Showing posts with label characters. Show all posts
Showing posts with label characters. Show all posts

Wednesday, November 4, 2026

Random D&D-Historical Adult Death Table

I have long desired to make and/or have, along with the random reign-length table and the random regnal nickname tables: a random cause of death table.

The idea was to take whatever statistics we can assemble from whatever scraps of historical record we have for pre-modern causes of death, tweak them for a D&D setting, and create a random list.

Even setting aside how a solid Most people died in infancy (kind of a survivor-bias anthropic-principle dealy going on: if you made it into the IC history books, you probably survived to adulthood), there are some serious differences between peasant COD and noble COD. So I hit on what I think is a somewhat clever way to distinguish:

Nobles roll 2d20, forming a bell curve that includes the ways peasants die as one tail, but is clustered around ways nobles die, and the other tail is weird D&D stuff.

Peasants roll 1d20; if they roll a 1 (which nobles cannot roll), they reroll with 2d20, so a peasant still has a slight chance of dying in noble-specific or D&D-specific ways.



Tuesday, November 22, 2022

Dual Types

I have heard tell that, early in the development of 5e, the notion of creatures/races with two Types was thrown around, and eventually ruled against. I don't know how it was meant to work at the time, but it does fill a much-needed gap.

Early on in published 5e, PCs could only be Humanoid. The Eberron book made Warforged simply Humanoid, rather than the old 3.5e jerry-rig of Construct(living construct) that made them technically Constructs but also work for PC purposes (mostly resurrection).

Then, later on, they abandoned that principle and started publishing races that are other Types, such as the Fairy in Wild Beyond the Witchlight. They had realized it's not super important for PCs to be Humanoid -- although there are still no properly Undead options (the three Lineages in Van Richten's Guide to Ravenloft are Humanoid, but with various Undead-esque properties). I hear tell there is or will be an actual Construct option (the Autognome?).

My solution to there being no Undead PC options, Warforged being nonsensically Humanoid, and so on: bring back dual Types!

  • Some races -- including warforged (humanoid/construct), tiefling (humanoid/fiend), aasimar (humanoid/celestial), dragonborn (humanoid/dragon), kobold (humanoid/dragon), and alithi elves (humanoid/plant) -- have dual creature type.
  • If any favorable effect would affect either or both of your types, it affects you.
  • If any unfavorable effect would affect one of your types but not the other, you can be affected by it but you have advantage on saves against it.
  • If any effect would affect neither of your types, you are immune to it.
  • If any effect would affect both of your types, you do not gain immunity or resistance to it from your types.

The one peculiarity here is: what happens if you have an effect that has a positive effect on one of your Types and a negative effect on your other Type? I'm not sure if there are any actual effects that heal a living thing but do radiant damage to Undead, but a character with both the Humanoid and Undead Types would have to deal with it if it does. My instinct is that you are affected by both -- you are, in that example, healed and take radiant damage (albeit with advantage on any saves against it). But this is a rare enough circumstance that I'd leave it up to individual DM adjudication.

Friday, October 14, 2022

3.5e Lizardfolk and Myconid Monster Classes

Lizardfolk Racial Traits

LevelBABHDFortRefWillClass Features
1+01d8+0+2+0+1 Natural Armor, 2 Claws (1d4), +2 Strength, -2 Intelligence, +2 Swim
2+12d8+0+3+0+3 natural Armor, +2 Balance, +2 Jump
3+12d8+0+3+0+5 Natural Armor, Hold Breath, 1 Bite (1d4), +2 Constitution, +4 Balance, Jump, Swim

  • Skills: The lizard folk gains 4 x (2 + Int modifier) skill points at level 1. Its class skills are Balance(Dex), Jump(Str), and Swim(Str). At level 2 the Lizard folk gains 2 + Int modifier skill points. A Lizardfolk does not gains any skill points at level 3.
  • Ability Adjustments: 1st Level: +2 Strength, -2 Intelligence 3rd Level: +2 Constitution
  • Weapon and Armor Proficiency: A lizardfolk is proficient with simple weapons and shields.
  • Racial Skill Bonuses: At level 1 a lizard folk gains +2 racial bonus to swim checks. This bonus increases to +4 at level 3. At level 2 a lizard folk gains a +2 racial bonus to both jump and balance checks. These bonuses increase to +4 at level 3.
  • Natural Armor: At 1st level a lizard folk has a +1 Natural Armor bonus. This increases by 2 at each level, thus at 2nd level the natural armor bonus is +3 and at 3rd level it is +5.
  • Natural Weapons: At Level 1, a lizard folk has 2 claw attacks (1d4 damage). At level 3 a lizardfolk gains a bite attack (1d4 damage).
  • Hold Breath: At level 3 a lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
  • Automatic Languages: Common, Draconic.
  • Bonus Languages: Aquan, Goblin, Gnoll, Orc.
  • Favored Class: Druid

Myconid Racial Traits

  • Racial Traits:
    • Tiny Plant
    • -2 Str, +2 Dex, -2 Int, +2 Wis.
    • Land speed 20 feet.
  • Plant Traits:
    • Low-light vision.
    • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
    • Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
    • Not subject to critical hits.
    • Plants breathe and eat, but do not sleep.
  • Automatic languages: none. Bonus languages: common, terran, undercommon, drow sign language. Myconids have no mouths and so cannot speak any language that requires speech, but they can understand, read, and write any language they know. Some take the time to learn drow sign language, to communicate with outsiders without using rapport spores.
  • Class Skills: Diplomacy, Intimidate, Knowledge (nature), Listen, Move Silently, Profession (farmer), Profession (herbalist), Sense Motive, Spot, Survival.
LevelHDBABFortRefWillSkill PointsAge RangeSpecial
1st1d80200(2+INT)x44-8Feat, slam 1d3, Tiny
2nd1d802004-8+2 Dex, +2 Cha, distress spores
3rd2d81300(2+INT)8-12+2 Str, +2 Con, +2 Int, +1 natural armor, slam 1d4, Small, reproduction spores
4th3d82311(2+INT)12-16Feat, +2 Str, -2 Dex, slam 1d6, Medium
5th3d8231112-16+2 Cha, +2 Wis, rapport spores
6th4d83411(2+INT)16-20+2 Str, +2 Con, pacification spores
7th5d83411(2+INT)20-24+2 Str, +2 natural armor, slam 1d8, Large
8th5d8341120-24+2 Con, +2 Wis, hallucination spores
9th6d84522(2+INT)24+Feat, +2 Str, +2 Int, +2 Cha, Potion Making, animation spores
  • Proficiencies: Slam attack only. Not proficient with any armor.
  • Feats: All characters gain a feat at first level and every three hit dice thereafter. A myconid with no class levels will gain these feats at 1st, 5th, and 11th levels.
  • Age Range: Myconids are unlike other monster classes in that they advance through hit dice by age.
    • If a character’s age is below the lower age limit for a level in the myconid monster class, they may not take that level, and must take a player class level instead.
    • If a character’s age is over the upper age limit for their current myconid level, they may not take levels in any class other than the myconid class.
  • Slam Attack: At 1st level, a myconid has a slam attack which does 1d3 damage. The damage for this slam attack increases as indicated at levels 3, 4, and 7.
  • Size Change: At 1st level, a myconid is Tiny, with a space/reach of 2.5/2.5, a size bonus of +2 to attacks and AC, a size bonus of +8 to Hide checks, and a penalty of -8 to bull rush, grapple, overrun, and trip attempts.
    • At 3rd level, the myconid grows to Small. Its space/reach increases to 5/5, its size bonus to attacks and AC drops to +1, its size bonus to Hide checks drops to +4, and its penalty to bull rush, grapple, overrun, and trip attempts drops to -4.
    • At 4th level, the myconid grows to Medium. Its size bonuses to attacks and AC, Hide checks, and penalty to bull rush, grapple, overrun, and trip attempts are all reduced to 0.
    • At 7th level, the myconid grows to Large. It gains a size bonus of +4 to bull rush, grapple, overrun, and trip attempts, a penalty of -1 to attack and AC, and a penalty of -4 to Hide checks.
  • Spores: As a standard action, a myconid of 2nd level or higher can release a cloud of spores. At 3rd, 5th, 6th, 8th, and 9th level, a myconid gains a new variety of spore but does not lose access to the previous varieties. Each type of spore can be used a number of times per day equal to the myconid’s total Hit Dice (including class levels). A level 5 myconid, for example, has the first three spores (distress, reproduction, and rapport), and it can use each variety three times per day. The DC for saves to resist the effect of spores is equal to 10 + the myconid’s Wisdom modifier. Spores can be released either in a 120-foot spread or as a 40-foot ranged touch attack against a single target, as noted in the individual descriptions.
    • Distress: These spores alert all other myconids within the area that danger is near. They are released in a 120-foot spread.
    • Reproduction: These spores eventually germinate into new infant myconids. They are released as a 120-foot spread and have no detrimental effects on nonmyconids. A dying myconid of 3rd level or higher will automatically release reproduction spores.
    • Rapport: Myconids do not speak, but these spores enable them to establish telepathic communication with each other and with outsiders. A successful Fortitude saving throw negates the effect, but it is harmless. Rapport last for 30 to 60 minutes with outsiders, but for 8 hours with other myconids. Rapport spores can be released as either a 120-foot spread or a 40-foot ranged touch attack. Regardless of the release area, communication range is 120 feet once rapport is established.
    • Pacification: These spores are released as a 40-foot ranged touch attack. The target must make a Fortitude saving throw or become passive for 1 minute. Being passive is similar to being dazed, except that the target can take move actions that don’t involve attacking. This is a mind-affecting compulsion effect.
    • Hallucination: These spores are released as a 40-foot ray. The target must make a Fortitude saving throw or suffer powerful hallucinations that duplicate the effects of a confusion spell for 1 hour.
    • Animation: When released over a dead body, animation spores begin a process that covers the corpse with purple fungus. After 1d4 days, the corpse reanimates as a servant under the control of the myconid. A servant has all the characteristics of a zombie of the same size, except that it retains its previous creature type and it cannot be turned or otherwise affected as an undead. Over the course of 1d6 weeks a myconid-animated corpse slowly decays. At the end of that period it simply disintegrates into dust.
  • Potion Making: A myconid of 9th level or higher may choose the Brew Potion feat, even if it is not a caster (this is not a bonus feat). It can duplicate the following effects as a cleric or druid once per day (but only for the purpose of brewing potions): bull’s strength, cure light wounds, cure moderate wounds, cure serious wounds, delay poison, endurance, endure elements, greater magic fang, invisibility to animals, lesser restoration, magic fang, negative energy protection, neutralize poison, protection from elements, remove blindness/deafness, remove disease, remove paralysis, resist elements.

Monday, February 14, 2022

Arossiel and Lily

In the long ago, in time that was, before the quarrels of today’s centuries: there was a human woman. Her hair was black and short and her skin was pale as teeth, and the name that she was called by her friends, and that we shall call her today, was Lily – the overseers had a different name for her, or more precisely an alphanumeric code, the specifics of which are of little importance and have been lost to us.

The Archbishop of Banor at the time had been raised to her position through promising a tremendous plan to defeat Calabia. Seven times Banor had tried to conquer Calabia, seven times the bloodlords’ military superiority and judicious political alliances had rebuffed the holy wars. Eight is not an auspicious number to the Numielites of Banor, but the Archbishop made grand promises, much grander than the portents allowed for. Her plan was thus: she prayed to Numiel to send angels to free all the food from the stockpens, so that the food might rise in revolt and Banor might sweep in as conquering heroes.

So it was that, as Lily was getting ready for sleep in the stockpen, the celestial angel Arossiel came to her, a frightful whirlwind of wings and eyes, intoning in a terrible and awful voice, “FEAR NOT”.

Utterly disregarding Arossiel’s perfectly clear instruction, Lily gave a terrified squeak and dropped her hairbrush.

The angel did his best to tone down his terrifying affect somewhat, apologizing and begging Lily’s forgiveness. He was between Lily and the door, and there were no windows in the stockpens that one might dive out of, so she could not flee; she could only cower in terror.

Arossiel sensed that his holy mission to free the food and raise them up in revolt was already going poorly, barely having started at all. He shrunk down further, modulated his voice and his apologies, trying to calm Lily.

Eventually, Lily grew less terrified and more curious, just while Arossiel grew more distraught and panicked about how far behind he was already running on his mission. The armies of Banor were thundering towards Calabia, and he hadn’t even freed a single food.

In a few hours, Lily calmed Arossiel with soothing words and gentle touch; in that same time, the angel fell in love with the human, and grew distracted from his mission. If one food needed this much attention before she might act, how much time would myriads of them take? Arossiel decided it could not be done, and stayed with Lily instead. It took some days before Lily returned Arossiel’s feelings, but in time she did.

Battle was soon joined in the fields of Calabia, and the Archbishop’s armies soon lay derelict and ruined. The fate of the eighth Banor invasion of Calabia was decided before it began.

Arossiel the angel fled Calabia with Lily, fled from his duties and from Numiel’s service, fell from grace and lost his wings, and the two wandered the world for at least some decades before falling from the pages of history.

Sunday, January 2, 2022

My Final 3.5e Houserules

I'm fully shifting over (up?) from 3.5e/PF to 5e, so most of my houserules are now obsolete! Here, for your perusal, is my final houserule setup, complete and moved on from after ten years of tinkering.

 ==Characters and Character Creation==
*Ability scores: point buy 30, starting at 8, as on page 169 of the Dungeon Master’s Guide.
*All characters begin with 1,000 gold and an adventurer's kit containing a backpack, 5 torches, flint & steel, 50' hempen rope, a waterskin, and clothing of your choice (excluding courtier's outfit, noble's outfit, and royal outfit). (21 lb., not counting gold and clothing.)
**Characters beginning at higher than 1st level start with standard WBL for their ECL or 1,000 gold, whichever is higher.
*Characters begin at minimum XP for the ECL of the lowest-level member of the party they join.
**If your character dies and is not resurrected (or retires, or becomes an NPC, or is otherwise unplayable), you may begin a new character at 75% of the previous character's experience total.
**In either case, new characters are limited to 5 class levels by default, with the remainder of their ECL taken up by racial hit dice and level adjustment.
**However, new characters may, under some circumstances, begin with more than 5 class levels provided they have a backstory that explains their exceptional skill and power relative to the rest of the setting (very few NPCs ever exceed level 6-8), and why history hasn't heard of them before now, in a satisfying way.
*Hit dice are maximized at first level. At each level after first, you gain half your hit die, plus 1 (plus your Constitution modifier), as follows: d12 = 7; d10 = 6; d8 = 5; d6 = 4; d4 = 3
*A character may have up to 2 flaws and up to 1 trait. In addition to the base flaws in Unearthed Arcana, consider the flaws published in Dragon Magazine issues #324-329 and #333.
*Characters take no experience penalties for multiclassing. Instead, they gain a minor bonus based on their racial favored class.
*For the purpose of the epic-level prerequisite for [epic] feats, prestige classes, and other options, a character is considered epic at 10th level instead of 20th level. After 10th level, regular feat slots may be used to acquire [epic] feats. All other prerequisites still apply.
**All [epic] options (feats, prestige classes, and so on) with skill prerequisites have those skill prerequisites reduced by 10, to a minimum of 13 and a maximum of 21. Similarly, [epic] options with base attack bonus prerequisites have those prerequisites reduced by 10, to a minimum of 10 and a maximum of 18.
**There are no epic spells. If you take the Epic Spellcasting feat, you may use your epic spell slots only to prepare or use non-epic spells, with or without metamagic applied.
*You may ignore regional requirements for feats, prestige classes, and other options, except that you may not select two options that have conflicting regional requirements.
*Fractional BAB and fractional saves may be used if you so desire.
*Animal companions, special mounts, familiars, and psicrystals all gain feats and ability score increases by their (effective or actual) HD.
*Caster level equal to half class level (e.g. ranger, paladin, etc.) is no longer a thing. Such classes have a caster level equal to their class level.
*Any class, race, or template that grants a Smite special attack (e.g. Paladin, Soulborn, Fiendish Creature, etc.) with uses per day instead grants the same number of uses per encounter.
*A few classes have been tweaked.
*Any prestige class that advances spellcasting from another class ("+1 level of existing spellcasting class" and the like) advances the full suite of: spells per day, spells known, and caster level; even if the text for the prestige class omits one or more of those aspects.
*If you have the ability to learn a spell from any spell list (e.g. by taking the Extra Spell feat), and the spell you wish to select appears on multiple lists, use the spell level of the first list it appears on of the following: sorcerer/wizard, cleric base list, druid, bard, paladin, ranger, any other base class, any cleric domain, any prestige class.
*Characters gain retroactive skill points when their Intelligence modifier increases.

===Level Adjustment===
*All listed level adjustments are divided by 2 (rounded down, but with a minimum of 1 for LAs that aren't already zero). Sum your character's total LA before dividing.
*Monster class progressions (e.g., from Savage Species) may be used. Most will need to be adjusted to fit the race's new level adjustment (see previous rule). A character is not required to finish their monster class progression before entering another class; however, a character may not have more class levels than monster levels unless their monster class progression is complete. Once you have completed your progression in a monster class, the “empty levels” that do not add hit dice may be reduced like level adjustment, as below.
*A character may have one bloodline (from Unearthed Arcana). A bloodline level counts as a level adjustment and nothing more; it does not count as a class level for any purpose. However, once you have taken all the bloodline levels you are required to take (1 for Minor, 2 for Intermediate, 3 for Major), they may be reduced like level adjustment, as below.
*Level adjustments may be reduced or "paid off" as per the Unearthed Arcana/SRD rules.

==Situational==
*If a PC or a major (e.g., named) NPC confirms a critical hit, they draw from Paizo's critical hit deck. All others simply multiply the damage as usual.
*If any character rolls a total of 0 or lower on an attack roll, it is an automatic critical fumble, and they draw from Paizo's critical fumble deck.
*The experience of dying and returning to life leaves a person drained of vitality even beyond the loss of a level. Upon resurrection, a character is aged a number of years equal to 1d20 minus their Constitution modifier (minimum 0. A negative Constitution modifier can increase the number of years aged). The true resurrection and true reincarnate spells negate this effect. These years are added to the base adult age in the case of the reincarnate spell.
*A character is considered dead if he reaches negative his Constitution score or negative 10 hit points, whichever is further from zero.
*Characters have a mental age and a physical age. If they are subjected to an artificial aging, youthening, or aging-prevention effect, it normally affects only their physical age. Physical age penalties apply (or are removed) when the character's physical age advances (or reverses) an age category; mental age bonuses apply (or are removed) when the character's mental age advances (or reverses) an age category. Death from old age only occurs when physical age reaches a maximum; one cannot die of old mental age.
*The Giant's diplomacy fix is in effect.
*You may split actual movement around a non-moving move action. Example: move 15' to a door, open it, and then go through the doorway that same round using the rest of your movement.
*All Trained Only skills can be used untrained at a -10 penalty.
*Spellcraft may be used in place of Psicraft, and vice versa, at a -10 penalty. Use Magic Device may be used in place of Use Psionic Device, and vice versa, at a -10 penalty.
*If a temporary source with a duration grants a Constitution bonus (e.g. Barbarian Rage, Bear's Endurance, etc., but not Amulet of Health), the extra hit points granted are temporary hit points which expire when the Constitution bonus goes away. They are lost first, and no real hit points are lost when the duration expires.
*When a spell almost can but can't quite achieve a desired effect, or achieves the desired effect with the most generous reading but not a narrower reading (for example, using heal to cure natural insanity, or using protection from evil to ward off a [compulsion] that only grants control over the target in the broadest sense), a caster of spells or SLAs can alter a spell's effect slightly on the fly. This requires a caster level check or spellcraft check at a difficulty of 15 plus twice the level of the spell to modify.
**Manifesters of powers and PLAs can do the same with a manifester level check or psicraft check against DC of 15 plus twice the power level. Initiators of maneuvers can do the same with an initiator level check or a martial lore check against a DC of 15 plus the maneuver level. Users of natural, extraordinary, and supernatural abilities that aren't included in the above can do the same with a HD check against DC20.
*The soft cover and shooting-into-melee rules are amended/clarified in the following way:
**Using a ranged weapon, if you shoot into somebody in melee combat with somebody else, or there's somebody between you and your target, you get -4 to your attack. These penalties do not stack. Precise Shot negates both penalties.
**Using a reach weapon, you get a -4 to your attack if there's somebody between you and your target, but not if your target is merely in melee with other folks who aren't in the way. The new Polearm Precision feat negates this penalty.
**You can use a reach weapon to attack a Large or larger creature even if it is adjacent to you, by targeting a non-adjacent square occupied by the creature. However, this attack takes the -4 penalty for attacking through a creature.
*You may level up immediately when you gain enough experience to do so, no matter where you are. You immediately gain your full new hit points (i.e., your current hit points go up, but your damage remains the same), but you don't immediately gain anything that you would need a rest for (such as new spell slots, new spells prepared, additional power points, etc). You may elect to delay leveling up as long as you wish, but for the purpose of XP awards you are treated as being whatever level you've earned (so if, e.g., an artificer delays leveling up from 2 to 3 to use up their craft reserve, they're still treated as an ECL3 character for the purpose of future XP awards), you must still apply your levels in the correct order, and you must apply each level in its entirety at the same time.

==Complete List of Permitted Sources==
===Explicitly Permitted Sources===
*The d20 System Reference Document
*The High Seas Reference Document
*Arms and Equipment Guide
*Book of Exalted Deeds
*Book of Vile Darkness
*Cityscape
*Complete Adventurer
*Complete Arcane
*Complete Champion
*Complete Divine
*Complete Mage
*Complete Psionic
*Complete Scoundrel
*Complete Warrior
*Deities & Demigods
*Draconomicon
*Dragon Compendium (except Dvati)
*Dragon Magic
*Drow of the Underdark
*Dungeon Master's Guide I
*Dungeon Master's Guide II
*Dungeonscape
*Eberron Campaign Setting
*Epic Level Handbook
*Expanded Psionics Handbook
*Fiend Folio
*Fiendish Codex I: Hordes of the Abyss
*Fiendish Codex II: Tyrants of the Nine Hells
*Frostburn
*The Giant's Articles (excluding the Polymorph rules)
*Heroes of Battle
*Heroes of Horror
*Libris Mortis
*Lords of Madness
*Magic Item Compendium
*Magic of Incarnum
*Manual of the Planes
*Miniatures Handbook
*Monster Manual I
*Monster Manual II
*Monster Manual III
*Monster Manual IV
*Monster Manual V
*Oriental Adventures
*Planar Handbook
*Player's Handbook I
*Player's Handbook II
*Races of Destiny
*Races of Eberron
*Races of Faerun
*Races of Stone
*Races of the Dragon
*Races of the Wild
*Sandstorm
*Savage Species
*Spell Compendium
*Stormwrack
*Tome of Battle - Book of Nine Swords
*Tome of Horrors, Revised Edition
*Tome of Magic

===Sources Sometimes Permitted With DM Review===
*Dragon Magazine
*Ghostwalk
*Unearthed Arcana (some elements used, some elements not used)
*Weapons of Legacy
*3.5e content on http://www.wizards.com
*most other 3.5e Wizards of the Coast-published sources
*most 3.0e Wizards of the Coast-published sources (content that hasn't been updated to 3.5 only)
*some third-party sources
*some Pathfinder material
*some reputable GitP-vetted homebrew

===Explicitly Banned Sources===
*http://www.dandwiki.com (use the hypertext d20 SRD instead to be sure of avoiding homebrew)
*most other homebrew

Thursday, December 30, 2021

Representation!

So Paizo famously has a policy that you can safely assume any given Pathfinder NPC is bisexual, unless the text specifically says otherwise. Which is good for a couple of reasons. (I have used this for mechanical advantage -- unnatural lust has a clause that the target gets a +4 bonus if they wouldn't normally be attracted to the subtarget, and I successfully argued that it should work same-gender-wise because the target should by Paizo decree not get this bonus just because the target and the subtarget were same gender. That spell, of course, has its own issues otherwise, and probably wouldn't be allowed at my table today, on the basis of my "no depictions of sexual assault" rule nowadays.)

They're mostly about representation, but my policy has something of a different aim. The policy in my setting is the very similar "90% of NPCs are bi". This isn't about representation, it's about making sure all players have maximum romance options if they want it. Which, representation is good, but the other thing is more important to me.

I have for a very long time publicly been of the opinion that I don't care about representation for social justice reasons, I like it because I'm bored to tears of straight white male stories. This is similar: I don't care about representation for social justice reasons, I just want PCs to be able to do whatever they want and not be forestalled by trivial niceties like NPCs aren't attracted to their gender.

If representation were actively at war with something I cared about, would I still do representation, or would I do the thing I care about? Good question! Luckily nothing good is at war with representation.

I'm exploring this policy now, because since instituting it, I have grown more aware of some dynamics of gender and sexual attraction. Specifically, there are a fair number of genders left out of attraction to by bisexuality, and sexuality isn't everything there is about attraction (and sexuality ought be much less important in a TTRPG than romance). So, let us revise! "90% of NPCs are pansexual, panromantic, or both." I could go with just 90% of NPCs are panromantic and leave sex out entirely, which would be fair, but sexuality does come up occasionally.

Ohhey, but wait: representation is at war with something I care about! Aroace people exist. Ok. They're in that 10% with the straights and the gays and whatnot, and otherwise I don't care.

Tuesday, September 22, 2020

Random Regnal Nickname Table v2.0

If you'll recall, I last posted a table to help you fill your history books with regnal nicknames, based on real life and Crusader Kings II (which is in turn realistic, or at least verisimilitudinous). I have since rethought this table.

To be sure, it's a perfectly fine table, if you want realism/verisimilitude. But if you want a bit more high in your fantasy, just go to your dictionary/random any word picker and throw that spaghetti at the wall. To wit:

1-16 [not notable enough to have a nickname]
17-23 the Adjective
24 the Adjective Adverb Verb-er
25-27 the Adjective and Adjective
28 the Adjective and Adjective Noun
29 the Adjective and Adjective Verb-er
30-32 the Adjective Noun
33 the Adjective Noun Noun
34 the Adjective Noun Verb-er
35-37 the Adjective Verb-er
38 the Adjective Verb-ing Adjective
39 the Adjective Verb-ing Noun
40 the Adjective Verb-ing Verb-er
41 the Adjective, Adjective, and Adjective
42-44 the Adverb Adjective
45 the Adverb Adjective and Adjective
46 the Adverb Adjective Noun
47 the Adverb Adjective Verb-er
48 the Adverb and Adverb Adjective
49 the Adverb and Adverb Verb-er
50-52 the Adverb Verb-er
53 the Adverb Verb-ing Adjective
54 the Adverb Verb-ing Noun
55 the Adverb Verb-ing Verb-er
56-62 the Noun
63 the Noun Adverb Verb-er
64-66 the Noun Noun
67 the Noun Noun Noun
68 the Noun Noun Verb-er
69-71 the Noun Verb-er
72 The Noun Verb-ing Noun
73 the Noun Verb-ing Verb-er
74-80 the Verb-er
81-83 the Verb-ing Adjective
84 the Verb-ing Adjective and Adjective
85 the Verb-ing Adjective Noun
86 the Verb-ing Adjective Verb-er
87 the Verb-ing Adverb Adjective
88 the Verb-ing Adverb Verb-er
89 the Verb-ing and Verb-ing Adjective
90 the Verb-ing and Verb-ing Noun
91 the Verb-ing and Verb-ing Verber
92-94 the Verb-ing Noun
95 the Verb-ing Noun Noun
96 the Verb-ing Noun Verb-er
97-99 the Verb-ing Verb-er
100 the Verb-ing Verb-ing Verb-er

Wednesday, May 20, 2020

Random Regnal Nickname Table

So there's this super useful random reign length table I've used many times to populate my setting's history, but every time I use it I find myself ad-hoc-ing anew... well, the contents of this post. A list of monarchs is dullsville if they don't have any nicknames! So, culled from real life and Crusader Kings II, I give you: a table of random regnal nicknames.

1-209 [not notable enough to have a nickname]
210-211 [pick a color]-Beard
212 Blood[weapon]
213-214 Crooked/Fork/Twisted-Beard
215 Do-Nothing
216 First-Crowned
217 Flatnose
218-219 From Overseas
220 Half-Hand
221 Iron Hand
222-224 Lackland
225-226 Longhair
227 Moneybags
228 New-Day
229 of a Thousand Faces 
230 of Good Memory
231-234 of Noble [parent]
235 of the Empty Pockets 
236 of the Wilds
237 One-Eye 
238 One-Hand 
239 One-Leg 
240 Peg Leg 
241-242 Priest-Hater
243 Roundhead
244 Stern Counsel
245 the [compass direction] Wind
246-248 the [conquered culture, as a victory title]
249-253 the [cultural weapon]
254-263 the [culture of origin]
264 the [culture]-Marauder
265-266 the [culture or religion]-slayer
267 the [fruit or vegetable]
268-270 the [mother/father]
271-280 the [pick a color]
281-288 the [pick a metal]
289-293 the [pick a mythological beast]
294-303 the [pick a real beast]
304-313 the [priest]
314-323 the [religion]
324-325 the [religious weapon] of [deity]
326-328 the Able
329 the Abomination 
330 the Absolutist
331-334 the Accursed
335 the Adopted
336-337 the Affable
338 the Aggressor
339 the Alchemist 
340 the Allower
341 the Ambitious
342 the Ancient
343 the Apostate
344-345 the Apostle
346 the Armorsmith
347 the Artist
348 the Astrologer
349 the August
350-351 the Avenger
352-355 the Bad
356-359 the Bald
360 the Bane of [location]
361-365 the Bastard
366 the Battler
367 the Beanstalk 
368 the Bearded
369 the Beautiful
370 the Beguiling 
371 the Beheader 
372 the Beloved
373-374 the Benefactor
375 the Betrayer 
376-377 the Bewitched
378-382 the Blessed
383-390 the Blind
391 the Bloodthirsty
392-393 the Bloody
394-398 the Bold
399-400 the Boneless
401 the Bookish
402 the Brash
403-408 the Brave
409 the Brilliant
410 the Brute 
411-412 the Builder
413 the Burden 
414 the Candid
415 the Capable
416-417 the Careless
418 the Caulker
419 the Ceremonious
420-424 the Chaste
425 the Chief
426-431 the Child
432 the Cleansing Flame 
433 the Clerk
434 the Clubfoot
435 the Clueless 
436 the Clumsy 
437-438 the Confessor
439-446 the Conqueror
447 the Constant
448 the Courteous
449 the Crosseyed
450-459 the Crowned
460-465 the Cruel
466-469 the Crusader
470 the Curly
471 the Cyclops 
472 the Damned
473 the Debonaire
474 the Decadent 
475 the Deed-Doer
476 the Defender 
477 the Depraved 
478-480 the Desired
481 the Despoiler 
482 the Destroyer 
483 the Determined
484-488 the Devil
489 the Diplomat
490-493 the Drunkard
494 the Dung-Named
495 the Edifier
496 the Educator 
497 the Effeminate 
498-501 the Elder
502 the Elegant
503 the Eloquent
504 the Enlightened
505 the Evil 
506 the Executioner
507-508 the Exile
509 the Faceless 
510-519 the Fair
520-521 the Farmer
522-528 the Fat
529-530 the Fearless
531 the Festive 
532 the Fighter
533 the Flayer 
534-536 the Fortunate
537-538 the Fowler
539 the Frail 
540-542 the Fratricide
543-545 the Generous
546-549 the Gentle
550 the Giant 
551-554 the Glorious
555 the God-Given
556 the God-Like
557 the God-Loving
558 the Goldsmith 
559-568 the Good
569 the Gouty 
570 the Gracious 
571-585 the Great
586 the Guardian 
587 the Hairy
588-592 the Handsome
593 the Hardy
594 the Headless 
595 the Heathen 
596 the Hideous 
597 the Hollow 
598-601 the Holy
602 the Hopeful
603 the Humane
604-606 the Hunchback
607 the Hunger
608-610 the Hunter
611 the Ill-Ruler 
612-613 the Ill-Tempered
614-617 the Illustrious
618-619 the Impaler
620 the Impotent
621 the Inconstant
622 the Independent
623 the Indolent
624 the Inexorable
625 the Inquisitor 
626 the Invincible
627 the Jolly 
628 the Jovial 
629-634 the Just
635-638 the Kind
639-641 the Lame
642-643 the Last
644-646 the Lawgiver
647 the Law-Mender
648 the Lazy
649 the Learned
650 the Lecher 
651 the Legendary 
652 the Leper 
653 the Lewd 
654-656 the Liberal
657-659 the Liberator
660 the Lisp and Lame
661-662 the Loyal 
663 the Lucky 
664-668 the Mad
669-677 the Magnanimous
678-682 the Magnificent
683 the Maid 
684-685 the Maiden
686 the Manifest
687-690 the Martyr
691 the Memorable
692-693 the Merry
694 the Middle
695 the Mighty
696 the Mild
697 the Missionary 
698 the Monster 
699 the Moon
700 the Mouth
701 the Mule 
702 the Mutilator 
703 the Navigator
704 the Nimble
705-707 the Noble
708 the Oath-Taker
709-718 the Old
719-723 the One-Eyed
724 the Oppressed
725 the Oppressor 
726 the Orphan
727 the Outlaw
728 the Pacific
729 the Pale
730-733 the Peaceful
734-735 the Peacemaker
736 the Perfect
737 the Persevering 
738 the Pest 
739 the Philosopher
740-742 the Pilgrim
743-747 the Pious
748 the Plaguebearer 
749 the Popular
750-752 the Posthumous
753 the Powerful
754 the Precious
755 the Princeling
756 the Prodigy 
757-759 the Proud
760-761 the Prudent
762 the Purifier 
763-765 the Quarreller
766 the Quiet
767-768 the Rash
769 the Reaver
770 the Redeemer
771 the Reformer
772 the Repulsive 
773 the Resilient 
774-778 the Restorer
779-781 the Righteous
782 the Rightly Guided
783 the Ruthless 
784 the Sacrificer
785 the Sailor
786-792 the Saint
793-797 the Savior
798 the Scholar 
799 the Scourge of  
800 the Sea-Devil 
801 the Seducer 
802 the Seer
803 the Servant
804 the Shadow 
805 the Sheriff/Constable
806 the Shieldmaiden 
807-808 the Short
809 the Shrewd 
810-812 the Silent
813-816 the Simple
817 the Singer
818 the Sluggard
819-822 the Soldier
823 the Son of [deity]
824 the Sorcerer
825 the Spirited
826-827 the Stammerer
828 the Star
829 the Stout
830 the Strange 
831 the Stranger 
832-834 the Strict
835-841 the Strong
842 the Sun
843 the Survivor 
844 the Swift
845-848 the Tall
849 the Tattooed Monk 
850 the Taxer
851 the Temptress 
852 the Tenacious 
853-857 the Terrible
858 the Terror of [location]
859 the Theologian
860-861 the Thunderbolt
862 the Timely Rain 
863 the Tiny
864 the Tormentor 
865 the Tough
866 the Trader 
867 the Treacherous
868 the Trembling
869 the Tremulous
870-873 the Troubadour
874-875 the Tyrant
876 the Unavoidable
877 the Unchaste 
878 the Undying 
879 the Unfaithful 
880 the Unique
881-883 the Unlucky
884-885 the Unready
886 the Unrestrained 
887-888 the Usurper
889 the Vain
890-893 the Valiant
894 the Valkyrie 
895 the Vengeful 
896-900 the Victorious
901 the Virgin
902-908 the Warlike
909 the Warrior
910-911 the Weak
912 the Wealthy 
913 the Weaponsmith
914-915 the Well-Beloved
916 the Whirlwind 
917 the Whisperer 
918-921 the Wicked
922 the Wily 
923-929 the Wise
930 the Witch 
931 the Witch Hunter 
932 the Wizard 
933 the World Burner 
934 the Wrymouth
935-938 the Young
939-942 the Younger
943 Wartooth 
944-945 Who Fights Alone
946-970 [roll again, appending "king"/"prince"/specific whatever]
971-980 [roll again, appending "little"]
981-990 [roll again, appending "most"]
991-1000 [roll again, appending "son/daughter of"]