Tuesday, April 8, 2014

Deep within the bowels of communist-nazi spy base LEVIATHAN...

Random Encounters

1. Escapees from the Psychic ward. Due to their fractured consciousness, they can only see through the eyes of the people around them. Looking into their eyes creates a feedback loop which leaves you both on the floor, screaming and bleeding through the nose.
2. A funeral procession carrying the cryogenically frozen corpse of Fuhrer Stalin to the chamber where he will reside until his resurrection is complete.

3. Roboctopus. The hapless nazi scientists inside are desperately grappling to control the octopus-brain-based AI, which has gone rogue and is trying to submerge itself somewhere dark and wet while firing ink-ejecting nerve pulses that now lead to missile banks and flamethrowers.

4. 23rd rifle division, trying to get back to base after losing contact with high command. They are being hunted by Lady Satan. 

Room #212

A bare rock cavern holding banks of retro-futuristic '60's computers, measuring devices, labcoats, hazmat suits, filing cabinets, cameras and mounds of machinery, all surrounding a concrete dome the size of a football stadium. The whole place has been half-flooded with blue coolant from some burst pipeline, and most of the machines are rusting. The fluorescent lights occasionally flicker on for a brief second.

An English spy dressed in a nazi uniform is taking notes in the corner. She's determined that the machines were all set up to precisely monitor something inside the dome. Her briefcase is stuffed with sketches of plants and animals, which are all elaborate coded metaphors explaining the nature of the terrible machines that power Leviathan. 

She's friendly but paranoid, and will do anything for the sake of the mission. If she believes her cover is about to be blown, she'll immediately draw her gun and turn on the party, speaking flawless german. 

If you breach the seals and open the airlocks, you can enter the dome.

Inside the dome

is a small, 1950's american town. It has a school, a juice joint, 4 houses, a water tower and a park with real trees. The machines, jukeboxes, and ovens all work exactly as normal. If you dig down, the dirt is a thin layer over concrete. The concrete sky is painted blue. None of the buildings have bathrooms. Everywhere you might expect to find a person, a dead pig has been carefully placed, in human clothing.

Living in one of the houses is a family of deep-cover operatives, in training for the day they will infiltrate america. They've been method acting for months, unaware of the destruction outside the dome. They have learned everything they know about america from distorted 1950's sitcoms. They play out a Leave it to Beaver fantasy here, having conversations with the pigs as if they're neighbors and friends. 

They will try to avoid breaking character at all costs, incorporating the PC's into their role-playing. They'll try to turn around any out-of-character talk from the PC's. E.G: "We've got to get out of here." "I agree, it's a beautiful day outside!" If it becomes clear that the system outside has collapsed and the PC's are not supposed to be here, they will drop the act and attack with ruthless efficiency and sacs of paralyzing nerve gas hidden in their bright smiles. 

The machines outside the dome are made to test various soviet super-weapons. Playing with them fill fuck with the pigs inside the town in various ways: Splatter them over the walls, set their houses on fire, punch big, cauterized holes in them, make them jitter around, vibrating wildly, screw with their personal gravity, mutate them into giant dead spider-pigs, and so on and so forth. The deep-cover operatives know how to avoid all this, and they're fine with it. They believe the random attacks help to simulate the deep, paranoid terror that Americans live with every day. 

Monday, April 7, 2014

Unknown & Unknowable

I've been thinking about two things recently: board game design, and Patrick Stuart's stuff (specifically the dire warnings about
the Derro that are currently controlling you with subterranean rays). This has made it pretty obvious that the Board Games that currently exist can't achieve the following effects:
  • Doubt that something exists.
  • The feeling that you should not seek to determine whether or not something exists.
  • Knowing that something exists, but having no comprehension of how, why, or to what purpose.
  • The understanding that the world is based on systems you cannot and should not understand. 
This is why all Lovecraft-themed board games are failures. If you do not understand something about a board game, that's down to unclear or unintuitive rules, and the game has failed. Unknown and unknowable things are anathema to board games.

Here's some possible ways to fix this:
  1. A single player is  given knowledge of the rules, and told to keep them secret at all costs. All other players know how to interact with the system, but do not understand the full implications of those interactions.

    This is the solution Videogames and Tabletop RPG's use. The advantage of a videogame here is that the all-knowing player is a machine, which cannot explain itself and has no friendship with you. The advantage of a human is that they aren't restricted by rules.
  2. Each player is given knowledge of only a single part of the rules, like a revolutionary cell. These sections of rules all combine into a machine that is beyond the understanding of all players, and works against them with a malevolent intelligence.

    At the start of the game, Player A is told to arrange the cards in a specific order. Player B is told what activates specific cards. B gives the cards to C, who knows what the cards actually do. All players conceal their information, because they're working against each other. This means they don't realize the disasterous impact of the tasks they're performing until it's too late.

  3. You are not told the implications of your goals until you've achieved them.
    Risk Legacy does this with the packets above. Each packet holds something that changes the game permanently; you don't know how the game will change until the packet is opened.

    It's easy to imagine this taking lovecraftian significance. You are told that packet 9 will hold something wonderful. You make great sacrifices to open it - but as you do, you unlock other packets, which hint that something appalling lurks in packet 9.

    Spoilers for Risk Legacy:
    Hidden in the box, under the insert, is a small packet that says "Do not open. Ever."
    The contents of this packet is selected randomly. Even the creator doesn't know what is in your packet, and whether or not you should open it.

These ideas also have the side-benefit of making the game simpler to teach: You don't need to know every rule, just the bits you need to interact with. It all assumes there is some benefit to making a board game you can't understand, when it's so easy to make an RPG or videogame you don't understand.

Tuesday, February 18, 2014


Becoming a Druid means you've been ordained as the spiritual representative of some particular tribe - the one you performed the outcast initiation ritual with. Over the night after you ate the heart, you commune with their gods and gain a spiritual affinity for the type of environment they live in.

Pick an environment. (Ideally, the one you and your tribe normally live in).  You can make up d8+wis things about it, now or later. The DM has to roll with whatever you say, within reason. See below for some examples.

Your relationship your tribe is a Gandalf deal. They'll be cool with it if you disappear for long periods of time, then show up at random years later; Outcasts are mostly loners anyway. Likewise, they aren't sworn to follow you or anything, but they'll generally help you out. You may have to work to earn their trust, and if you act against them, their gods, or their ideals, they might kick you out of the druid rank and force you to become an outcast again.

Your biggest responsibility is to represent them in the spirit realm and act as their psychopomp. That'll mostly happen in dreams. You can assume that you're spending a decent amount of time between sessions ferrying babies out of that great undiscovered country, ferrying dead souls back in, and bargaining with various petty gods for the benefit of the tribe.
  1. You get an extra attack per round. Divide your normal attack bonus however you like between attacks.
  2. You get +2 to hit in a specific situation. For example: Unarmed combat, from horseback, at long range, while drunk, when you're above the enemy.
  3. If you roll max damage with a bow, the arrow goes wherever you want. Hand, eye, knocks their weapon out of their hand and then ricochets into another guy, etc. 
  4. +2 to stealth, bushcraft, or sneak attack. Your choice.
  5. Pick an animal. If you kill it and skin it, you can wear its skin as a cloak to become it once per day. Lasts one hour. If you pick a weird fantasy animal, you'll need to save vs. magic whenever you wear it, to avoid going crazy and being trapped in that form. -2 or -4 penalty to the save for ultra powerful creatures.
  6. You're getting tainted with the essence of the old gods. Permanently acquire one mutation feature (bear claws, fish gills, bird wings, etc).
  7. You've learned astral projection. Get the right herbs, prepare them right, and go into a trance. You can walk invisibly through the world, fly and pass through objects. Beware, dangerous things lurk in this invisible space. First time you roll this, you get ten minutes. Second, you get twenty minutes, and you can fuck with people's dreams and their minds. Third, you get half an hour, and you can communicate with the ancient creatures that move through the astral plane.
  8. You can command a level 3 spirit from the summoner table. You have to roll 16 or better with d20+wis+level to order it around, just like the summoner does.
  9. Once per day, you can prepare a sacrificial lamb. Get one living animal, any kind, and scratch a bunch of runes on it. You can force one poison or illness out of someone else, and into it. Anyone who eats the animal, or is bitten by it, will be inflicted with the ailment. For especially serious illnesses/poisons, you'll need to roll a save to avoid just splattering infection over everybody. Every time you re-roll this, you can pack one more infection into your lambs.
  10. nature speak, speak with plants, rocks, etc
  11. You've got a cool familiar. Giant wolf, eagle, turtle, whatever. Add their hit points to yours, you can go into a trance to become one with their mind and play as them. Every time you re-roll this, they learn some cool power.
  12. You can effect the weather once per day.
    1. Water. You can summon rain and make rivers flood or slow to a trickle. You have to draw on moisture that already exists. This will be much harder or impossible in dry, desert environments.
    2. Clouds.You can make clouds cover the sun, fog rise up to conceal the party, or part snow, rain and mist.
    3. Fire. Calm volcanoes or make them erupt, stop or start raging bushfires.
    4. Earth. Crack it apart, make it shake, etc.
  13. Herbs, poisons and drugs!
    1. You've got access to something that all the nobles are hooked on. There's a 1/6 chance any normal person will be addicted to it, 1/4 chance that a noble is hooked.
    2. The black plague. 
    3. Makes the victim super susceptible to suggestions. 
    4. Blinds. You have an antidote, which makes people invulnerable to it. Obviously, you can burn it to make blinding smoke.
  14. Sacrifice some dudes on a black altar to gain knowledge and assistance from the old gods. Every time you roll this, you can ask them for a single piece of great knowledge: The location of some incredible whatsit, a great spell, etc.
  15. Pick a normal, non-sapient animal. These guys always obey and understand you. You can give out a call that will bring any of them that are close by to you, and you understand what they're saying at a basic level.
  16. Haruspex. You can read the future in the patterns made by animal guts. Once per day, you can kill an animal and examine it over half an hour to get the answers to d4+wis questions about the future out of it. Roll this again and it's d6, d8, etc. The better the animal, the more clear and useful the visions will be.
  17. Once per day, you can make a talisman dedicated to some local spirit. The talisman gives you a d6 to add to one roll that comes under it's spiritual jurisdiction. For example, you might pray to a snake god for protection from poison, and a sea god for safe passage. These are small spirits, so they only have power in a small environment: leave the place, and they won't be able to help you.
  18. You know a ritual. You can do it once per day, and it takes half an hour. Gather a bunch of people up, ceremonially slaughter an enemy, and then have them all eat its heart. The ensuing righteous bloodlust gives them some of that enemy's strength and abilities for an hour. Everyone must eat at least a quarter of the heart, so if you want to do it for more than 4 people you'll need to slaughter more of the same enemy, all at the same time.
  19. You have gained knowledge of another environment. Pick a place, and you can make up 2d4+wis things about it. You can use them all now, or wait until it's crucial. You can also use this for a type of place instead of somewhere specific: For example, any arctic waste, desert, ruined city, etc.
  20. Roll again. You get that effect, but twice as good.
Here's some examples of what you might want to do with this environment-determining stuff.

-Draw something on the map. A secret underground river that goes underneath the goblin fortress, an oasis in the desert, a path through the mountains.
-"This is the hunting ground of the Bloat Ghosts. If we piss all over ourselves, they shouldn't be able to smell us."
-"Luckily, the Sarkassian blood ant has a crippling weakness to copper. Empty your coin-purses!"
-"Don't drink the water. It's tainted with the hallucinogenic seeds of the Muluwe plant."
-"Wait... I know this bear... yes, this is the very beast I fought ten years ago..."

The only limit on this ability is that you can't be boring (which is the secret limit on every ability).

Saturday, February 1, 2014

The Paper Trail

So much history here. Here's a few particular points of interest:

Only Gilgamesh is fit to rule, mongrels!

Party A, traveling through the Babylon district, was sucked into the monthly lottery which determines the fate of all who live there. You become a slave, a noble, a brick wall, all based on your result in the lottery. I decided to have them all roll d20's to see how good or bad their fates would be.

Three people rolled a natural twenty.

One of them was Shenks, a gremlin played by Matt Rundle. He became mayor of the district, and built this tower.

He lived pretty high until the party B lead a peasant rebellion against him, burnt down the tower and installed one of their own as mayor: Gilgamesh.

Another lottery winner became the leader of Cell Apeiron, a bunch of revolutionaries which conspire against the lord regent from this hidden base. Matt fled here to languish in the sewers as the Under-mayor.

From here, party A sent out shadowy assassins, who succeeded in destroying Gilgamesh by hurling him into a black lake to be torn apart by the tentacled horrors within.*

Magic = Haywire

While the party was travelling through here to kill the Lake Dragon, I rolled an encounter. The result - the magic in this part of the district is strange, twisted - spells will have crazy, exaggerated effects. A wizard decided to try a LotFP summon spell. He rolled a natural twenty.

To those who haven't seen the lotfp summon spell, this is game-breaking. You have to roll on another sub-table, and each result could have apocalyptic consequences. The one we rolled: The DM becomes a PC, and a random PC is chosen to DM.

We went with it, and it was a blast. We rotated through three DM's for a few weeks, each one adding their own shit to my world. I loved it.

Dwarf Invasion: Added by one of my DM's. According to them, Vornheim used to be a dwarven city, and ancient tunnels still lead up into the home of every man, woman and child. The dwarves lurk there, watching the city, preparing for their chance to take back what's theirs. 

Glove Towers: Born to a fallen house in the Ghost District, the lady of the glove goes around pretending to be offended by people so she can challenge them to a duel. By defeating numerous nobles, she is slowly increasing the size of her land.

Trail of Destruction: Some giant demon is moving through the city, leaving this trail behind it. As you get closer the sunlight dims, a black rain begins to fall, and the streets are deserted except for ragged warbands of clerics rushing back and forth trying to evacuate the survivors.

Beware of Worms: A big portion of the elf district has been walled off after the prisoners in the tower were released along with a shitload of death worms. Perhaps they've constructed their own worm-prisoner society behind the barricades - who knows? None who go there return.

---Do not cross this line if you are a player.---

Eshgriel (who has four levels in fighter): Too funny to pass unremarked. Party B got hold of a massive haul of purple lotus power as they were escaping the prison. "You know that this powder may give you the powers of a god... or destroy you utterly." Of course, they decided to snort it immediately. 

The first person to snort it died. Prison guards started hammering on the door. A second person snorted it, and died. A death worm started coming up the corridor, the guards were breaking through. Everyone egged on a third person, who snorted it... and died.

So, later, they're the house of Eshgriel the medusa. Half of them are turned to stone, one's poisoned, the Plasma Ghoul is gnawing on another and all the dogs are dead except one - a Busking Dog. As a last-ditch effort, they hurl the powder at Eshgriel - who gains four levels in fighter.

Despairing, the last PC and Busking Dog try for a suicide pact, and snort the last bit of Purple Lotus powder. The Busking dog gets one result: Wants to move overseas to marry. He flips out the door, en-route to a tropical beach.

*This is a lie. In reality, the dead man was a homeless hobbit, dressed up to look like Gilgamesh.

Sunday, January 12, 2014

Black Coffee

I submitted this to the Necropraxis "Belonging" competition a few months ago. I haven't heard anything back, so I figured I'd post it here.

(I also want to just apologize for accidentally publishing this a million times and spamming all you lovely followers. Blogger kept telling me it couldn't publish it, I didn't realize it was lying.)

This is hopelessly dependent on Scrap Princesses Pandemonium Fracking Coffee. If I win, I figure I’ll probably give her the prize. Shared under a Creative Commons license.

What is it?

From people on the street:
  1. You won’t need to sleep for a month, it’s great.
  2. Man it just like, pumps you up. I just feel good, I can’t explain it.
  3. My sister tried it and she finished her novel in three days, it was crazy.
  4. The whole thing’s a scam, don’t waste your money.
  5. Listen, I don’t tell many people this, but - I saw something. A few weeks after I tried it I  made contact with, I don’t know, some kind of other being. Like, under all this, there’s something massive, you know? I’m saving up, I gotta try it again.
  6. Don’t even talk to me about that shit. I was throwing up for three days straight.

From literary sources (libraries, galleries, archaeology):

  1. Private letter from Pope Johan Riechart III: "This Satan's drink is so delicious that it would be a pity to let the infidels have exclusive use of it. We shall cheat Satan by baptizing it."
  2. Notice: "A PROCLAMATION FOR THE SUPPRESSION OF COFFEE HOUSES: Whereas it is most apparent that the multitude of Coffee Houses of late years set up and kept within this Kingdom, have turned over to the secret dealing of that malitious substance, known as “The Black Ichor of Life” or “Stun Gravy” … producing of many very evil and dangerous effects… his Majesty hath thought it fit and necessary, that the said Coffee Houses be (for the Future) put down and suppressed..."
  3. Concerned Citizens Group:"...Leads men to trifle away their time, scald their chops, and spend their money, all for a little base, black, thick, nasty, bitter, stinking nauseous puddle water."
  4. Recipe: water (250ml)... boneless albino civert cats (deceased) (2)...

~Player Line, do not cross ~

Wednesday, December 11, 2013

Druid - Initiation.

To earn the right to become a Druid, you must start as an Outcast, then succeed an initiation ritual. You feast on deer blood, booze, and as much weird herbs as they can stuff into you. Then they give you a knife and tie you to another outcast naked. Eat your opponents heart, and you’re a druid. This means you can roll on a new table with better level-up effects.

This test should be deadly enough that deciding whether to try to become a druid or wimp out is a hard choice. Make sure to build this up so that the player knows that taking this contest comes with a serious risk of death. The idea is risk/reward. If you fail, you’ll lose your character: If you succeed, you get to become fucking awesome.

What’s happening to me?

Roll a d30 for both outcasts every round while they fight. Any and all of the effects below may be hallucinations: DM’s discretion. In this situation - with you both naked, drugged, and tied to each other - the knives do d12 damage. They’ll pair you with an outcast of level d4+1.

  1. Poison! Your current HP is halved.
  2. Save or be paralyzed this round.
  3. Your palms are slick with sweat. If you miss an attack you’ll drop your knife.
  4. You throw up all over your partner. You are slowed this round.
  5. You’ve got the shakes. +4 critical fail chance for the rest of the battle.
  6. Shit! Shit! One of these sick fucks put a snake in the handle of your knife!
  7. Save or be overwhelmed by Fear.
  8. Whoever was holding the torch just dropped it. You’re both blind.
  9. Someone just threw something at the back of your head. d4 damage if it hits.
  10. You can’t stop crying.
  11. The other outcasts are pissing all over you two. If you stand in it, save or slip over.
  12. The crowd around you has dissolved into an orgy and/or bloodbath. You have to fight through piles of writhing, slippery bodies.
  13. You look into your partners eyes. Both of you are caught up in a frozen moment of intense, sick arousal. The crowd sees it, knows, and roars approval.
  14. The crowd pulses and pushes you towards your partner, cheering. They get a free extra attack at -2.
Shadowy figures cluster around inside the circle, giving you advice:
  1. Everyone you’ve ever let down
  2. Every dead thing you’ve ever known.
  3. Crooked and vague shapes. You see a deer, but its neck extends into a red hand with an eye in the middle. You see a giant mother boar with six human faces dripping from its teats.
  4. Lovers and friends - but their eyes are wrong, and their advice is horrifying.
  5. The stars are pulsating and ripping into something giant and multicoloured that’s turning to look down at the fight. Whenever you see the sky, save or be hypnotized by it.
  6. A vision of the future unfolds around you. It’s incredibly important - pity you’re distracted.
  7. You suddenly feel like your head is whirling a thousand miles above your feet. Intense disorientation and vertigo gives -2 to hit this turn.
  8. All the blood and mud you’re standing in is swirling together into churning red waves, first waist-deep, then neck-deep. If this keeps going you’ll drown.
  9. The world spins. You swap bodies with the other outcast.
  10. The ground lurches, and both of you are suddenly in freefall through a vast chasm. The crowd’s cries grow faint. Something enormous and terrible slithers at the bottom.
  11. You feel a horrifying joy. You can’t stop laughing. Your opponent must make a morale check or spend their turn trying to flee.
  12. Bezerk: You attack twice this round at random.
        1. Your enemy
        2. Nearby member of the crowd.
        3. Another PC.
        4. Yourself.
  13. Desperation. +4 critical hit chance for the rest of the battle.
  14. Sudden clarity. +2 to all rolls this turn.
  15. Hyperactive speed. +2 AC.
  16. Crazed, frothing strength. Double damage.

Live through that, and you did it! You're a druid!

This is designed to be a short and terrifying gamble, so that it doesn’t bog down the game too much with a solo Outcast adventure. You might still want to play this out in-between sessions, though. I'll post the Druid level-up table soon.


This is a class for LOTFP, based on the Specialist, inspired by Zak's random classes. You get all the Specialist's normal hit dice and saves, but on level up you roll twice on this table instead of getting skill points.

This is essentially a ranger/druid thing, inspired by Joesky's WTF druid. It's someone who runs around the forest punching bears for kicks. They have a new skill: Drugs, Pharmacy, Concoctionism or Rhizotomoi. It concerns the application, handling and knowledge of all poisons, herbs, and remedies. Look down the table to see what it's good for.

  1. +1 Dexterity, up to racial max.
  2. +1 to the chance that anything you meet in the wild is surprised.
  3. +1 to ranged attack bonus.
  4. Whenever you aim (waiting a round to get +4 to hit at range) the dice you roll for damage becomes one size bigger.
  5. The dice you roll for Craft Checks becomes one size bigger.

    (In my game, you roll d6+Wis to make something. Whenever you use the item, roll under that number or it breaks. If you succeed, subtract 1 for next time. This entry makes it a d8+Wis.)
  6. +d4 to the damage of any trap you use, and all related checks (e.g., the saving throw the enemy must make to escape it). Next time it's +d6.
  7. +1 to stealth.
  8. +1 to bushcraft.
  9. +1 to Sneak Attack.
  10. You know what’s passed this way today.
  11. When you’re in a group, you can travel one extra hex per day.
    (If your campaign doesn't use wilderness travel or hexes, then the Outcast is one speed faster at all times.)
  12. Eagle eyes. You can pinpoint details at long distances (For example, seeing the details of nearby hexes, or reading lips to see what people are saying in another building). Roll this again, and you can shoot all ranged weapons farther (ignore 2 points of ranged penalty).
  13. Herbs! Roll for one herb. You know where it grows; Either the DM draws the location on the map, or you can just handwave it and gather d4 bushels in-between sessions. The subject must eat or drink the herbs; stabbing a guy with one of these on a dagger will have no effect. Unless it says otherwise, they last d6 rounds.
    1. Trip out: Victim removes all their clothes and acts dazed and confused. They’ll snap out of it if attacked.
    2. Truth serum: Victim cannot tell lies. They may babble about inconsequential details, though. The Vicarian Brain Flower uses this to tear families apart, allowing it easy access to the depression it feeds on.
    3. Numbness: Completely numbs you to pain but heals no damage. This would, for example, let you walk on broken legs, let you wake up and keep fighting under 0 HP, and give you +2 against effects like Sleep. Leeches use this to numb you to their bite.
    4. Berserk: Get two attacks per round, and wildly attack anyone around you.
    5. Communion: Subject sees everyone they’ve ever killed. They may ask them for advice. Serious killers may be terrified.
    6. Joker Venom: Victim loses all inhibitions, acts on all their secret desires. (Non-human opponents may have non-human secret desires.)
    7. Distracted: Victim gets -4 to their next saving throw.
    8. Focused: Subject doesn't have to sleep tonight.
  14. Poisons! Roll for one poison. You know what plants and animals you can distill this from, and where they live and grow. Again, the DM can draw the location on the map, or you can just handwave it and gather d4 vials in-between sessions. Obviously the victim gets a save against poison.
    1. Lowers the victim’s immune response, giving them a common disease which will force them to skip work and just lay low in their bed for d4 days.
    2. Tracer: For d4 days, the Victim constantly coughs up blue bile that glows faintly in the dark. Bavarian slugs tag their victims with this so they can track them to their den and slowly envelop them while they sleep.
    3. At times of intense stress, the victim must save or be overcome by a completely different personality, which will have no memory of what was going on previously. The outcasts believe this personality is a recently departed soul. Lasts d4 days.
    4. Shakes: Critically fails on a roll of 5 or less. Constantly messes up small tasks, breaks objects, etc. Lasts d4 rounds.
    5. Fear: -2 to morale checks.
    6. Paranoia: Subject begins to believe that their friends have betrayed them, starts a fight with their group. Lasts d4 days.

Every time you roll a Herb or Poison result, add one to your Drugs skill. The DM makes a secret Drug check whenever you apply a poison or a herb. Failure indicates that you left traces of it on your skin, which will activate the effect whenever it’s most hilarious.

You also add your Drug skill to the duration of all effects. For instance, with a skill of 3, the Tracer poison will last d4+3 days. Obviously, the players should be able to discover herbs and poisons on their own, as well as rolling the ones here on level up.

The Land of Hidden Men ~ Jungle Girl

  1. +1 to critical hit chance at range.
  2. +d4 to reaction checks against animals. Next it’s +d6.
  3. You get a bonus to crafting shit out of animals: +1 to craft it, and to any effects it has (Damage and to-hit for weapons, AC for armour, saves for traps, etc). Only works for cool, exotic animals.
  4. Every day, you can pick a target. While tracking it you don’t need to sleep, eat, or stop for anything. You gain the special affinity a hunter has with it’s prey. You can ask d4 questions about it: what it's thinking, its secrets and its weaknesses. Roll this again and it's d6, d8, d10 questions.
  5. Pick an area. You know all about it. (Here’s how I handle player knowledge. You should already be telling every player a lot of stuff about the area, so they can make valid choices. So, instead of just giving the outcast more information, I’m going to let them decide d4+bushcraft things about what the area’s like. For instance, they could get the map and draw the perfect place to camp undetected, an underground river that flows right under the enemy base, a field where poisoned mushrooms grow, or add an entry to the random encounter table. You could also simply answer d6+bushcraft questions about the area.)
  6. Roll twice, get both effects.

This is the first level-up table. Whenever you want, you can test yourself at an outcast initiation ritual to become a Druid, which allows you to roll on the Druid level-up table with better effects.