Art by Karim |
Table: Character Genotype & Occupation
01 Human animal trainer - club, wolf pup*
02 Human artisan - club, clay pot of ochre paint and hide painted with pictorial history of tribe
03 Human brewer - club, skin of beer
04 Human butcher - flint handaxe, leather sack with 1d12 lbs of dried meat+
05 Human canoe maker - stone dagger, canoe
06 Human chieftain's assistant - warclub (as polearm), bearskin cloak (+2 AC) and bear claw necklace
07 Human cord maker - stone dagger, 50' of hide cordage
08 Human dreamseeker's apprentice - staff, cracked holo-crystal that projects staticky softlight image of AI# and fetish doll depicting AI from image
09-10 Human fisher - harpoon (as javelin), 10' sinew line with flint fishhook
11 Human flamebearer - stone spear, clay urn of glowing embers
12 Human fletcher - shortbow, 1d12 flint arrows
13-14 Human flintknapper - flint handaxe, 1 lb of flint
15-16 Human forager - wooden shovel (as staff), trinket of Ancient technology##
17 Human fowler - stone dagger, 1d6 chickens
18-19 Human gatherer - stone dagger, basket with 1d6 lbs of fresh plants++
20-21 Human guard - stone spear, 1d6 torches
22 Human healer - obsidian dagger, bone needle and sinew thread
23 Human herbalist - club, 1 lb of medicinal/psychotropic herbs
24 Human herder - staff, elk calf**
25 Human horticulturist - stone garden hoe, basket with 1d12 lbs of dried plants++
26-27 Human hunter - stone spear, leather sack with 1d6 lbs of fresh meat+
28 Human lorekeeper's apprentice - club, hide drum and blanket sewn with pictorial history of tribe
29 Human orphan - wooden spear (as javelin), stone fetish of former tribe's patron AI#
30-31 Human potter - club, 1 lb of clay
32 Human scout - stone spear, piece of signaling quartz
33 Human shaman's assistant - dagger, divination bones and antler headdress (+1 AC)
34 Human slave - sling, necklace of broken circuit boards and tattered remnant of cloak painted with circuit diagram
35 Human stargazer - spear, glass lens and piece of meteoric iron
36-37 Human tanner - club, hide armor (+3 AC)
38-39 Human weaver - stone dagger, blanket
40 Human wheelwright - stone hammer (as club), wooden pullcart
41 Mutant canoe maker - stone dagger, canoe
42-43 Mutant fisher - harpoon (as javelin), 10' sinew line with flint fishhook
44 Mutant flamebearer - stone spear, clay urn of glowing embers
45 Mutant fletcher - shortbow, 1d12 flint arrows
46-47 Mutant flintknapper - flint handaxe, 1 lb of flint
48 Mutant forager - wooden shovel (as staff), piece of Ancient technology##
49-51 Mutant gatherer - stone dagger, basket with 1d6 lbs of fresh plants++
52-53 Mutant guard - stone spear, 1d6 torches
54 Mutant herder - staff, elk calf**
55 Mutant horticulturist - stone garden hoe (as mace), basket with 1d12 lbs of dried plants++
56-58 Mutant hunter - stone spear, leather sack with 1d6 lbs of fresh meat+
59-60 Mutant orphan - wooden spear (as javelin), stone fetish of former tribe's patron AI#
61-62 Mutant potter - club, 1 lb of clay
63 Mutant scout - stone spear, piece of signaling quartz
64-65 Mutant slave - sling, necklace of broken circuit boards and tattered remnant of cloak painted with circuit diagram
66-67 Mutant tanner - club, hide armor (+3 AC)
68-69 Mutant weaver - stone dagger, blanket
70 Mutant wheelwright - stone hammer (as club), wooden pullcart
71 Manimal animal trainer - club, wolf pup*
72 Manimal butcher - flint handaxe, leather sack with 1d12 lb of dried meat+
73 Manimal cord maker - stone dagger, 50' of hide cordage
74-75 Manimal fisher - harpoon (as javelin), 10' sinew line with flint fishhook
76-77 Manimal flintknapper - flint handaxe, 1 lb of flint
78 Manimal fowler - stone dagger, 1d6 chickens
79-80 Manimal guard - stone spear, 1d6 torches
81 Manimal healer - obsidian dagger, bone needle and sinew thread
82-84 Manimal herder - staff, elk calf**
85-87 Manimal hunter - stone spear, leather sack with 1d6 lbs of fresh meat+
88-89 Manimal tanner - club, hide armor (+3 AC)
90 Manimal weaver - stone dagger, blanket
91 Plantient brewer - club, skin of beer
92-93 Plantient gatherer - dagger, basket with 1d6 lb of plants++
94 Plantient herbalist - club, 1 lb of medicinal/psychotropic herbs
95-96 Plantient horticulturist - stone garden hoe (as mace), basket with 1d12 lbs of dried plants++
97 Plantient fletcher - shortbow, 1d12 flint arrows
98 Plantient potter - club, 1 lb of clay
99 Plantient scout - stone spear, piece of signaling quartz
00 Plantient weaver - stone dagger, blanket
Notes
* As DCC common wolf, -1d HD and damage, matures to full stats at 1st level, 50% chance of cosmetic mutation. If multiple in party, roll 1d6 for each: (1-2) wolf pup (as DCC common wolf); (3-4) puma kit (as DCC dire wolf); (5) bear cub (as DCC owlbear); (6) alligator (as DCC giant lizard).
** As DCC horse, -1d HD and damage, matures to full stats at 1st level, 50% chance of cosmetic mutation. If multiple in party, roll 1d8 for each: (1-2) elk calf (as DCC horse); (3-4) bison calf (as DCC warhorse); (5-6) goat kid (as DCC donkey/mule); (7) giant ant (as DCC giant worker ant); (8) beehive (as DCC insect swarm).
+ Roll 1d10 for meat type: (1-2) deer; (3-4) rabbit; (5-6) game fowl; (7-8) fish; (9) boar; (10) edible insects. Each lb of meat counts as 1 ration. Characters who eat fresh meat do not need water for the day; characters who eat dried meat need a separate water ration. However, fresh meat is subject to spoilage.
++ Roll 1d10 for plant type: (1-2) berries; (3-4) tree fruit; (5-6) leafy vegetables; (7-8) root vegetables; (9) nuts; (10) mushrooms. Each lb of plants counts as 1 ration. Characters who eat fresh plants do not need water for the day; characters who eat dried plants need a separate water ration. However, fresh plants are subject to spoilage.
# Roll 1d8 to determine patron: (1) GAEA; (2) HEXACODA; (3) ACHROMA; (4) HALE-E; (5) UKUR; (6) MANGALA; (7) ME10; (8) TETRAPLEX.
## Roll 1d20 for technology type. Results 1-9 are 50 cred trinkets, results 10-18 are 100 cred trinkets, results 19-20 are invaluable trade objects:
(1-4) small computer circuit board;
(5-7) cell phone: hand-sized "black mirror";
(8-9) garage-door opener: handheld plastic rock with metal clip, single button causes red light to blink when pushed; (10-13) large computer circuit board;
(14-16) tablet: head-sized "black mirror";
(17-18) remote entry key fob: small plastic rock with metal ring, four buttons make sounds and cause red light to blink when pushed, roll 1d4 for sound each time: (1) "Beep!"; (2) "Beep-beep!"; (3) "Beeeeep!"; (4) "Whoop-whoop-whoop! Whoop-whoop-whoop!";
(19) c-cell power cell;
(20) circuit board acts as universal replacement part, allows re-roll of any artifact check or AI recognition check, if re-roll is successful then circuit board can be used again, otherwise it’s lost.
No comments:
New comments are not allowed.