Wednesday, May 7, 2025

D6x6 Furtive Men

Click the button below to generate your furtive man:


Special thanks to Spwack for the generator generator here: http://meanderingbanter.blogspot.com/2018/10/automatic-list-to-html-translator-v2.html

D6This furtive man wears
1an immaculate and tailored black suit with a black tie.
2an outfit that's sort of like a city worker's, but none of the details add up if you look too closely.
3a raincoat & rain-boots, all garish off-yellow.
4a mis-tied bow-tie, a threadbare suit-jacket with a patch on one elbow and a hole in the other.
5bandages wrapped around his hands, speckled with brown.
6a high-collared coat and a wide-brimmed hat.
D6This furtive man has
1a side-squashed face, halfway to a human halibut.
2blurry flesh, as if filtered through smudged glass, or a shaky camera.
3a mouth that's a little too wide, with teeth that are a little too small, a little too white.
4bloodless gums and eyes and lips.
5an unfashionably-long mustache, and long, limp, receding hair pasted to his scalp and face.
6a long hatchet-head, and long, long limbs.
D6This furtive man walks
1while sucking a long, long cigarette with a curled tail of ash that seems like it should've fallen off under its own weight a while ago.
2with his knees bending backwards sometimes.
3while whistling, an ill-fitting and unforgettable tune.
4while breathing heavily, a heavy steam spilling from his mouth whatever the temperature, falling downwards instead of rising.
5with his eyes whipping side-to-side, or boring into yours.
6with an out-of-time gait that subconsciously throws off everyone else walking nearby.
D6When this furtive man talks, he
1laughs often, nervously and mirthlessly.
2leans up into your personal space and whispers.
3growls his words between clenched teeth.
4dribbles and spits and bubbles out of the corners of his mouth.
5rumbles deep like muted thunder.
6has a high and pleasant voice.
D6This furtive man seems to
1be in two places at once - in your home, while also in front of you.
2carry a sickness with him wherever he goes - weakness, hallucinations, stains on the skin like ink or soot.
3be forgotten immediately by those he only interacts with briefly.
4have an odd cachet in the halls of power, showing up in the crowd at fundraisers and rallies and so on and so forth, muttering suggestions in ears that are always followed.
5have a sixth sense for traps and ambushes, never surprised yet always surprising when he so chooses.
6infect animals with a rabid loyalty by feeding them a drop of his blood.
D6The local street-children say this furtive man
1is the son of the government - the whole government - they all jerked off into a big vat and this thing crawled out of it.
2is the Devil's dream, in flesh as we dream in spirit.
3was an orphan who was adopted by a very strange family, and came back years later as strange as them.
4eats old ladies whole, sucking the wrinkled flesh off their bones, burying the old bones in parks and flower-pots.
5plucks the teeth out of your mouth while you sleep, and listens to them to hear all the secrets you've ever spoken.
6is the shadow of a miserable old geezer who's too old now to go out and inflict misery on others in person - so he sends out his shadow to do it instead.

D6x6 Subtle Svirfneblins

Click the button below to get your very own svirfneblins:



Special thanks to Spwack for the generator generator here: http://meanderingbanter.blogspot.com/2018/10/automatic-list-to-html-translator-v2.html

D6These svirfneblins are
1pale and potbellied, with thin and rubbery-cartilaginous limbs - they move through the tight spaces of the underworld by wrapping themselves up and rolling.
2utterly veinous, with blood so darkly crimson it's nearly black, and are flattened front-to-back like a planarian.
3frightfully spindlesome, with many-jointed limbs and digits, and glassly translucent bodies.
4loosely- and wrinkly-skinned, with long buck teeth and vellum-thin skin stretched over milky eyes.
5porphyryan malproportioned forms of graven whimsy.
6vaguely molluscoid, with slimy purplish-green flesh and eyes and ears which protrude on stalks.
D6These svirfneblins are
1born from the cosmos attempting to fill in the person-shaped holes in reality left by the feeding of a beast of the deepest underworld which devours its prey utterly.
2a species descended from the same root as gas spores - though resembling murderably-annoying gnomes rather than beholders - but evolved to be able to reproduce without parasitism.
3descended from survivalists who ensconced themselves in vaults deep beneath the earth to escape a catastrophe that ravaged the surface.
4descendants of neanderthals who retreated deeper into their caves rather than accepting assimilation or extinction, and ended up in the underworld, and adapting to it.
5fairies from the New Moon who fell down to the world in a conjunction of the celestial spheres - the darkness beneath the earth is the closest place they can get to their old home.
6beings from across the stars, whose living ship crossed vast distances via the warping of space. An accident caught them in this world's gravity well and interposed them within its depths - they are bound to the deep by the dying cries of their ship.
D6These svirfneblins live
1at the cores of expansive, stone-boring hyphaeic networks, chemically-interfacing with the fungus to monitor their territorie and guide the protrusion of edible, pharmacological, and stipewood-producing varieties of mushroom.
2around chemo-volcanic pits, using their arts to merge stone and glass and bacteria into useful and beautiful forms.
3in the taproots of giant trees, which plunge thirstily into buried seas that the svirfneblin ply in canoes of worm-fought wood.
4in weir-villages along the banks of subterranean rivers, living off snared flotsam and the meat of alabaster oysters whose shells they wear as jewellery.
5in cavitous geodes, furnishing omni-directional spires of glittering gem-stone.
6in cathedrals of carved-out stone, painstakingly-shaped to focus the tectonic reverberations which feed their gardens of symmetrical cymatic lichens.
D6These svirfneblins tend
1to observe hospitality to a degree otherwise unheard of in the scarcity of the underworld - though they've got a voracity for stories & knowledge from guests.
2to deal honestly & fairly with outsiders, only very rarely murdering the weak and taking their stuff.
3to stymy and war against the worst of the monsters and polities in their region, out of a pared-down sense of chivalry.
4to hold love & friendship in high esteem.
5to practice customs which limit coercive hierarchies and encourage democratic decisioning.
6to worship a goddess of mercy, and so forgive debts and tend to the suffering.
D6These svirfneblins can
1sustain themselves by eating coal and drinking petroleum, but this gives them painful stomach-cramps and noxious flatulence.
2hock super-gluey loogies with enough accuracy to stick an enemy's eye or ear shut.
3emit the scent of anything they've smelled before from their "perfumer's gland" - a sort of camouflage against the sightless creatures of the underworld.
4speak with worms and other such things which wriggle beneath by drumming their tongues against earth and stone.
5shrug off magic and mortal injury by self-petrifying for a long while, eventually reverting to repaired flesh and flaking off their rocky carapace.
6see even in seeming-darkness by the light of stars refracted in a non-Euclidean fashion through macro-crystals.
D6A delicacy of these svirfneblins is
1their own dead - desiccated and ground up and pressed into wafers.
2morels that grow only in the darkest and quietest parts of the night below the world, the pores of their honeycomb drinking in sound and exploding if not harvested in total silence.
3a salt that's only found in the marrow of the titans whose corpses form the foundation of the world.
4a terribly chewy candy spun from the silk of moths that have never witnessed light.
5a sweet, tarry syrup like molasses "milked" from a sort of barnacle that clings to the sides of aeolian caves and filters the wind for edible particles.
6the hepatopancreas of the solifulgurae, lethally-toxic if not consumed sparingly, and in the thinnest slices.

Tuesday, May 6, 2025

D6x6 Future Crime Cities

Click the button below to get your very own future crime city:


Special thanks to Spwack for the generator generator here: http://meanderingbanter.blogspot.com/2018/10/automatic-list-to-html-translator-v2.html

D6This future crime city
1is flame-scarred, charred and dim in the smoke-filtered light, perpetual blazes towering titanic over its skyline.
2is collapsing into its own over-loaded & aquifer-drained foundations, leaning skyscrapers making a labyrinthine arcade of its downtown.
3is crampedly-dense and piled upon itself, ever-bright gaudy & anarchic architecture jutting together.
4has been overgrown by urban gardens and oppidan farms, a true concrete jungle.
5is sprawling, cracked and sun-baked, the reek of roasted garbage mixing synaesthetically with the heat-haze.
6is always dark, always raining, slick and black with mold - the rich live high and shining with artificial rainbows, the poor barely keep their heads above the flood.
D6Crime became law in this future crime city
1because psychology was proven to be false, meaning it was normal to be like the Joker.
2because a corrupt corporate pothead pushed through legislation that made it mandatory to include marijuana oil in fuel, filling the city with a narcotic smog of slovenly belligerence.
3because libertarians went too far, and made everything legal.
4because liberals went too far, and made it illegal to arrest anyone.
5because of the rising of Cthulhu out of the ocean, or something near enough like him, which caused a localized psychic zone wherein the sensitive were driven to shout and kill and revel and enjoy themselves.
6because the keys to the city were given to a nefarious character, who then used them to unlock all manner of mayhem upon it.
D6The mayor of this future crime city
1is a fiery reformer who is currently being held for ransom by a gang of former mailmen who can throw paper with deadly accuracy.
2is an inveterate playboy by day, but by night dons a costume and beats up those who oppose his criminal enterprises.
3is an actual, literal goblin, summoned up from the underworld by the city's chaos.
4is secretly gathering all the most evil criminals in the city to overthrow the federal government and have himself elected as crime minister.
5is a musclebound blockhead installed by those who assumed he was as dumb as he looks - though he isn't, and has his own subtle agenda.
6is a feckless and sweaty appeaser, making regular televised appearances to tell people that everything is fine in the city - though it most assuredly is not.
D6The good fight in this future crime city is still fought
1by a cell of militantly pacifist Quakers, whose non-violence ends up helping them as much as it hinders.
2by a convoy of cyber-truckers fused to their vehicles by a mad scientist.
3by the luchador Tremendo Rex - though he has been struck down several times he always returns - in truth his mask is lined with magneto-cybernetics, which allow his personality to possess anyone who wears it.
4by a crew of kind-hearted though abjectly freakish vigilantes who wear ratty old mascot costumes.
5by a citizens' militia as anal-retentively disciplined as the city is anarchic.
6by a commune of troglodytic cannibals, who aren't moral paragons by any means yet still relatively decent sorts for this city.
D6The public transit of this future crime city
1is streetcars, but they have been taken over by hoodlums and equipped with bladed rails that carve their tracks into any surface.
2is a subway system - all the cars have been joined together, each converted into a mobile den of vice, together a veritable hell on wheels.
3is a rickety monorail - and the price of admission now is to go "mono a mono" with another rider.
4was dismantled for scrap, though death-trappy gondolas and ziplines are constantly being set up to fill the void.
5was some ferries, now converted into the floating fortresses of crime-lords.
6is buses, now bristling with welded-on armour and mounted guns.
D6The popular new drug on the streets of this future crime city
1is "speckled jenkem" - the fumes of fermented feces from people infested by mutant tapeworms - its high is often compared to suffocating in the warm and nourishing confines of a giant's lower intestine.
2is the lost (and now found) episode of a defunct podcast - it is of such perfect mediocrity that listening to it induces a blissful torpor.
3is adrenochrome extracted from the brains of terrified people - no longer exclusive to the elites, now everybody can get a hit.
4is the powdered horns of wooly rhinoceroses - a species transgenically re-created in this city due to its lax scientific ethics, to the dismay & crushing deaths of many. Snorting the keratinous stuff prionically reshapes brain-tissue, imbuing the user with false memories and feelings of prehistoric majesty.
5is "the derp", a strain of herpes which causes lesions on your genitals & your prefrontal cortex, causing libidinally-charged and uncomfortably-Freudian hallucinations.
6is "black ice" - a sentient variant of crystal meth which grows parasitically in and on its users, and links them into a psychotic hive-mind.

Tuesday, April 15, 2025

The Maggoty Men of Mandle Maar

On the shores of Mandle Maar, where oak trees grow scraggly and tangled and the broken-glass of the crunching shore dazzles blindingly in the sunlight, it's said that maggots have learned to walk like men, and learned all the vices and cruelties of men besides.

Not so - they were always men, but have grown soft and white like maggots. They go about under moonlight, when the shore is not so blinding, and fatten themselves on acorn bread slathered with stolen victuals.

They're led by a man named Cornhat Vaukes (fighter 3) who wears a wide hat woven from bristling grain-stalks. He flies upon a redwood-handled scythe which must be nightly fed the blood of a red cat which has drank the milk of a red mare, or else it grows dangerously rebellious. Going about so he scouts out targets for his banditry, and leads pursuers into trips and falls.

The red mare Vaukes keeps for milk has dropped in its output - he killed the mare's previous stallion after he caught it laughing at the size of his testicles while urinating. He has not found a worthy replacement yet, but would pay premium for one.

Vaukes' back is tattooed with the 47 names of the Miserable Sisters of Pox, which marks him as immune to all diseases which mar the skin,  and strikes any who read the names with the diseases which he has shrugged away.

In contrast to the plump cheeks and bellies of his men Vaukes is rail-thin - he will go without eating so that they can eat more, because he fears being abandoned above all other fearful things.

The Maggoty Men are composed of three companies, who share their loot, a hideout, and the leadership of Cornhat Vaukes, but otherwise loathe each other. 

The first company are the lepers, who number ten, and love Vaukes for going among them unbothered (his tattoos render him immune to leprosy). They wrap themselves head to toe in soft rags (surprise 3-in-6), and wield their heavy bells on the ends of ropes, the tongues torn out. They are tasked with kidnapping the red cats Vaukes needs for his magic scythe, and have taken up the habit of meowing to each other, to amuse themselves and unnerve others.

The lepers are led by Richter Rictus (leper 2), whose lips have rotten away entirely. He is a devotee of the corpse-god Muckle Jezza, and inlays skulls with chips of colourful volcanic glass he picks off the shore of Mandle Maar to express this devotion. He claims to become possessed by the god while drunk, and is drunk often, and makes crude jokes and shouts out his love for his god-wife Wee Jas. He wants to convince Cornhat Vaukes of the power of this worship, and share a feast of human flesh which will turn them into immortal ghouls.

The second company are the remnants of wizard-priests who once tended the spiritual fence that hemmed in a worm of draconic aspect which sleeps under Mandle Maar. Once it writhed, and the land overflowed with its fire, but the predecessors of the wizard-priests drove it back beneath the water of the Maar. The worm tested their fence, failed, and drifted into the long, low slumber in which it remains to this day. Without the pressing of its threat, the wizard-priests lost their funding and dwindled into the rogues they now are.

They number six, and are led by Conservatrix Syperasae the Fifth (abjurer wizard 3 - and all the others are abjurer wizards 1). She bears a staff of knotted oak-wood, the symbol of her abandoned station, which has one end carved to resemble the head of a pike, and the other the head of an eagle. Tapping the eagle's head to the waters of Mandle Maar renders them hard as stone for 10 feet around. Tapping the pike's head to the earth surrounding Mandle Maar renders it soft as water for 10 feet around. Away from Mandle Maar these powers of the staff are reduced to mere cantrips.

Syperasae dreams of the sleeping worm, and how she can wake it, and bind it to her service. She works for Cornhat Vaukes only for her share of plunder, which she gives to her agents to go beyond the Maar in disguise and spend on occultry, that she might gain a better understanding and capability for this binding.

The pillar-like standing stones of the spirit-fence still remain dotted around the Maar, mostly intact - the Maggoty Men carve graffiti into them to indicate their plans and movements to each other.

The third company of the Maggoty Men are deserters from the army of Lord Insherrn, who once fought alongside Vaukes as fellows before he was Cornhat. They bear traitor-brands on their faces, and noose-rashes around their necks - Vaukes cut them down atop his scythe in the nick of time, and they stopped being fellows and started being followers since.

The leader of these deserters, a company fifteen strong, is Barys (fighter 2), who snarls poisoned needles in his beard, and throws them with great force and less accuracy. His horse is a strong swimmer, and leads the way for the paddled rafts of the rest. They doubt the loyalty of Vaukes, and press him to commit ever-more foul deeds to truss him to them through shared sin.

Friday, April 11, 2025

GLOG Class: Invisible Cannibal

Like so:

 

GLOG Class: Invisible Cannibal
Equipment: None
Skills: Climbing, Sleight of Hand, Trapping
A: Invisible, Cannibal
B: Echologos
C: Deafening Click, Burrow
D: You Are Hungry They Are Fat

A

Invisible: You are completely invisible, all the time. This is spoiled if you are wearing or carrying anything, or if you've eaten that day.

Because you are invisible you are also blind - although you can still "see" out to 30 feet through echolocation. This lets you see shapes and movement and so on, but not colours and suchlike. Your echolocating vocalizations are inaudible to any who do not possess special hearing, such as other echolocators.

Cannibal: You are an obligate eater of your own kind. Other food doesn't sustain, doesn't satisfy. Each human corpse is composed of rations equal to the Constitution score it had in life. These rations last three days before they go bad.

Others become ghouls when they indulge in cannibalism because they are infringing on the property of the scavenger-god Yeenoghu. This does not happen to you because you are invisible. Should you ever eat a human while visible you will be immediately cursed with ghouldom. Replace your templates in Invisible Cannibal with an equal amount of templates in a ghoul class, such as this one: https://saltygoo.github.io/class/fighter/ghoul, or whichever else.

B

Echologos: You can talk to bats and moths. Bats are animals, concerned with where to find fruit, insects, or blood (as their diet leans), the locations of caves and thermal updrafts, and so on and suchlike. Moths are dumber animals, and will be obsessed with any interesting lights they've seen.

You can also perfectly copy the voice of anyone you've eaten.

C

Deafening Click: Make a ranged attack roll against a target. Should it hit they must save or be deafened for 2d6 rounds.

Burrow: You can burrow through soft earth as quickly as you can walk, leaving a trail that is obvious and vaguely-cartoonish. You must surface in order to breath.

D

You Are Hungry They Are Fat: Any penalties you're under for being hungry/starving are reversed into bonuses when you're tracking, being stealthy, attacking, or dealing damage. However while hungry you must save or gorge yourself on any fresh corpses near you, with a penalty equal to your hunger penalty.

There could be a hundred invisible cannibals hiding in this picture and you'd never know