Friday, September 18, 2020

Lovecraftian ICRPG Loot + Classes

So has seen Tha'Haar the Mad:
    From hellish womb crawl'd the piscine uncouth
        So churned and froth'd that brackish water
    The warp'd mind forth brings blasphemous truth
        And from the sea comes the unholy father

SANITY RULES
    In the same way you start with a HEART of HP, you start with two EYES of SANITY. An EYE is 10 points of SAN. Between adventures, your EYES refresh just like Hearts. When your SAN reaches certain low threshholds, negative effects start to take hold.
    10 SAN: What's that behind you? No mechanical effects yet, but you're definitely feeling the impact of the horror you've seen.
    9 SAN: You're temporarily rattled. Make your next roll with DISADVANTAGE.
    8 SAN: Truth begins to unravel before your eyes. All rolls to discern reality from falsehood are HARD.
    7 SAN: You're getting in over your head now. You begin to hallucinate, grow paranoid and aggressive, or show other signs of hysteria.
    6 SAN: Madness grips your perception. INT, WIS and CHA rolls are HARD.
    5 SAN: You've undergone terrors from which you will never fully recover. You can't regain SAN.
    4 SAN: You become a tremor-ridden mess. All STATS -1.
    3 SAN: Your flight or flight instinct overrides universally to flight. You cannot make attack rolls.
    2 SAN: Your competency degrades in the face of that which you cannot comprehend. All rolls are HARD.
    1 SAN: Your apathy is overwhelming. You cannot move without assistance.
    0 SAN: Your mind is permanently shattered. You become a vegetable, or a villain under DM control. 

CLASSES
    MOBSTER. "I know a guy who knows a guy."
Address Book. All CHA rolls that deal effort do ULTIMATE, and you have ADVANTAGE on all rolls concerning gang politics.
    CULTIST. "I've seen some weird shit."
Tattered Robes. +1 ARMOR. All rolls to stay sane are EASY.
    INVESTIGATOR. "I've got to get to the bottom of this."
Astrologist's Journal. All rolls to know occult lore are EASY. 
    CIVILIAN. "None of this is real, it all must be a bad dream..."
Lucky Charm. You can choose to reroll 1's on any dice. You have to take the new result.
    BRAWLER. "I don't believe in anything I can't touch. Or punch."
Brass Knuckles. Use STR or DEX for unarmed attacks, and they deal MAGICAL EFFORT.
    MALCONVOKER. "Stand back, who knows what might happen!"
Eldritch Grimoire. Learn 2 INT SPELLS that you don't lose SAN from casting (miscasting still deals SAN damage). You can make new SPELLS.
    DOCTOR. "Hold still, this'll only hurt for a moment."
Industrial Bandage. Rolls to heal or stabilize allies are always EASY, and can be INT, WIS or CHA rolls.
    HARDHEAD. "Eat lead, fishface!"
Hardy Helmet. STR and CON are interchangeable for you.

SPELLS
    *Warp the Flesh. Make a HARD roll to painfully mutate for double SPELL EFFORT.
    Gibber. Roll to reduce someone to gibbering. Deal SPELL EFFORT in SAN.
    Bolt. Cast harmful energy towards a target. Deal SPELL EFFORT in HP.
    Eldritch Armor. +3 ARMOR for d6 rounds.
    *Rebuke. Make a HARD roll to un-summon or frighten a horror.
    Foresight. Touch a target, they add a d4 to all d20 rolls for d6 rounds.
    *Summon Horror. Roll to invoke a nightmare.
    Unveil. Roll to see past illusion or simulacra, or detect duplicity.
    Whisper. Roll CHA to insinuate one request/command.
    *Lore-Scrying. All INT, WIS, and CHA rolls are EASY for d6 rounds.
    *Unbind. Roll INT to remove or destroy LOOT.
    Visions of the Past. Touch something and roll. You know its history.
    Dream Eyes. You can sense magic for d6 rounds.
When you cast a SPELL, take d6 SAN damage. If it's marked with an asterisk, instead take a d12. If you fail on any rolls a SPELL requires, take the damage again.

CTHULHU LOOT
Silver Ring. You're never forced to flee.
Moldy Muffin. Gain d4 HP.
Aged Bourbon. Gain d6 SAN.
Abandoned Wallet. 3d10 $.
Occult Jewel. Worth 1d10 x 10$.
Bolt Cutters. Deal ULTIMATE EFFORT when snipping metal.
Fishing rod. All rolls to fish are EASY.
Signal Flair. Call for help, or blow 'em up!
Ball Bearings. Roll DEX to move without eating shit.
10 Alien Crystal. If you die, return... but not quite right
11 Chemist's Kit. Brewing and alchemy rolls are EASY.
12 Voodoo Doll. Take 5 SAN to ask a question. It will answer truthfully, if not cryptically.
13 Bag of Fingers. Food- take 1d20 SAN to heal 1d12 HP.
14 Skeleton Key. Open one lock.
15 Bombilating Banjo. Make a CHA check. Every point you succeed by is a $ earned.
16 Spell Tattoo. Choose a SPELL. You take HP instead of SAN when you use it.
17 Great Old One Blood. Food- -1 EYE, +2 to one Stat.
18 Truth. Take 2d12 SAN. Say something, and it will be true.
19 Aeloth's Eye. Take 1 SAN to see through this glass eye.
20 Smelling Salts. Ignore 1 point of SAN loss.
21 Shitty Moonshine. Heal d6 HP, but you're drunk. Flammable.
22 Horror in a Box. Deal SAN damage with Weapon Effort.
23 Silencer Mod. Gun damage rolls explode.
24 Antonio's Hat. You both know Antonio, no exceptions.
25 Hypnotist's Ring. Cast Whisper (a SPELL) without losing SAN.
26 Cultist Journal. Learn 3 SPELLS.
27 Brain in a Jar. Succeed on one INT roll.
28 Wrench. If you hit, you can deal a HEART of nonlethal damage.
29 Rigged Dice. Roll with ADVANTAGE, d6 round cooldown.
30 Silver Flask. Always contains holy "water".
31 Mechanical Critter. This automaton pet follows your commands.
32 Grimoire of the Hunt. Deal ULTIMATE EFFORT for damage.
33 Necronomicon. You know all SPELLS, but roll double the dice any time you would lose SAN from casting.
34 Cheap Beer. ADVANTAGE on SAN rolls for d6 rounds.
35 Hungry Parasite. All rolls to gain HP are max.
36 Spectacles of P'Teros. You can read any language.
37 Menacing Aura. Sane people with no business with you cannot bother you.
38 Keys to the Hot Rod. A smuggling vehicle, yours for the taking.
39 Devouring Wand. Take 5 SAN to disintegrate an object, or deal double MAGIC EFFORT damage.
40 Psych Textbook. Expend to regain all SAN.

41 Green Torch. All insane fear the flames. Burs for d6 hours.

42 Gold Bullet. Auto-hit for ULTIMATE EFFORT once.

43 Curved Dagger. Add CHA to damage.

44 Favor. Who owes you what?

45 Extra Tentacle. Hold 3 things simultaneously.

46 Fake Fake Book. Counterfeit and impersonation are EASY.

47 Vendor’s Map. Find anything nonmagical for half $, but it’s out of the way.

48 Eye of the Storm. Take 1 SAN to control the weather.

49 Police Radio. Summon 1d4 cops, but you’ll have to repay them later.

50 Stale Baklava. It’s good stuff! Heal 2d8 HP.

51 Cutpurse Pin. Stealth rolls are EASY.

52 Old Badge. Commandeer vehicles and scare criminals.

53 Phrenology Manual. Gain 1 EYE.

54 Heart Stone Hard Hat. Gain 1 HEART.

55 Pathogen Pills. Negate one disease or poison, d6 doses.

56 Engineer’s Kit. All tech rolls are EASY.

57 Soothing Radio. Reduce all SAN damage by 1.

58 Silk Hanky. Add CHA to INT rolls.

59 Coffin Stake. Stab at what was once human with ULTIMATE effort.

60 Swarm of Bees in a Jar. You can command them.

61 Ringmaster’s Glove. +1 CHA.

62 Crystal Monocle. +1 WIS.

63 Snake Oil Pills. +1 INT.

64 Lucky Shot Glass. +1 CON.

65 Urchin’s Vest. +1 DEX.

66 Oversized Crowbar. +1 STR.

67 Worn Bugle. Makes a good distraction- while playing, all allies remain unnoticed.

68 Trusty Flashlight. All rolls to spot things are EASY.

69 Filthy Novel. Seduction is EASY.

70 Plasmic Symbiote. This creature can morph into anything the size of a cantaloupe or smaller.

71 Codex Anim Cosmis. Know the name and HEARTS of any creature you see.

72 Ruby Shard. Regain 1 HP each round.

73 Silver Crucifix. Attacks from cultists and monsters are HARD.

74 Stethoscope and Syringe. Once, automatically save against death.

75 Emerald Slug. 6 MAGIC EFFORT bullets.

76 Undertaker’s Shovel. A natural 20 instantly kills.

77 Fat Wallet. d6 x 100 $. The owner wants it back...

78 Ivory Broach. Break it while making an oath. The oath will be seen through, or both parties die.

79 Sturdy Coat. +2 ARMOR.

80 Lucky Fez. Roll BASIC EFFORT twice.

81 WW1 Snare. Supernatural entities and veterans of war fear its sound.

82 Broken Police Watch. d4 times, skip the GM’s turn, or halt a timer for a turn.

83 Waterlogged Shoes. Shift into or out of the Drowned City at will.

84 Santa’s Post. Send a letter to Santa. He will reply in his own time.

85 Flying Letter. Express delivery!

86 Monkey Paw. It moves. Roll CHA to make it listen.

87 Bathtub Gin. Cure a condition, but roll CON or take d6 damage.

88 Cooked Fish. Regain d10 HP.

89 Final Word. Point to someone- they will die in 13 days.

90 Chatty Skull. It won’t shut up!

91 Fireplace Poker. Always burning hot. +3 EFFORT.

92 Mobster’s MG. Spray bullets- automatic 1d4 to all targets.

93 Two Dollar Bill. Treat all 1’s you roll as 2’s.

94 Eldritch Acid. Destroy one LOOT.

95 Parasite. -1 EYE.

96 Cursed Ring. When you roll a 1, the specter of the bride returns.

97 Iron Hand. It grips on, -2 STR.

98 Eyes of the Goat. Take a d4 of SAN damage to see into the Drowned City.

99 Mask of Nyarlathotep. +3 CHA as long as you are doing something evil or cruel.

100 Cursed Icosahedron. Take a -1 to all d20 rolls. You can’t get rid of it normally…

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