as you lurch about
on bruised bones, peering from swollen eyes.
|
14
|
Trophy
– Either b y joining in a pit fight, being tossed it by a victorious
champion, or stealing from a drunken fan, you’ve come into possession of some
sort of trophy: A shattered tooth, bloody severed finger or torn piece of
armor belong to a famous denizen of the pit.
This item acts as a magical talisman, deflecting the next critical
strike you receive before its magic is exhausted.
|
15
|
You
Call That A Knife – Searching amongst the weapon stalls and craftsmen of
Sterntown’s bazaars you manage to get a great deal on a really neat
weapon. This item is of higher quality
then normal and has one minor magical effect (hexed, silver etc.)
|
16
|
Pity
for the Losers – After watching the blood and atrocity of the gaming pits,
remorse and sadness suffuses your being.
Moping about behind the pits you find a mangled fighting animal still
clinging to life. Healing and nursing
this creature (at a cost of 100 GP) will gain you a normal 1 HD guard/attack
animal of high loyalty in 1D6/2 Sessions.
|
17
|
White
Knight – You stumble across a slumming member of the passenger caste who is
being harassed and threatened by a pack of fierce urchins. Wading in you drive off the street youth
and as a thanks receive a portion of the Passenger’s purse (2D6x100 GP) then
spend an interesting evening discussing urchin abatement/massacre plans.
|
18
|
An
Eye for a Winner – At the gaming pits you seem to be able to spot the creatures
with the ferocity and toughness to triumph.
Crabs, dogs, giant rats, imps and even the squid fights hold no
surprises for you tonight. 1D10x25 GP
in winnings.
|
19
|
The
Devil You Know – Your rage and lust for violence has attracted the attentions
of an otherworldly patron. You are
slowly going mad from the whisperings that demand violence. -3 to all reaction rolls for the next
Session as you fume glower and froth, ready and excited by the desire for
violence. You may keep this frothing
madness as long as you like, gaining the abilities of a TIER 1 Berserker (fight
on for 1D6/2 rounds after death/serious injury as if uninjured) while
accepting the boon of your sanguine patron.
|
20
|
Taught
a Lesson – Loitering around the sword school or poking through rare books
about combat you find a truly elucidating text about the art of combat. Roll an INT check to understand the hoary
document or stunning show of skill and gain +1 Attack Bonus.
|
I thoroughly enjoy all of your Apollyon material.
ReplyDeleteHave you seen the recent film "Snowpiercer?" I caught it over the holiday. A massive futuristic train barrels continuously through an apocalyptic wasteland housing the last remnants of humanity. A divide exists between the wretched scavengers in the tail section and the decadent and privileged passengers in the front of the train. All worship the "Divine Engine."
Starts off as pretty good sci-fi then veers WAAAAY into areas the viewer did not anticipate. The whole time I watched, I thought of the Apollyon.
Yeah I watched it, it was nice and surreal and does share some similarities with the Apollyon, though the Apollyon isn't a completely closed system (there's fishing and even some imports from other worlds - mostly hell).
DeleteI love this! I can't wait to make my own variation on your table when I run an Ebberon game! You're brilliant!
ReplyDelete