An eldritch fantasy. 3rd edition.
Created by Snow
Cover art by Charlotte
Playtested by Roz, Max, Char, Gwen, & Will.
Thanks to Redfurs, Birby, Micah, Clayton Nolestine, Alex, Coleen, Lydia, Audra, and Mom.
This is a trans game by trans creators.
These words are released under Creative Commons (CC BY-SA 4.0).
Art licensed separately from Creative Market.
Fuck you, Gary Gygax.
Quickstart
Once upon a time, two gods lived together in our sky. The god of love and the god of death. Two great and powerful foxes who danced as one. Until one day, in a fit of jealous rage, the god of love was killed and fell from the sky. Now there is but one god. Our sorrowful and tired god who sleeps inside the moon.
With death asleep, and love gone, spirits no longer find their way to rest. The dead rise and wander under her crescent glow. Ghosts remain where flesh once was. Bones refuse to settle. Spirits twist and churn into beasts, destroying all in their path, seeking an end to their suffering. No one prays, for they fear what shall happen when she wakes.
Sometimes those that die return intact. Chosen by Love, some clamor. Cursed by Death, bemoan others. They are changed strange by their liminality. Mutated. Made supernatural. Gifted with otherworldly power. These folk are the canary in the coal mine of the moon’s nightmare. The only hope for a spirit to join the moon in her slumber. Songbirds.
A Songbird can be measured using four broad categories. Assign 5 points across them on your character sheet. Add your Stat to d20 rolls when making a check.
Physique (PHY) - Power of the body and the knowledge/control of it.
Reflex (REF) - Finesse, balance, agility, and reaction time.
Lore (LOR) - What you know about the world and how it works.
Charisma (CHA) - Your will and spirit interfacing with the world.
Inventory: Characters can carry 8 + PHY items. Carry more and mark a death box.
Languages: Everyone can speak common, also known as “the Queen’s Tongue,” and their own, local language. If your Lore is 3 or higher you get another language. Some cool ones include: french, valley song, or communist.
Songbirds make saving throws to shake off negative effects at the end of their turn by rolling a d20. Getting a 10 or higher is a success and ends the effect. When coming up against obstacles, their effects, either supernatural or not, take effect immediately. Save ends. You can always choose to fail a save if you wish <3
D20
The main tool used to answer questions. The higher you roll, the better it can go.
D10
Used for just about everything else, including damage rolls, luck, downtime activities, and various other GM rolls.
Songbirds roll d20 + Stat/Skill against a Difficulty (DC) to figure out what happens when the answer isn’t obvious. Succeeding a check means the songbirds were right. Failure may mean a more dramatic answer, like a setback or complication.
Difficulty
Ask for help
Game Masters choose a difficulty based on their intuition. Sometimes it’s not obvious or doesn’t come easy. In that case, ask the songbirds.
Advantage/Disadvantage
Roll 2d20 and take the higher (advantage) or the lower (disadvantage).
Critical/Fumble
Rolling either a 20 or a 1 on a d20 means things are about to go your way or turn against you.
Luck is a catchall tool for the Game Master to answer questions about the world and its inhabitants. Whenever the GM doesn’t know the answer to a songbird’s question, they can choose “high or low” and roll d100 to see if things favor the songbirds or not.
HP. You begin with 5 + PHY. Or you can roll a d10 + PHY for a chance at more and risk getting less. HP is a crude and brutish way to measure you life. When it’s reduced to 0, you’re at death’s door and must make a saving throw whenever it’s your turn to act. Mark a death box if you fail. You die if all three are marked. Rolling a 20 means you dig deep and regain d10hp. Any additional damage you take while at death’s door automatically marks a box.
Recovery
Characters naturally recover 1hp per day. Medicine, magic, or good company can also recover hp. Death boxes recover at a rate of 1 per session.
Massive Damage
When you take an amount of damage equal to double your HP at once, lose two or more death boxes at one time, or suffer a critical hit while on death’s door, roll below:
1-60. Dead
61-94. Messy Death
Your body is horribly mangled by the damage. The brutality of it is sudden and seared into the minds of those around you. All survivors must save or become horrified. There is nothing left of your body to take back and all items are destroyed.
95. Dismembered!
The damage mangles or removes a body part. You get to decide based on the attack. This gives you a -2 to all rolls involving that body part for a week. There are special doctors in the City that specialize in body modification. They operate on dismembered adventurers for a very reduced rate, opening up your character to specialized augments. (see page 44)
96. Glimpse the Cave
You saw the afterlife. An endless cave swallowed by a living darkness. You are alone. Forever. This is what comes after. This is where spirits come from... And then you wake up.
97. Beautiful Scar
The damage scars you, but in a sexy way. When people see this scar, they know you’ve seen some shit. Raise your CHA by 1.
98. Split Eye
You have seen more and known more than is natural. Your iris pulls slightly apart, like a cell reproducing. It stays like that, in a budding state. You can now see beyond magical illusions.
99. Vessel
For a brief moment, your spirit was shoved aside. You now share your body with another.
100. Blue Shift
For a moment your brain existed in tandem with the Moon’s dreams. If they open your skull and look inside, your brain will be blue. You can now use Psychic Abilities. (see page 56)
The skills necessary to be a songbird. All of them exist inside a songbird, but choose three to be proficient in. These are your past trainings, natural talents, and learned trades. Proficiency in a skill means you get +2 to rolls with it. Expertise means you get +4.
Ambiguity
Skills are left vague enough to be interpreted a number of ways. Use them whenever you think they are applicable.
Physique
Athletics - general physical actions, strength, and power.
Constitution - your iron gut (or lack thereof).
Medicine - familiarity with the body and its many injuries.
Melee - training in martial arts or weapon combat.
Vibes - instinct, animal-brain, reading people and places.
Reflex
Accuracy - aiming, precision, attacking from range.
Acrobatics - dexterity, flexibility, and balance.
Mischief - sneaky actions and devious tools.
Perception - the little things give you away.
Touch - you’ve got the touch (good with your hands).
Lore
Arcanum - knowledge of magic, scrolls, ancient tongues.
Beasts - knowledge of monsters, where they live, what they do.
Dream - knowledge of the unknown and the weird.
Dungeons - knowledge of architectural flow, traps, treasures.
Nature - knowledge of navigation, plants, animals.
Charisma
Anima - your connection to the spirits, how bright your soul is.
Authority - politics, intimidation and relation to authority.
Drama - acting, lying, performing, and controlling your emotions.
Kinship - connection to those closest to you and other adventurers.
Passion - your oration, rhetoric, and animal magnetism.
Skill challenges are like montages. Best-ofs. When songbirds want to accomplish a complicated or long task. They choose skills that benefit the task, roll a skill check, and mark the successes and failures until all are complete.
Roll d10 to see what you get.
The smiling beast is pinned to the dark side of the moon. He gave you the horns upon your head.
You can read the Oolithian language. Can see the invisible magics that manipulate the everyday.
Your brain was fed vivid dreams, growing ripe with the ancient tongue. One day your dragon will come to eat its fruit.
Flesh speaks to you in bruises, scars, and wounds telling you their secrets.
Luck is the language of Love and Death and you speak the language.
You know the language of guts, organs, and blood. You know the lies they tell.
You hear the hidden songs of the world. The haunting voice of the moon.
You saw a star fall from the sky. You caught it before it touched the ground.
The wolf howls for the moon. When you’re chosen you become its claw to serve its primal power.
Your human form is no longer innate. You are something else, if still animal.
Do you like to live deliciously?
The white fox. Feral servant of death. She plagued the world, dragging the living kicking and screaming into the Cave. She sleeps in the sky, curled and silent.
“She asks of me nothing but the minimum:
- Final testament of John Clair
Caustic duo. The world their sandbox. Only, they don’t always agree with each other. They interpret places (and people) differently. Creating duplicates. Copies. And rips in the world.
“You regard the Twins in contradictions. You invoke them by being between two ideas. Taste them in cracked mirrors. Glimpse them in their interpretations. Of you. Because there is another. And by crawling backwards into liminality you bring it close. To now. To you. Close enough to grab. To put a fate in your hands. Can you steal your own eyes?”
- Book of Ool, Chapter VII
A tapestry called “His Blasphemy” hangs in the museum of modern art and depicts Mars, the bloody wolf, and the white fox fucking as they tear each other apart. On the shoulder of every anti-facist.
“Volfe imagines a new death every morning and enacts it.
Imagines his corpse eaten by crows. Feels it.
Imagines a cut so deep and white. Licks it.
Imagines every wound. Inhabits them.
Imagines new colors. Spills them.
Imagines you. Becomes them.”
- The Martian Manifesto
“Please don’t pray to the sea,” sailors beg. “Let mother sleep.” Passionate and devastating. Loving and suffocating. The rain, the rivers, and the mountain snow.
“The sea is only kind when she is away.
Her affection is water in your lungs.
And once you’ve felt her love, you can sense the subtle shifts in
her temper as she tosses in sleep.
Feel the breath of her ancient snores.
Your mind is always prepared for her
anger and shakes
itself inside your skull when she awakes.
You will never be surprised and always afraid. Loved.”
- Love, Collected Poems
Rats and secrets and disease. Caves are the etched pathways of his brain. Dungeons, his twisted dreams. And we are his intrusive thoughts. Made to be painful and crushed.
“Listen close:
- The Guide to Underground Structures
A cryptic series of dream fragments, shared amongst a small number of people. A tower grows from a wound in the earth. Black dogs gather around it and howl endlessly for love.
“You must sleep deeper than mortal dream. You will see an owl. Follow it. It leads to arch and stair. It guides you deeper still. The stratified wastes descend into and beyond time. It is there. The secret of the shared dream. No one has reached it yet.”
- Itchi’s Guide to the Dreamlands
Nom de guerre
War name. It’s what you go by now. As the new you. Choose it with care or with frivolity. With love or with hope. All that matters is it’s yours. Carve it on your grave. Begin again.
Happy Birthday
The calendar is on page 59. Find your birthday and mark it on the calendar.
Forming a Gang
You and the rest of the people you’re playing with are a gang. A party. A group. A community. Songbirds form gangs to travel safely and share expenses while not traveling. Your gang doesn’t need to be large. Anywhere from 2-50 songbirds can form a gang and go on adventures. The more songbirds in a gang, the more likely you’ll need other Game Masters to run additional games. Sometimes big gangs will splinter off into smaller ones, traveling in the same world, doing their own thing.
Gang Roles
Every gang has a few rolls that can be taken on by one songbird or shared amongst several.
Do We Know Each Other? (d20)
1-3. Naw, just met.
4. We smoke the same brand of cigs.
5. You dated my ex??
6. We used to date but it didn't work.
7. We went to school together in the City.
8. Siblings <3
9. I saved your life once, remember?
10. I liked your outfit and now we trade clothes or whatever.
11. We both dated the same girl but she ghosted us :<.
12. Childhood friends, actually.
13. Siblings :(
14. We have the same therapist.
15. We both worked third shift in the City.
16. I look to you as a mentor.
17. I promised your mom I'd protect you.
18. I used to be your boss before we both quit.
19. We woke up together after death.
20. We were both killed by the same Spirit.
Songbirds, as a game book, assumes that you’ve already lived enough life to have died. It also assumes that you were chosen to become a Songbird and returned to life with the weird powers you have written on your character sheet.
This is a lot of assumptions. Roll on the “where do we begin?” table to jump right into a campaign. Each player can then roll on the “Do we know each other?” table with the person on their left (if playing in person) or with the person below them (if playing over voice/text chat).
Where Do We Begin?
Random Quests’
Special Events
World Changing Events’
Songbirds grow in power by going on a dream journey after a successful quest or session. This should be done outside of the session between the GM and the player. It can be done over text sporadically until the next session. No rush.
You dream of the Wilderness. Love is in the sky, smiling down on you while Death circles her joyously. You must hunt. Catch a meal for Love and carry it to her. Roll 3 saves. Best two out of three. Success means you do this and get a gift from Love. Failure means you awake, unable to rest that night. Regain no HP.
Gifts From Love (D100)
1-80. Gain 5hp or roll d10 for a chance at more.
81. You awake with a cursed item pulled from the journey.
82. Disadvantage on your next death save.
83. You have a rival now. Oops.
84. A cryptic secret is revealed to you.
85. Awake with a spiral tattooed on your wrist.
86. You always know when it's going to rain.
87. Gain another language.
88. You can store a soul or spirit in an inventory slot.
89. Regain an additional HP per day.
90. A natural disaster will occur when you die.
91. You no longer set off pressure plates.
92. You and another player who rolled this regain d12 hp when you rest together.
93. You can easily run a marathon at full-sprint. Once.
94. You can attack twice each turn.
95. Avoid sleep for a night without taking any penalties.
96. Learn a random spell.
97. Gain an additional inventory slot.
98. Increase a stat by 1.
99. Make a class ability stronger.
100. Increase the veracity of a trait.
Songbirds start with...
Armor adds extra HP to defend from attacks. When attacked, if your dodge fails, the damage goes to your armor first. When armor runs out it is destroyed and needs repaired or replaced.
Books - 35c
Fiction and non-fiction. Books are linked to a specific Lore skill and are measured by their clocks: easy, medium, and hard. Easy clocks grant a +2 bonus to that next skill roll. Medium grant a +4, and hard grant a +6.
Bundled items - 1c
Small items that can be bundled together into a single inventory slot. Torches, candles, batteries, lipsticks, rations, animal chow. Anything that could reasonably fit into your pocket and isn’t, like, ridiculously expensive, unique, or special.
Clothes (+1) - 50c
Accessories and garbs that grant a +1 bonus to a certain skill. A special scarf made by a friend might grant a +1 to Kinship, while a sweatband might grant a +1 to Athletics. Get creative with it to accesorise your character with their own unique garb.
Clothes (+2) - 150c
Specially made or unique clothes. These give a +2 to a certain skill while worn. A tuxedo might give a +2 to Passion or Drama, while a military uniform might give a +2 to Authority. Priest robes could be linked to Anima, while academy robes could be linked to a Lore skill. Doctor’s uniform would give a +2 to Medicine.
Common clothes - 20c
Any piece of clothing you want to buy. Hoodies, socks, shoes, whatever. Play dress up and make yourself look all cute.
Common items - 5c
Singular items. Whatever you want to buy. Wrist watch or a coffee mug with a cute anecdote on it. Dream journal or a diary. A cute stuffed animal. Accesories for your bag. Or a new bag! A lantern. Idk, whatever you want to buy.
Food - 2c
When you want a meal, drink, or whatever. This covers you for the night at whatever place you’re staying.
Food (+1) - 15c
Some meals can grant a bonus to a stat. Candy bars or energy drinks that boost reflex. A hearty steak that boosts physique. Etc.
Food (healing) - 20c
A good meal can heal 1-2hp.
Gender Affirming Care - 150c
Anything related to a Songbird and their transition. This is a monthly cost that covers hormone replacement therapy, voice training, cosmetic surgeries, or anything else desired/required.
Helpful items (+1) - 10c
Any item that would benefit in a check or save. Crowbars for opening a container, lockpicks for locks, flowers to impress a date, perfume to aid in your perfomance, etc, etc, etc.
Kits - 75c
There are a variety of different kits. Each kit has three item bubbles. When you need an item that could reasonably be found in the kit, mark a bubble and write the item in your inventory. When all three are marked, that’s the kit! Time to go buy something else.
Pamphlet - 15c
Informational brochures. About anything reasonable. Grants a +1 to a Lore roll related to the brochure.
Pets - 100c
Any animal that likes to chill with you. Cats, dogs, birds, rats, snakes. If it can follow you around and you can take care of it, it’s yours!
Riding animals - 150c
Horses, elephants, giant lizards, tamed spiders. Anything you can ride around. If you don’t take good care of them, they’ll be very upset and won’t let you ride them anymore.
People for hire. Each freelancer will list their pronouns, per day cost, and the bonuses they give to you.
Hannah Smothers - she/her - 1
A young traveler and collector. Her pack is way too big for her frame but she doesn’t need your help carrying it. She loves to paint and often does so in the early hours out in the wilderness.
Ichi - they/her - 3
A pickpocket and a thief, but a damn good one. They have a lot of great stories of their life growing up in the city. From a noble family but plays it down.
The Black Mask - he/him - 1 (takes donations)
An anti-facist revolutionary. Uses traveling with songbirds to fund his neighborhood advocacy in the City. Also to pay for molotovs. Likes loud music and always wears a mask.
Sam Gam - they/him - 7
They are loving to a fault and wear their heart on their sleeve. He can’t help but form attachments to those he works with. Love to cook breakfast and always keeps his manners about.
Old Man Henderson - he/him - 3
Old and crass. Lives to bash and smash nasty crawly things. Doesn’t listen to orders from anyone who isn’t paying him (and even then it’s a toss up). Carries his favorite garden gnome with him everywhere.
Autumn - she/they - 5
Journalist and reporter. Seeking truth and understanding. Unflinchingly anti-establishment. Fired from every paper in the City. Publishes books independently under her own press.
Ellia Luna - she/her - 7
Maiden from the City. Enjoys the arts. Great dancer and lover. Skilled with a knife when she needs to be but prefers to keep the peace.
Lamplight - they/them - 3
Young orphan. Blind. They love bakeries early in the morning before the sun rises. And the smell of oil. Their voice is quiet and they refuse to speak up. Won’t take your pity. The lights are for you, not them.
Gregory Hawk - he/him - 5
A beautifully chiseled mercenary who fought the empire in the last war, or was it the war before that? Marked with numerous scars and remembers the story of each one. If you’re lucky he’ll show you the scar mosaic on his back.
Amber Clarivau - she/her - 10
A reserved witch from the Abrellian Academy trying to finish her thesis paper on dreams. She keeps to herself, takes notes on the groups she travels with, and isn’t one for pageantry.
Tawny Owlfeather - they/them - 3
A gifted-child-turned-fighter. Glasses cracked Clothes are too big. Muscles toned. They’ll always take the first watch during nights in the wilderness. Thought they get homesick easily
Jane Doe - she/her - 1
Swears she’s not from around here. She’s just trying to get home. Has selective amnesia from “falling through a portal” or whatever. She needs to be reminded of her mortality often as she throws herself into danger claiming “this is an isekai! I’m already dead!”
Make your own
Come up with someone cool and loveable and attach a skill, stat, or unique ability to them. Freelancers act with the Songbird who hired them, going on their turn and acting in tandem to give their benefits.
Clocks
See page 61. Start clocks for Freelancers to track relationships and familiarity.
Special doctors in the City do body mods for Songbirds who have been injured in the line of duty for 250c per. Each body modification is tied to a Stat and allows you certain benefits at maintenance cost, either per use or per session. A Songbird can only have one body modification per Stat, simply because you run out of room in the standard human body. To have more modification slots installed costs 1,000c per modification.
Physique
Cannon arm - 10/use
Flip your hand back and fire a projectile from your wrist. Explodes on impact.
Ultra firsts - 5/session
Your unarmed attacks act as heavy weapons.
Defense - 2/session
d10 armor hp. Can stack but so does the maintenance cost.
Reflex
Deft hands - 5/use
Your fingers are multi-tools granting +2 whenever picking locks or messing with tech.
Landing pad - 10/use
Your legs have suppressors allowing you to fall from great heights unharmed.
Quick step - 5/use
Injectors in your adrenal glands allow you to increase your speed at a moment’s notice.
Lore
Random access memory - 1/session
Gain an inventory slot for information,such as books or pamphlets. Memories. Loves.
Charisma
Thermal scanner - 5/use
Scan the area for residual heat presences and follow them to an extent.
Sat-Nav - 15/use
Connect to the nearest satellite still active in the sky. See through its eyes until it kicks you out.
Alter appearance - 5/session
Create a second configuration of your face that you can switch between.
Spells require extensive knowledge of runes and the time needed to draw them clean and proper. The common tool for this sort of artistry is chalk. Sticks of chalk cost 1 coin a piece and can draw a single ritual. Chalk counts as a bundled item.
Rituals
There are two types of rituals, those that take a dungeon round and those that take a segment of time. Each ritual will detail the space and time needed to draw the symbols. At the end of each ritual, a magician adds their unique arcane sigil. This is traceable. A lot of spells function based on where you place your sigil, when it is touched, or if it gets destroyed. Create your own unique sigil somewhere on your character sheet.
Cost
Along with the chalk process, rituals require materials which cost coins. Each spell lists its cost next to it’s type (i.e. - Ritual 4 means it’s a ritual that costs 4 coins). When drawing a ritual, the coins aren’t removed from your character until the ritual is complete, even if the sigil hasn’t been activated at that time.
Copying Spells
To learn a new spell, you must have the full ritual in front of you to study, whether it is in a book or drawn onto some surface. Each time you study the spell during downtime mark a segment of an easy clock. When it’s filled, the spell is added to your tome.
Scrolls & Books
Rituals can be cast from other sources than your own tome, such as from a scroll or another wizard’s book. But magicians tend to put lies in their tomes to protect their own magics. Roll below to determine the veracity of a source of magic other than your own tome. Casting a spell from another source than your tome requires a DC10 plus whatever is rolled below.
Scrolls
2 - +6DC
3-10 - +4DC
11-19 - +2DC
20 - -2DC
Books
2 - Trapped, D10 damage
3-10 - +4DC
11-19 - +2DC
20 - -2DC
Living Gate - ritual 4 - dungeon round
Replicate the image of a door you know in the center of this ritual and it will open to that location. This can be tattooed by a magus to become permanent.
Polymorph - ritual 3 - dungeon round/segment
Place your arcane sigil on a target to turn it into a chicken. The chicken has 1hp and acts as any chicken might unless the target saves to be able to act under their own will.
Transfer Weight - ritual 2 - dungeon round
By either placing arcane sigils on two targets, or placing their true names inside the ritual, they exchange their weights. Everything and everyone has a true name.
Detection - ritual 4 - segment
While standing in the center of this ritual, you are aware of any horrors within a three mile radius around you. You know what they are and approximately where they are, and get a sharp emotion from them.
Geas - ritual 6 - segment
Stand at the center of this ritual to petition the dragon, the eater of dreams, for assistance. If you bring it a dream to eat, it will fulfill a simple request, such as giving you information, finding an item, or locating a best-course-of-action.
Lock - ritual 2 - dungeon round
Your arcane sigil magically secures a container or door. You know if it’s ever tampered with or damaged.
Blackout - ritual 3 - dungeon round/segment
Place your arcane sigil on a surface and all lights in the area will be extinguished. If done over a dungeon round, the area covers a room or two. If done over a segment of time, the area covers a whole town block.
Earthquake - ritual 6 - dungeon round/segment
This spell triggers when your sigil is tampered or damaged. Roll a d10 to determine the magnitude, rerolling 1’s and 2’s. If done over a dungeon round, the effects last for the next dungeon round. If done over a segment, the effects last as long but are more devastating.
Flood - ritual 4 - dungeon round
Water spews out of your arcane sigil like an open hydrant and will continue to do so until the sigil is damaged by the water or another source.
Astral Projection - ritual 2 - dungeon round
This ritual circles around a target and releases their spirit from their body. While free, the spirit can roam the world without chains and is protected from other spirits. If the circle is damaged, other spirits can possess the body. If the body is removed from the ritual circle, the spirit cannot return to the body.
Conjure - ritual 3 - dungeon round
Create a portal to summon a creature from somewhere else. To specify a creature, a true name must be added to the ritual. If a name is not added, then this call will be answered by whomever or whatever happens to be around.
Occult Consultation - ritual 3 - dungeon round
Place your arcane sigil on a material possession of a deceased target to bring their ghost forth. You may converse with them freely but the ghost can choose to leave if offended or bored.
Unlike rituals that require time and materials, Songs require the full participation of the creator. When singing a song, that is the only action you can take, and the song lasts for as long as you can keep it going, though some have effects that take place right away and don’t require you to keep singing. A song will list its name, its cost, and how much it costs to keep singing it if it’s a prolonged effect.
Songs do not need to be vocalized, they can be played on instruments, or danced. Some even meditate and become the conduit for the music to surround them. How you create your songs is up to you.
Distractions
Since the songs are performances, keeping concentration can become important. If someone tackles you, grapples you, or otherwise attacks you to distract you, roll a saving throw to keep concentration. Other distractions might become important in certain contexts, such as a loud noise that pull attention from the song, or a plethora of other situations. The GM will decide if a particular distraction is enough to warrant a saving throw.
Learning New Songs
This functions the same as learning other things, by filling in segments of an easy clock until it’s full. Unlike some more complicated forms of learning, all it takes to fill in a segment is to continue practicing. The hardest part is finding any of the songs in written form, or finding the magical being who is willing to teach such powerful magic.
Cost?
The coin cost for songs is a gift to the spirits. The coins vanish or are gifted through your own ritual to the ether. If a cost is ignored, roll Luck to see if a spirit corrupts your song or steals your performance.
The Songbird’s Dream - 4
Those that fall asleep to this song heal d10.
Blackbird’s Cry - 3
The singer rolls d10 when singing this song and can spread that out as healing to the listeners.
Holy, Holy, Holly - 4
The singer chooses a target for this song and grants them a d10 to add to any roll they choose.
Sights Unseen - 2/dungeon round
All secret doors, disguised folks, or magically obscured things are revealed in the area of this song for the duration.
Pastoral Journey - 2/combat round
Violence cannot occur within ear range of this song for its duration.
The Hum of the Infinite Library - 2/dungeon round
The target of this song doubles their INT for the duration.
Valorborn Ballad - 3/combat round
Those within the song’s range deal +2 damage for the duration.
The Tempest - 3/combat round
For each combat round this is held, the singer gains a d10. When the song ends, the air explodes from around the singer, dealing xd10 damage to everyone within range, where x is the number of combat rounds the song was held.
The Moon’s Lullaby - 4/dungeon round
The singer of this song can see into the chthonic network, the space between all worlds.
Green Teeth and Claws - 3/combat round
All plants within the range of this song grow wildly and gain intelligence for the duration. The plants seek to protect the singer and fulfill their own needs (sunlight, water, safety).
To speak the words of the dragons is to speak the language of nightmares. Draconic words cost HP and are more powerful and harder to control. When spoken, the HP is taken from the speaker and the word takes effect immediately. It cannot be countered and all who hear the word are affected until they Save, accomplish the requirement listed with the word, or take the damage.
Learning New Words
To learn new draconic words to use, you must meet a dragon and convince it to not eat your dreams and instead plant one in your head. There are no rules for this. I don’t even know if it’s possible.
Hunger - 6
All who hear this word must eat everything edible on their person or take d10 damage. Each edible thing requires a combat round to eat completely.
Thirst - 8
All who hear this word must drink every liquid on their person or take d10 damage. Each liquid requires a combat round to drink.
Burn - 7
All flammable objects adjacent to the speaker catch fire. Wearing a burning object deals 1 damage per object, per round.
Flee - 10
All who hear this word must run for the next d10 combat rounds (everyone rolls individually), or take d10 damage to refuse.
Crumble - 8
All who hear this word must crumble (emotionally), crying for the past mistakes that led to this moment, or take d10 damage.
Cower - 10
All who hear this word must find a hiding spot on their next turn or take d10 damage.
Rage - 6
All who hear this word must make a melee attack on the nearest target to them on each of their turns until they Save. Or take 1 damage each round to refuse.
Destroy - 8
All who hear this word must take their combat or dungeon action to destroy their surroundings (breaking stuff, smashing windows, hammering walls, etc.) or one of their inventory slots.
Obliviate - 10
All who hear this word take d10 damage.
Freedom - 8
Any physical restraints holding the speaker turn to dust, any person restraining them lets go, and any other obstacle that is keeping them from freedom opens for them.
Some spirits can be called upon. To manifest in this world again. As an ally. They are ancient and remember a world with Love. Summons cost a greater sacrifice of coin, health, or a unique item. But when paid, they stay with you until their energy run out and they must rest. Or until you dismiss them.
Gaining Summons’
Summons dwell in the planes that overlap our own or just beyond this world, in the atmosphere. Other worlds. Only at their temples can be contacted. And only those that prove themselves worthy of receiving their true name will be able to summon them. This is more than a skill check or a saving throw. This is something you must figure out on your own. Becoming a summoner is a rare and dangerous feat.
Chronos
The being from Out of Time. To summon them you give up a year of your life. Chronos, the white fox, escapes through a portal and freezes time for you. This freeze lasts long enough for you to get where you need to be and no longer. Afterwhich, Chronus returns through the portal and time resumes.
Dusk
The disgraced prince of the Twilight Realm. His services go for 300 coins. He flies from your shadow, a humanoid creature standing twenty feet tall. With him comes the twilight hours, the sun descending in his presence and allowing his shadow hounds to join him. They can track anything you’ve seen or touched by entering your shadow and rummaging through your memories. Once they have the scent, the disgraced prince returns to his world and leaves the hound until you’ve reached your destination.
Siren
The vampiric angel, hanging from the Clarion Edge. She can be called upon to devour 30hp from your surroundings (or else you). Her winged arms and claws unravel from the air. Her three faces shift in and out of reality.
Bahamut
The king of dragons can be called upon if a significant source of magic is given up as an offering. A gathering of little, yellow birds flutter down, exploding into the golden form of his majesty. He will destroy anything in your path. He will clear any obstacle. Crush and burn it. Allowing you to pass untouched.
Ultima
The ultimate machine of the Ecos. A repository of all their knowledge. To summon it you must give up your week in meditation. You must find the lost signal up in the atmosphere and allow it into your mind. Once connected, all the information you seek will be given to you. Each question you want answered will fill an inventory slot until the information is used.
Phoenix
The smiling giant pinned to the dark side of the moon. Avion can be called upon if gifted a fallen star, or your own heart. His smile grants you a burning halo. It lets you fly like a shooting star. The halo will be consumed when you are close to death, saving you and replenishing all hp and death boxes. It can also be bestowed to someone freshly dead to bring them back to life, replacing their heart with a ball of fire that needs stoked and cared for.
The empire believes it can make people psychic. It kidnaps children into its military facilities and does whatever it can hide from the public, whatever it can justify in the name of the “greater good.” It’s worked a few times. And so they continue.
Songbirds can unlock latent psychic abilities through the traumatic experience of taking massive damage and surviving. Even then it’s a rare occurrence. When “blue shift” is rolled, a Songbird can do psychic stuff, such as: reading surface level thoughts, lifting objects with their mind, spontaneously combusting things, entering dreams, and shielding themselves and others from other psychics or tracking magics.
They can just do those things. To an extent. Whenever a psychic does something extraneous, dangerous, or otherwise BIG, they overheat. Literally. Sparking a fever and causing a psychic backlash. Examples of “big” things includes: lifting large objects, reading deeper thoughts without permission, puppetting living things, turning a building into a bonfire, rending limb from torso, etc.
1-5. Psychic Damage - Ignores armor. Causes nose bleeds and massive headaches.
6-15. Death Box - The overheating causes a fever and brings you closer to death.
16-18. Vomit - You wretch up an entire gallon of milk and are unable to act until you succeed a saving throw.
19. Milk Dream - Waves of white milk flow around you, creating hallucinations. Illusions. They play out your worst memories until you succeed a saving throw.
20. Nightmare Excursion - Something escapes from your brain. From your head crawls a nightmare of your own creation. It will eat everything you love.
Nightmare
A living mass of milk. Faces from the psychic’s life grow from its horrid shape. Speak in voices familiar but distorted.
HP - 3d10
Attacks one target you love for 2d10
Death’s song waxes and wanes over twelve years, unsure if it’s one continuous song with breaks and highs, or if it’s one song on repeat. But she sings and as she sings the world moves and changes. We get closer to the moon, the sun, tilt towards and away, fall into darkness. But still we measure by the tune.
The Year of the…
Known for…
The Month of…
Days of the Week
Our planet is a cold one, spending the majority of the year in Cholia, the season where the winds cease and the snow falls. Lakes freeze and the plants shrivel and hide. The quiet season.
Oolane is when things thaw and harvests begin. The winds roar out from the sea, bringing with them rains and thunder. The biggest, darkest clouds cover the land and lightning dances between the world.
Esoon is a time of gray and fog and consistent drizzle. The muddy months. The months where crops are plucked and picked and collected. The winds are cold off the seas as they begin to freeze themselves shut.
The Blue Moon is a week that lands outside of every year, between Sevris and Lunus. During this time the moon’s hue is a dull blue. It’s considered the time of the wyrd, where the world is not itself and neither are we.
A day is segmented into three pieces, morning, evening, and night. A Songbird can accomplish one big task during each of these segments, with sleep being required for one. Big tasks are things like travel, exploration, dungeon crawling, downtime, and rest. Things take longer than you’d expect, and if you’ve ever struggled with the limited time in your weekend, you can understand how even something like “house maintenance” can be a weekend-long ordeal.
The Golden Rule
The golden rule of Songbirds is that, between sessions, game time passes at the same rate as our real world time. A typical Songbirds campaign will feature a session or two of adventure followed by the characters resting and going about daily life in the meantime, only to cover bigger downtime events and find the next adventure in the following session.
When Songbirds are resting, they are in a comfortable place, such as their City apartment, a hotel, or some settlement. While doing this they recover 1hp per day that passes and can erase one marked death box per day. Resting to a Songbird means the same thing it means to us: catching up with friends, enjoying some solitary time, practicing at a hobby, or watching a movie. It’s chill, low-effort, and not extraneous. They’re “off the clock,” so to speak.
The Silver Rule
Not every session will end neatly. Sometimes they end abruptly or an adventure is broken up between several sessions. When that’s the case, each Songbird makes a Return roll, D20 + Kinship against DC10. This single roll represents the Songbird returning to the nearest settlement or the City for rest, allowing them to replenish supplies and hit points, as well as the return trip to the adventure so they can pick up where they left off. Failure means they lose 1hp from the return.
A clock is divided into segments based on how difficult or long-form the task is. Easy clocks are four segments, medium clocks are six segments, and hard clocks are eight segments. Different downtime actions will say when to make a clock and when to fill in a segment. When a clock is full, the task is complete and you can claim your reward.
Whenever a player has a goal, such as learning a new skill or whatever, make a clock for it. And whenever they spend time working on that thing, during downtime or during an adventure, mark the clock. When they do the same thing repeatedly, limit filling it to at least one in-game day, or once per session. If they come up with cool and interesting ways to work towards the goal, fill in more per in-game day or session.
These are some example actions that can be taken in the City or the safety of a settlement. They each take up a segment of time.
Cavorting
When you spend a night on the town and carouse, roll a d10 and send that much coin. If it’s equal to or lower than your PHY, it’s a rousing good time. Recover a death box. If it’s higher than your PHY, do the same but roll d10 below to see what horrible circumstances your partying got you into.
Contact
To make new contacts or maintain old contacts, start a clock for the contact and fill in a segment. When the clock is full, the contact will trust you enough to do a favor for you. This could be anything from lending you coins, going traveling with you, or giving you protected information. The more important the contact, the harder the clock.
Crafting
To craft items, pay d10 coins for materials, start a clock for it and roll a check using whatever skill is applicable. The difficulty is determined based on what is being crafted. Success means you mark a segment. Failure means you need to find help to continue.
Creating
Taking an action to create something, whether artistic or practical, but not a piece of gear or equipment, means you have to pay d10 coins for materials. Then roll a check against a DC below and fill in an easy clock for it.
Difficulty - DC - Selling Price
Simple - 6 - 1
Weak - 8 - 2
Lacking - 10 - D10
Average -12 - 2D10
Above Average - 14 - 2D20
Complex - 16 - D100
Expert - 18 - D100 * D20
Dating
When you go on a date, roll d10 + CHA.
Doctor
Doctors can heal 1hp for 10c and a death box for 100c.
Gambling
When you want to make some quick cash, place a bet and roll d10.
Maidens
When you hire a maiden, they read your future using tarot.
Memoir
When you sit to write your autobiography, journal, diary, or any other work of non-fiction about your life, roll Drama or Passion against a DC15. Success means it’s publishable.
Moon Pool
When you visit a moon pool, recover d10hp for 30 coins.
Orgy
When you want to have lots of sex, roll d10. If it’s equal to or lower than your CHA, it’s a good time. Recover d10hp. If it’s higher than your CHA, recover d10hp but roll d10 below to see what happens.
Research
To look up information, roll a Lore check with a difficulty determined by the GM based on how obscure the information is.
True Names
Finding a True Name is always a hard clock and requires unique methods of research for every segment. These are hardly ever recorded, and when they are, their sources are obscure, untranslated, and ancient.
Repairs
Songbirds can repair their armor by spending 1c for supplies and taking the time to sit and mend. One segment of time is enough to repair d10hp of a piece of armor.
Shopping
You can spend time purchasing items and other things from the equipment section. If you’re looking for something specific, the GM can call for a save or a more specific skill check to determine if the item is nearby.
Quick Magic Shop
When the players want a magic shop, ask them what items they would buy if they could. If they list stuff in the book, write it down. If they come up with something new, write it down. Make a list. Then show them the “default magic shop.” Everything inside costs 1,000 coins, or you can trade enough interesting items to the shop owner. They have the following:
Whenever they buy something, replace it with one of the items you wrote down before.
Training
To train at a skill requires someone to train you with it. To fill in a piece of the clock, a training scene must be discussed/role-played between the trainer and trainee. Then the trainee rolls a check with the Stat the Skill falls under. Normal difficulty.
Gaining proficiency is a simple clock. And gaining expertise is a difficult one.
Random Encounters
Terrain - Day - Night
Desert - 10 - 4-10
Plains - 9-10 - 8-10
Forest - 8-10 - 8-10
Swamp - 6-10 - 6-10
Hills - 8-10 - 7-10
Wastes - 6-10 - 4-10
Sea - 9-10 - 7-10
Mountains - 7-10 - 5-10
Reactions
2 - Antagonistic
3-8 - Cautious and avoidant
9-14 - Indifferent
15-19 - Cautious but curious
20 - Friendly
Traveling through a hex might not reveal anything. The hexes are large and vast and hide many secrets. You can take a segment to explore a hex carefully on foot. Doing so reveals the first tier of information for a hex, such as: the most prominent landmark, a local village, the closest dungeon, or possible treasure. Be careful! Some hexes may require more than one segment of exploration to uncover its secrets.
Ancient Forest
The ground cracks and crumbles, opening up into the ancient forest that lies below. Decades of fungal growth suffocated the canopy and solidified it. Beneath lies pale, white pillars of wood that hold the modern world up, and a sparse growth of brush. The purest water flows from underground streams. Termites the size of children burrow mazes through the massive trunks.
If another action is spent in exploration, roll d10:
1-7. Treasure IV
8. Magic Item III
9. Magic Item IV
10. Treasure IV + Magic Item III
Burial Ground
Brutalist, stone graves twice the size of any human, filled with the remains of the elves and their servants. Roll d10:
1-8. Treasure I
9. Treasure 2
10. Magic Item I
Caravan
A line of wagons and carriages (or ships if on water) Roll d10:
1-6. Attacked and in ruins. Treasure I.
7-9. Currently being attacked. Roll Encounter.
10. In good condition. Will pay Treasure III for an escort.
Coral Reef
A multitude of colors shift beneath the water. Sharks and schools of fish swim through the shallow depths.
Cult
A stone plinth rises from a mound of earth. Blue blood dries on the chained corpse of a man. His eyes are open to the canopy above, but reflect the blue moon. If disturbed, he glows blue and speaks a prophecy (roll to see what’s in the next hex).
Deserted Island
A small, uninhabited island. There’s enough food for two people to live comfortably.
Dragon Scale
A diseased dragon sheds its scales as it flies. Where they land, they awake as sentient creatures. A bulbous, fungal mound writing with vine-like tentacles.
Nightmare Entrance
You’ve found the entryway into one of the Moon’s nightmares. Roll d10:
Failed Terraforming
Dirty, brown grass grows in clumps around vicious, man-eating plants. The land has refused mortal efforts to reclaim it. The land hates and wants nothing more than to die. If another action is spent exploring this hex, the terraforming machine sits in the middle, still idling. If shut down, the hex will return to a neutral state.
Family Home
It’s the house you grew up in. The Wastes grew it for you. To entice you. This is a mimic.
Giant
The bones of an ancient being. The hands removed. The organs already grown legs and walked away. Seeing this automatically raises your INT by 1 (even if it’s already at 5).
Giant Ant Hill
The trail of bugs leads back to the home. Follow them to find the source of the food they are carrying back.
House of Wolves
A cave or other roofed structure where a pack of wolves rest. A Volfe can vouch for a group of mortals to ensure safe passage and a place to stay in this, or an adjacent hex. If not, all random encounters in this hex include d10+1 wolves as well.
Living Island
Fortles are massive, magical envoys through the Astral Sea. They form when a magician binds its spirit with a tortoise. The tortoise grows large and sprouts a structure from its mighty shell: a tower, a fort, or a home. When adrift at sea, these Fortles are called “living islands.” Roll d10 when encountering one:
1-6. Empty, abandoned.
7-9. Ransacked by bandits. There’s a Magic Item IV in the rubble.
10. Occupied by a magician. Knows 3 random spells.
Lookout Tower
The Lookouts carry on the legacy started long before the Songbirds. Their towers rest on hills, in trees, and off the sides of mountains, watching over settlements and protecting the City. They are monster hunters and nightmare wranglers. They are always looking for assistance. Roll d10:
Lunar Crater
Sometimes the earth mimics the moon, influenced by her dreams. These craters look like terraformed patches of ground, made entirely of moon rock and functioning with very low gravity.
Magus
Ancient magicians, or magicians of some prowess, will undertake the operation to etch and tattoo their rituals onto their own body, into their own skin, and sometimes onto the surface of their brain. There are very few Magi alive at any one time, but those that survive the operation gain access to magic in a powerful, instantaneous way. A Magus will have three random spells and mastery in three skills.
Maiden Temple
Maintained by the songbird maidens, these temples serve to worship and venerate different aspects of the world’s singular deity, the Moon. Roll d10:
1-2. Death. Where dead are prepared for cremation and sometimes burial.
2-4. Mausoleum. Where the dead are stored and locked up.
5. Museum. Where the ashes of the dead are used to create memorials.
6. Medical. Where maidens provide healing in exchange for donations.
7. Housing. Where maidens house homeless or other folks who need a place to stay.
8. Knowledge. Where maidens keep and maintain as many books as they can.
9. Secrets. Where maidens allow people to confess their secrets to the Moon.
10. Eclipse. A sect of maidens who worship the sun.
Mars Temple
There are those few who worship Mars and his blood lust. People who venerate violence. Forever in the red-shift, bathed by the dull glow of a blood moon. Roll d10 to see who the temple has attracted:
1-5. No one. It’s empty. No priest. Just a pool of scabbed blood.
6-8. Mercenary band. They pray for battle. They carry trophies of their victories and many of their own dead.
9. Dragon mutant. Head blooming with fungal scales. They grow up the arms, warping the hand into claws. They can’t explain it, but they must wait for the next blood moon. All will be revealed to them then.
10. Vampire. This Nightmare seeks worship and does so under the guise of a Maiden of Mars.
Melon Patch
A special fruit goes deep in the desert. It’s the size of a fist and filled with a sugary drink. If drank it restores Mind and Body by d10.
Meteor Crash Site
A small crater. Roll d10 to see what fell from the sky:
1-5. The Moon. Lunar rock.
6-8. Obsidian (100 coins).
9. Emeralds (1,000 coins).
10. An eyeball. If planted it will grow.
Moon Beacon
Ancient stone pillars, carved with intricate runes. They commune with the moon and track its changes, glowing blue to shed guiding light during the darkest phases. Magicians of any caliber regain twice as much Mind while resting near a moon beacon.
Moonflower Field
Tall-stalked flowers supporting a bulbous, white body, cratered like the moon, decorated by a multitude of navy blue pedals. When the pedals rub together they create a beautiful sound. Travelers mistake them for a distant choir. The voice-like quality of the sound becomes eerily human during the full moon.
Moving Castle
Fortles are massive, magical envoys through the Astral Sea. They form when a magician binds its spirit with a tortoise. The tortoise grows large and sprouts a structure from its mighty shell: a tower, a fort, or a home. When walking on land, these Fortles are called “moving castles.” Roll d10 when encountering one:
1-6. Empty, abandoned.
7-9. Ransacked by bandits. There’s a Magic Item IV in the rubble.
10. Occupied by a magician. Knows 3 random spells.
Oasis
A patch of life in the barren desert. Fresh water, possible fresh food and fruit. There are no random encounters here, even if you rest for the night.
Obelisk
Pillars of black rock that formed naturally many ages ago. They grow on sources of great psychic energy. The Oolithian Academy believes these are proof that the world knows and holds spells.
Observatory
Owned and operated by the Oolithian Academy. These mighty, telescoped structures stare up at the moon and sky, trying to unlock the mysteries of the world.
Oil Field
The black ocean, a stretch of sea that has been taken by oil. It ruptures from the ground below due to the City’s tampering. These are ecologically devastating, creating hex-wide areas that are uninhabitable by sea-life.
Open Wound
Nightmares sometimes produce wounds. Large openings that cut through the earth, bubble with blue blood, and scab over, purple and yellow.
Ruins
The remnants of a village, settlement, or fort. Destroyed by the undead and other horrors, only to be reclaimed by time. Roll d10 to see what is left behind:
1-6. Treasure I
7-9. Treasure II
10. Magic I
Ship Graveyard
Several sailing ships left to rot. Many are wrecked or in ruins, dragged here from their crash site. Roll d10 to see what is left behind:
1-6. Treasure I
7-9. Treasure II
10. Magic I
Shrine
Small structures of clay and terracotta, built ages ago. Home to moon lizards and spell thieves.
Snake Pit
A whirlpool of quicksand filled with poisonous snakes. They congregate here. Roll d10:
1-4. Empty. Just colorful snakes.
5-7. Serpent Priests watch over the pit. This is a holy site.
8-9. Draconologists research the pits, trying to connect them to dragon activity.
10. A human child with patches of reptilian scales is birthed from the center of the whirlpool. It crawls for the edge.
Starry Night
A phenomenon in the sky featuring waves of dancing lights that look like the strokes of a painter’s brush. Usually deep blues, purples, and flashes of green.
Tavern
A traveler’s inn. Safe to rest at. Prices are as listed in the equipment section.
Thorn Tree
A mighty willow tree teaming with wreaths of thorns that curl like alien tendrils. On full moons, the entire tree blooms open towards the god of death, and inside there are d10 human children. Born through unknown magics. If these trees are cut into they bleed blue blood.
Traveling Merchant
A magician with a cart and a mount to pull it. They sell items from the equipment table for slightly elevated prices.
Tremor Platform
A large, metal piston, powered to pound into the ground every hour on the hour. The vibrations attract the Tremors, hopefully making adjacent hexes safer. All encounter had here will be Tremors.
Trench
An entrance into the Abyss beneath the water. Pure blackness. If there’s an encounter here, it will be a Kraken.
Whirlpool
Naturally occurring through the Sunbroke Sea. Roll d10:
1-5. Nothing is trapped inside.
6-8. A merchant ship is being pulled in and signals for rescue.
9. Two ships fire upon each other. They are both being pulled in.
10. The whirlpool bubbles and foams and ceases. D10 large bubbles drift up to the surface, each with a human child inside.
Wolf Warning
Wolf markings to denote a great danger deeper in the hex.
Notable Traits
Known for its…
With a problem…
Settlement Names
Complications
The mythic underworld, nightmares, or dungeons are areas of designated eldritch fuckery. Academics call them “planetary wounds.” They are paranormal and supernatural, much like the Songbirds who delve them. Dungeons can be completed, shut, and erased by clearing them of the spirits that haunt their halls.
When delving, time is tracked in dungeon rounds. These can cover the time it takes to search the room, have a chat, or interact with the room’s occupants (monster, object, or trap). A random encounter is rolled every dungeon turn, or, whenever a new room is entered.
Songbirds who do not abide by the silver rule will find their time distorted. Ending a session inside of a dungeon means that no time will pass for the Songbirds between sessions, while the outside world continues on. This can lead to situations where Songbirds delve one session, finish it the next, and leave the dungeon to find several weeks have passed.
This temporal distortion leads to a sickness called the “blues.” The skin shades an off-blue, the stomach churns as it tries to catch up on the lost time, and the brain wriggles to make sense of it all. Those that suffer the blues are considered “mournful” and “poisoned” for the next day, and then can make a saving throw each day to shake it off.
Roll d10 per room.
Encounter on 9-10.
Light Sources go out on a 1.
You encounter a…
Where is the dungeon?
D100 Rooms
1-25. Trap
26. prisoner room
27. fortified guardroom
28. Secret vault door
29. Lode where ore is mined
30. Observation room
31. Armory
32. Banquet room
33. Furnished bedroom
34. Chapel for worshiping Love
35. Well (dry)
36. Well (full)
37. Holding room
38. Throne room
39. Torture chamber
40. Training chamber
41. Trophy room
42. Dungeon museum
43. Bath house
44. Trap workshop
45. Summoning room
46. Trapped storage room
47. Prayer room
48. Barracks
49. Laboratory
50. Elevator
51. Decorated foyer
52. Classroom
53. Crypt
54. Dining room
55. Divination room
56. Exit
57. Gallery of paintings
58. Library
59. Planar gate room
60. Aviary
61. Zoo
62. Game room
63. Lounge room
64. Stable for horses
65. Writing room
66. Creator’s crypt
67. Workshop for repairs to dungeon
68. Moon room
69. Ritual temple
70. Dog kennel
71. Trick object
72. Cat chambers
73. False crypt (trapped)
74. Duplicate room
75. Necromancy room
76. Spy room
77. Dragon observatory
78. Salon
79. Sealed burial mound
80. Faces carved into wall
81. Giant statues (weird)
82. Etched warning
83. Statue of a deity
84. Great marble arch
85. Standing stones
86. Dead magic zone
87. Talking gargoyles
88. Crystal growth room
89. Spirit tree (ancient)
90. Portal to hell
91. Wishing well
92. Haunted hall
93. River
94. Petrified adventurers
95. Dead dragon
96. Desert
97. Lake
98-00. Mushroom field
To make a trap just come up with something and decide if it’s a setback, dangerous, or deadly.
Setback - d10 dmg
Dangerous - 2d10 dmg
Deadly - 4d10 dmg
D20 Traps
Roll d10. On a 9-10 there’s a hazard. Throw them in with random encounters and traps too, just to spice things up.
Objects
Trick
Darkness breathes and fills. It’s a force. It has weight. It can hide and harm. A settlement has lanterns. The City has Eco tech. Lights. Fire. Things that thin the darkness. Make it breathable and livable. Dungeons are the halls of the earth and rarely bear lights. The wilderness too is a dark mess when the sun is not out. Light is required to travel. Campfires are needed to hang on.
Light Sources
Lanterns or torches are easy to come by, but they take up an inventory slot and a hand. Light sources only go out:
The Terrifying Presence
Whenever songbirds are in total darkness within a dungeon, the GM rolls a d10 and records the number. Every combat round or dungeon round that passes, the GM ticks the number down. If the number reaches 0, the Terrifying Presence enters the room. Turn order continues as normal, but at the end of every songbirds turn, the Terrifying Presence rolls on the table below.
D10 - It…
1. Marks a death box
2. Steals a point of cha
3. Randomly empties an inventory slot
4-6. Suffocates you. No save until you are in light.
7-9. Horrifies you. No save until you are in light.
10. Pulls you into the black. Your gang is not here.
When you need to assign a bounty, fill a room with treasure, or need some quick loot, use the table below. Treasure rating I is for basic bounties, or finding coins in a small area, whereas Treasure rating V is for the deep wealth stolen by the Dungeons.
Treasure - Coins - Goods - Magic
I - D10*10 - NULL - NULL
II - 2D10*10 - D10 Gems - NULL
III - D10*100 - D20 Gems - 1 Minor
IV - 2D10*100 - D20 Gems + 1 Art - 1 Major
V - D100*100 - D10*10 Gems, D10 Art - 1 Artifact
Financial stress is a great source of energy for angry spirits to feed on, so they send goblins to snatch wealth so they can hoard it beneath the earth. The coins gathered in a Nightmare might be from an array of different cultures. Some may even be extinct.
1. Silver Crown
The oldest silver coin, minted by King Stoic, the last king of the City. They feature a crown on one side, and a blank reverse. The words “under the eyes of the king” are etched around the edges.
2. Bronze Scales
The docks have their own currency and their own government that decides how they run things. To certify this union underneath the City’s government, the docks minted their own coins from the unrefined bronze the City used to pay them with. These coins carry a weight amongst sailors and pirates alike.
3. Hierarch Silver
There haven’t been Lunar Hierarchs born since the King died. Still, Hierarch silver is considered the “most real” coin in circulation. They are limited and collector’s hoard them like no other.
4. CS Gold
City Standard Gold is the newest money initiative and considered the default. These coins are many and found in every nook and cranny of the City, though their circulation beyond its walls is still in its infancy.
5. Double Heads
A trick coin that was eventually adopted as part of the City Standard Initiative. These are copies of Hierarch Silver but feature the caricatures of two Hierarchs instead of the singular Hierarch on the heads and their symbol on the tails.
6. Phoenix Tips
An old coin used in Fae times to allow passage to the moon. The single most rare coin in existence. When this is rolled, one character must make a Luck check to see if the entire amount is counterfeit. If not, Phoenix Tips are worth 10 coins each.
7. Silver Serpents
An old coin with a serpent coiling around both sides. The originator of “heads” and “tails.”
8. The Doct Script
Rectangular-ish coins, flat and sharp at the edges. They are a heavy series of coin from a bygone era before the City stood at all. Worthless to all except the most devoted of collectors.
9. Dragon Eyes
The first human currency, used to exchange goods between fae and mortals. They are smooth rock-like coins, with a finger-sized hole carved out of them.
10. Fairy Bones
The carved, iron bones of elves and other fae. Each “coin” is worth 100 CS Gold. Traded primarily amongst dragon slayers and the elder Songbirds.
The Moon covets its gems. They are her children. Horrors carry them from ruins and towns back into the Nightmares below.
1. Sapphires
Found only on the Sunbroke Sea. Miners set up underwater bases to mine the beautiful blue stones. Mermaids use them to barter with dolphins and sharks. 10c.
2. Emeralds
Mined from the Ender Mountains and polished by the various temples resting on the peaks. These green gems are condensed spiritual energy and are used in ghost-related cleansings. 35c.
3. Rubies
Ruby mines stretch below the City and into Aberdeen below. Superstitious academics believe the rubies were the last warning left by the Eco. 20c.
4. Moonstones
Debris from the moon brought by the Eco long ago. These are limited, rare, and extremely valuable. High ranking wizards at the Oolithian Academy have found that the stones have semi-intelligence. 100c.
5. Jurnals
A rough, vanta-black shape. These stones are found near Eco gravesites. Bio-chemists believe they are diseased tumors that grow inside of the Eco’s eyes. 50c.
6. Clenzens
Smooth, sea-green stones with a blue ooze that moves gently inside. Clenzens are found on riverbeds and are often protected by the fish of the region as a religious icon.
7. Star Shards
Meteor showers will bring with them geometric, white crystals that embed in the countryside. Star Shards hold the power of a spell inside of them. 250c.
8. Runemarks
Form when a spell lies dormant on a stone surface for much too long. The concrete or rock molds with the runes drawn on it. Jewelers deal with them as gemstones. 25c.
9. Cats Eyes
Yellow stones with a green iris inside. Often carved and placed in marriage necklaces or other ceremonious jewelry. 30c.
10. Mushroom Rock
A fungal gem that grows as a result of Cuernosis (a fungal disease) in plants. The disease causes plants to grow these small, craterous stones. 55c.
Dungeons generate art on canvas, or stone, or wood. This naturally generated simulacrum of artistry is held up within the City, even above the most legendary of painters. Despite the debates, these pieces continue to sell. When a piece of art is found, roll d1000 (four d10s, each one representing a digit) to determine cost.
If all numbers rolled are the same (3333, 7777, etc) the painting is an entrance to a pocket dimension. High/low to see if it’s inhabited or vacant (could be a dungeon).
Bomb
A stick of dynamite or pipebomb. Used to blow holes in walls and monsters alike.
Buddy Bot
A little orb that floats around your head. +1 inventory slot.
Door Jam
When this is kicked under a door, the door can’t be moved.
Glorious Kerchief
Allows a pet to fly when tied around their neck.
Holographic Skate Tee
Reflects a projectile attack once before being scratched.
Pumped Up Kicks
Allow you to jump really high when pumped up.
Random Potion
Roll for a random potion or two.
Skeleton Dice
2d10. Always roll the combination you want.
The Unscratchable Itch
When wearing this glove, your hand can pass through all matter as if it were water.
Trivial Pursuer
This robot allows you to automatically succeed one Lore-related roll every session.
Unbreakable Stick
It’s a stick about as long as you’d imagine. Only it can’t be broken.
Zardoz’s Magical Gum
Chew this candy and blow a bubble with it. It acts as a hot air balloon as long as you keep it inflated and intact.
Action Figure
Bonds to you when slept with. Whatever you do to it happens to you.
Anarchist’s Hoodie
Makes you invisible or silent while the hood is up. Also a 1-in-6 chance of a bomb being in the pouch each day.
Attachable Robot Arm, 1/4
Looks and acts like Doc-Ock’s arms in Spiderman 2.
Bigger Bombs
Cartoonish bombs with long fuses. Blows up carts, cars, and buildings.
Cat Keyboard
Can be programmed with a song you know and play it hands-free.
Freeze Ray
Save vs. freezing. Needs recharged in direct sunlight after use.
Lab Assistant’s Cloak
Has a 1-in-6 chance of having the item you want in a pocket. Otherwise you pull out a lab rat.
Pair of Mood Rings
Share emotions between each other.
Portable Hole
Cartoonish black hole that leads to small, dark, pocket dimension.
Red Landline Phone
Connects you with the person you most want to talk to.
Switchblade of Returning
Returns to you whenever you flick your hair or wink seductively.
The Princess’s Camera
Take a picture of yourself. If you die, you revert to that version of yourself in that exact spot.
Objects of terrible power and unmitigated horror. Created in the depths of dungeons by the soured dreams of Death. To destroy an artifact it must be returned to the dungeon that created it and the dungeon must be closed. Or a dragon must willingly consume it.
Unending Rod
1/3 of the Lunar Lance, the weapon that killed Love. The Unending Rod can extend infinitely, always remains the same weight, and can retract instantly when commanded.
Unstoppable Rod
1/3 of the Lunar Lance, the weapon that killed Love. The Unstoppable Rod can’t be stopped when thrown. It is currently on the moon.
Immovable Rod
1/3 of the Lunar Lance, the weapon that killed Love. The Immovable Rod can only be moved by its current owner. When left somewhere, even in the air, it is immovable.
Phoenix Bracer
Adjusts and fits perfectly to any wrist. The wearer spontaneously combusts every morning and reforms intact. It always hurts, removing d10 HP permanently until death. Sleeping with someone transfers the bracer to them. If you die with the bracer on, it returns to the last person who had it.
The Emperor
A solid-steel tarot card of the once-reigning emperor Stoic. The holder of this card can speak with beasts and beasts will listen.They must listen. For you are now their emperor.
If used on a human, it will work but part of you will become bestial. Make a hangman on your sheet. Add a body part each time the card is used on a fellow human. When the body is complete, you are lost to your beasthood and must serve the next holder of the card for your remaining life.
Ring of Melancholia
One of the eight rings of sin. Carved from fairy bone and topped with one of Death’s tears, crystalized. No matter where you go, a fog will follow. Everyone within the fog is slowly taken by melancholy. First a general sadness, then fatigue, and then bed-stricken malaise.
For each person affected by the fog, you gain 1 permanent hit point. All who die from the fog rise to serve you.
Leaf’s Bag
A standard, green backpack. It can hold 10 inventory slots inside. Every week, an inventory slot folds in on itself. To get the item in that slot, you must enter the bookbag.
When all slots have folded, they fold again. Inside the bookbag, non-euclidian hallways etch into an abyssal pocket dimension.
Time inside the bookbag is warped. For ever fold of an inventory slot, an extra hour passes in the world while you’re inside the bookbag.
Skeleton Key
These keys are made from princess bones. An old fairy tradition. When touched to a lock, the lock reshapes itself to fit the skeleton key. If used on a door there is a 1-in-6 chance that the door opens to the House of Bones, a strange nightmare of Death. Where all princesses are lost for eternity.
Portal Cloak
A white cape with three black spots. The spots can be removed and placed on any surface. When something passes through one spot, it leaves both other spots simultaneously.
A conflict is any moment that is tense or dangerous. Any moment where things go slow motion and every moment matters. During conflict, time is measured in rounds. A round allows a person to move (closer or further from something), perform a minor action (such as removing an item from inventory or opening a door), and take an action.
Opportunity Attack
When you or anyone else tries to flee from melee combat, those within melee range can use their minor action to make a free attack. This can only be done if they haven’t already used a minor action.
Whenever a natural 20 or a natural 1 is rolled during an attack or a dodge, roll an additional d20 and consult the charts below.
D20 - Critical Attack
1-18. Max damage
19. 2x damage
20. 3x damage
D20 - Critical Defense
1-18. Opportunity attack
19. Opportunity attack
20. Opp. Attack with max damage
D20 - Critical Failure Attack
1. Weapon breaks
2. Disarmed!
3-20. Tripped!
D20 - Critical Failure Defense
1. 3x damage
2. 2x damage
3-20. max damage
Colossus
Bigger things have their stats split into parts, each with their own HP, DC, and turn in initiative. Their physical form isn’t lost until the head or torso is at 0hp. For every limb reduced to 0hp, the DC to attack the torso and head is reduced by 1.
Target - Melee - Ranged
Limbs - DC15 - DC18
Torso - DC12 - DC15
Head - DC18 - DC20
Critical Hits
If three critical hits are landed on a spirit, it loses its physical form immediately.
Memories
If a spirit has a memory listed, the person who lands the killing blow must save or add it to their inventory. Killing another human always creates a memory in the inventory of the killer.
A colossal nightmare bird. They feed on negative emotions, linking to a single person and following them up to a week’s travel away from their place of origin. An Albatross will return unless it’s not Sent after defeat, or if its remains are fully consumed by the one it’s linked to.
HP - Wings 3d10, Tail d10, Torso 3d10, Head 3d10
Attacks one target for 2d10 each.
Remember! Colossal things get multiple turns.
A soldier executed for desertion will be bound to their armor by the empire’s shadow mages. They patrol where they are set and grow hungry for flesh in their permanent life. Animated armor will reform if the ritual emblem they are bound to is not burnt clean from the armor.
HP - d10
Attacks one target for d10
Large, venomous insects that burrow beneath sand to conserve energy, only waking when the tremors of a passerby startles them. They dig pits to trap and paralyze their prey, and use the still-living bodies as cocoons for their transformation. When they hatch, their lacewings are worth 30c a piece.
HP - 3d10
Attacks one target with paralysis. Save ends. Or–
One paralyzed target with burrow for 2d10.
Folk pushed to the brink. Left to starve in settlements by the empire. Or deserters of the empire who can’t find rest. Led by a charismatic or cruel commander. Form gangs with banners and names. No more than thirty members.
HP - 1
Attacks one target for d10
A feminine person, betrayed, scorned, and killed by someone they trusted. They cannot rest, even if their revenge is successful. Their remains must be taken care of and buried proper for the spirit to rest, otherwise they will return.
HP - 3d10
Attacks all targets with horrifying scream. Save ends. Or–
One horrified target for 3d10. Or–
One target on death’s door. Drains 2 death boxes, gains d10 more hp.
The kings and queens of the jungle. Mythic beasts that makes rifles quiver. Hides covered in arrows. Scars that are older and deeper than you. Eyes of the sweetest honey.
HP - 6d10
Attacks three targets for 3d10. Or–
One target with three attacks for 3d10 each.
Memory - gain a point of PHY but you can’t dodge arrows.
Holy ranking of the League of Nations. Pharomancers and warlords. Spreading disease to unruly settlements and raising their dead as militia to spread the hegemon. Always accompanied by 2d10 zombies.
HP - 3d10 + 30 armor
Attacks 1 target with poisoned blade for 2d10. Or–
All targets with scroll of fireball for 3d10. Save for half.
The living network of the desert. Long-lived, hard working, and very loving creatures. They can always find water when left to their own devices. Will lead you into danger if you are cruel to them or if they just don’t like your vibes. HP - d10
Memory - you can’t be led to water.
Little guys. Squirrels, rodents, and so on. Some might have greater cultural importance but this is a catch all for all the little guys you might run into.
HP - 1
The daughters of dragons. The fiercest protectors and worshipers of the land and its rivers. To disrespect the waters is to suffer their wrath. Villages near rivers, lakes, and swamps will snare extra critters to give as gifts to these reptilian queens.
HP - 3d10
Attacks 1 target with grapple. Save ends. Or–
Grappled target with 3d10.
The most extreme followers of the otherworldly patrons. Working in secrecy under cover of night. Always searching for arcane knowledge for rituals. They amass sacrifices to pay the cost of the rituals hoping to summon avatars of their patron.
HP - 1
Attacks 1 target with grapple. Save ends. Or–
Grappled target with ritual dagger for 3d10. Or–
1 target with knife for d10.
Raccoons grown human-sized in their unnaturally long life. Stalk settlements, listening to human squabbles and exacerbate those squabbles through mischief: stealing goods, moving things around, and etching sloppy letters. Their cursed snickers echo from the shadows.
HP - 3d10
Run from physical violence. Will trade trinkets for their life.
Will still trinkets off of you. Roll d10 to see what inventory slot they target.
Weird semi-reconstructions of humans. Forged in the dungeons and the dreams of the moon. Easy to overlook if you’re not paying attention. Seek to kill and replace their original image. Their remains must be burnt at night or they will return.
HP - 1
Attacks 1 target with 2 blade hands for d10 each.
Killing a doppelganger of someone you know puts the corpse memory in your inventory. No save.
Colossal, antlered, lung dragons with seven sets of legs. They can be feathered or scaled. Immortal spirits. Invincible. Born from a mortal who ingests a fallen star and has the legacy to survive the transformation. Their tears contain their memories. Their claws, scales, and horns shed and fall as gifts to the lands they inhabit.
Dragon’s reflect their lands, becoming poisoned by massive toxic thoughts from settlements and the destruction of the natural world. When a well regarded person dies in their stead, the dragon will shed a tear for them, which embeds into the land as living art. Many people outside of the empire believe that if a dragon eats your corpse you will pass gently to the afterlife.
A dragon can give up its life to become part of the land, only doing this when their lands are truly suffering, becoming a river, a mountain, or some other formation that hopefully ends the strife. Dragons are attracted to and protective of fallen stars. These are their eggs.
When you first see a dragon you gain a permanent point of Lore.
The precursor species that inhabited the planet before humans. Tall, monochromatic humanoids with elongated forearms, and holographic eyes (like a cat’s eyes in the night). They created and left behind eco tech, a magi-tech powered by a unique liquid energy that has led to the industrialization and advances of human society.
They are immortal, but as they age their organs polymorph into critters and other animals, escaping from their body as they become part of the land. The prevailing theory found within the Book of Ool is that they fled to the stars, even making a city on the dark side of the moon.
If you ever meet an Eco you gain a permanent point of Reflex.
A heinous force for the League of Nations. Denoted by the large cross they carry and plant whenever they are to begin “judgment.” The Fist of God is a group of twenty soldiers sent by the Queen on her most dangerous of quests. Razing settlements, gathering prisoners of war, and performing executions on the Queen’s biggest detractors.
HP - 3d10 + 20 Armor
Attacks 3 targets with d10 each. Or–
1 target for 3d10.
When the cross is planted, they gain 10hp, recover 1 each round of combat, and deal +d10 fire damage.
Large, mutated snails with armored shells and several flail growths where eyes would go. Attracted to settlements, roads, and other constructions left in the wilderness. They smash and smash until nothing is left and move on to the next.
HP - 3d10 + 20 Armor
Attacks all targets for 2d10. Or–
A structure for 6d10.
Swords possessed by the spirits of those who wielded them. The longer they are left in this world, the more they grow flesh and eyes and arms. The remains must be buried properly, naming the spirit of the possessor, or the sword will return.
HP - d10
Attacks all targets for d10. Or–
One target three times for 3d10.
Rare. Endangered by League of Nation hunts. These mythical animals live in every climate and hide when the sun is up. They are the remaining spirits of Inari. Her children. They eat curses and guide kind spirits to the afterlife. To kill one is to be cursed by Inari. HP - 1
Flees from violence.
When the rich abuse and brutalize their staff, they condemn their poor spirits to the buildings they work in. Gargoyles are the angered workers and laborers of large manors, castles, and forts. They seek to destroy, murder, and eat those who subjugated them. Their remains must be brought to their actual homes, wherever they lived, and buried or the gargoyles reform.
HP - d10
Attacks one target with grapple. Save ends. Or–
Drops a grappled target for 2d10. Or–
One target with claws for d10.
A ghost remains because of love, whether misplaced, unrequited, or true. A love between two or more people, or the love for a family, a place, or an object. The ghost’s memories fade in and out as they remain in this world. To depart they must learn what happened to their love.
HP - 1
Attacks one target with possession. Save ends.
Massive humanoids. Naked. Sleeping. Their skin is warm and alive but uncuttable by mortal blades. Impenetrable. They become the land in their long slumber, only causing trouble with their coughs, sneezes, farts, or as they shift to get comfortable.
Mutated bats with giant ears and gaping maws filled with teeth and forked tongue. They grow elongated arms and legs and wield weapons haphazardly against their prey.
HP - d10
Attacks one target for d10.
Colossal and beautiful. Travel from the deep seas to the surface out of curiosity. Have a language and society. Are often mistaken as violent for “checking out” human vessels as they sail. Or grabbing a human to bring them back to the city at the bottom of the sea…
HP - Limbs (8) - d10, Head -6d10
Attacks a sailing ship for 3d10. Or–
Grapples with each limb. Save ends.
When a princess dies, if her love doesn’t die with her, her spirit will find safety with a snake and grow large with it. The scales of the snake hold the history of her kingdom, of her life and love and dreams. Giant snakes seek to eat tomes and the brains of mages to grow even larger and add to their scaled text.
HP - 10d10
Attacks a target with hypnosis. Save ends. And–
A target with a poisonous bite. Save ends. And–
A target with constriction. Save ends.
Spirits that inhabit objects. Like pots, pans, rocks, etc. Almost any little thing can become a goblin if a spirit fancies it. These are often the spirits of children, or jovial elders. They’ve found the fun in spirithood is playing pranks on the living and general tomfoolery. They are never out to kill or even harm severely. They just want to have a laugh.
HP - 1
Attacks a single target for d10.
The Legion of Nations is home to many fascist, liberals, and their sympathizers. Through propaganda or indoctrination, their army is plentiful with goons, cops, and city guards.
HP - 1
Attacks a target for d10.
A mythic leader of critters in the hills and mountains. The marriage of the majesty of the horse and the nobility of the eagle. To be visited by a griffon is good luck and a blessing.
HP - 6d10
Attacks three targets for d10. Or–
One target for 3d10.
The domesticated and the wild. Friend to humans. Companions on long trips. Beautiful and loyal. A horse can’t forget a face or a scent and will always find water if left to its own devices.
HP - d10
Memory - no horse will trust you.
Eco technology. A war machine that stands like a man. Powered by biology and machine working in tandem. Used to destroy large swathes of land by the Legion of Nations in the last war. Now they are headless and wander old battlefields aimlessly.
HP - 3d10 per limb (arms and legs), 6d10 torso, 30 Armor
Attacks all targets with missiles for 3d10. Or–
A single target with laser. Save or die.
Hungry desert predators, slipping through sand dunes like ocean waves. They pull their prey under the sand to suffocate them before devouring them over the course of weeks.
HP - 3d10
Attacks a single target with grapple. Save ends. Or–
Grappled target with suffocation.
Elite soldiers of the Legion of Nations. They fight on the front lines, pushing the boundary of the Queen’s reach. They burn the forests and settlements and guard the worker while they pave roads in places they don’t belong.
HP - d10
Attacks a single target with two attacks for d10 each.
The huntresses of the plains. Apex predators of the wilds. Their pelts are immune to blades and arrows. They form prides to oppose human encroachment into their lands, mainly those from the Legion of Nations.
HP - 3d10
Attacks a single target with three attacks for d10 each.
Monster hunters and animal protectors. Originating in the Illwood. Their multi-colored and magically woven cloaks denote their age and ranking within the organization. They create tree forts and wooden towers through hilly and forested areas to watch for beasts and fires.
HP - d10
Attacks a single target for d10
These massive sea animals swim peacefully through waters, hovering and living within flooded ruins or shipwrecks. Sailors see them as a sign of treasure or lost goods.
HP - 6d10
Flees from violence.
Spirits warped into the form of a hunting cat with a human face, a lulling singing voice, and a spiked tail. The spirits are often the victims of unjust deaths left to wander the world in search for their own form of justice. The injustice must be corrected for the spirit to rest.
HP - 6d10
Attacks all targets with its sleep-inducing lullaby. Save ends. Or–
A single target for 3d10. Or–
Fires spikes at all targets for d10 each.
Memory - +1 damage against the Legion
Traveler and collector of strange wares. Always willing to trade. Always has weirder things than you’d imagine.
HP - 1
Flees from violence.
Football-sized pill bugs that attach to flesh and turn themselves and the limb to stone. All damage done to them is done to whoever they are attached to.
HP - 1
Attacks one target with passenger and turns to stone.
Nightmare creatures born inside of dungeons. They take on the form of objects, like chests, doors, or other dungeon dressings. They use their long arms to grab songbirds and pull them into their rows of sharp teeth.
HP - d10
Attacks one target for d10.
Ship sinkers and apex predators. Their sleek blackness hides them in the night, and their intelligence makes them skilled and vicious hunters. Often playing with their food, going so far as to psychologically torment them before going in for the kill.
HP - 6d10
Attacks one target for 3d10.
Some spirits cling to where they die and grow vicious in their age. They become the place and everything in it. Can control it, manipulate it, and pull it partially into the dream of Death. The only way to truly remove a poltergeist is to burn the place it inhabits.
HP - ??
Attacks all targets with random objects for d10.
Memory - advantage to vibes checks when indoors.
The Queen’s psychic warriors. Kidnapped and trained from childhood. Only a small percentage of them show any psychic awakening after years of torturous training, and a smaller percentage of them survive to become Psychonauts. They wear unique plug suits that link with their nervous systems, and metal helmets that hone their psychic powers to a razor’s edge.
HP - 3d10 + 30 armor
Read minds. Save ends.
Attacks all targets with powerful psychic abilities for 2d10 each. Or–
Single target with all their might for 6d10.
Mighty birds. The size of buildings. Their homes are hidden away and their hunting range spreads miles upon miles. Often snatch up farm animals or lone travelers.
HP - 10d10
Attacks single target with grapple. Save ends. And–
Single target with beak for 6d10.
Living rug. Waits for its prey to step on it before springing to life, wrapping around and smothering them. All damage done to them is also done to their smothered prey.
HP - d10
Attacks single target with grapple. Save ends. Or–
Grappled target with suffocation.
Mutated beasts filled with neon poison. They radiate a glow in the dark of the night so you can see them stalk you.
HP - 3d10
Attacks single target with paralytic. Save ends. Or–
Single target with two attacks for d10 each. Or–
Two targets with single attack for d10 each.
Floating black cloaks filled with smokey shadow. Created from places of concentrated death. Bells don’t ring in their presence. Attacks a single target with death. Save ends. Anything a shade kills becomes a shade as well.
HP - d10
A mass of twisted soldier corpses. Their weapons fused with their injuries in a disgusting amalgamation. They moan from their many mouths, always seeking the end. A shambler will reform if each of the soldiers that makes it up is not given a proper burial.
HP - 6d10
Attacks all targets with a mournful wail. Save ends. Or–
All targets with bayonets for d10.
Memory - you recognize those who saw horrors in the last war.
Revered as gods of the sea. They protect travelers, are attracted to love, and can even bond with humans.
HP - 3d10
Attacks single target for 6d10.
Memory - you always smell of blood.
The unsleeping dead. Often coated in moss and grave flowers.
HP - 1
Attacks single target for d10.
Injured. Their gang was brutalized. They need your help to get fixed up so they can go back to check for survivors.
HP - d10
Adds d10 damage to one of your attacks.
High ranking saboteurs and ambassadors for the Legion of Nations. They always have a weapon concealed on their person. If they don’t want to be seen, they won’t be.
HP - 3d10
Attacks everyone with smoke bomb. Or–
Backstabs one target for a 3d10 auto-crit. Or–
Three targets with throwing knives for d10.
Massive mosquitos that latch onto flesh to drain its blood. They can hear heartbeats and wait for the slow sleeping rhythm before flying down for a drink.
HP - 1
Attacks one target with passenger. Or–
Drains passenger for 2d10.
When killed, a Stinger inflicts bleed on the passenger.
Eco technology. A forty-foot tall mech that wanders the sea for preservation. Helping the lost, freeing trapped animals, healing injured ones. It carries a big net over its shoulder full of waste collected from the water.
A small hill of earth and grave marking; a living graveyard. It slides and crawls across the earth to collect more dead. Created when monarchs are buried in elaborate mausoleums. They think they rule, even in death.
HP - 10d10
Summons 2d10 skeleton helpers. Or--
Attacks all targets with deafen by ringing the mausoleum bell.
Someone without a home or trying to return to home. Possibly lost. Without an escort or a caravan or company they are taking a big risk in the wilderness. Roll high/low to see if they’re hungry and roll a reaction roll to see how they feel. Flees from violence.
HP - 1
Sometimes Death hears your thoughts. Sees your dreams. And creates your nightmares. A corpse that looks like you, lying mangled in your path. The image of your friend, massacred. Maybe a warning for a trap up ahead. Maybe a moment of sympathy from our sleeping god. But horrifying nonetheless.
When you encounter a visage, roll another random encounter to see how the visage died. Then save. Success means you gain a permanent point of Charisma. Failure means you are horrified until calmed.
Buildings can come alive if they’re the subject to several deaths. Rapid deaths. Or massive deaths. Places of natural disaster. Buildings that have collapsed. The spirits congeal and inhabit the building. Behind the wood and plaster walls are organs and arms that grab. To put a Wall of Flesh to rest, the people killed must be given a proper burial.
Buildings that come alive become non-euclidean. Hallways build into the space of the dead’s lives. Their dreams and hopes and memories. The building is a museum of them. A museum that doesn’t like intruders.
HP - 10d10
Attacks all targets for d10.
Eco tech. Their bio-machines. Not originally built for war but repurposed by the Queen to spread destruction. Mechs and tanks. Ballistics. Autonomous killing drones. Those left for long enough in the wastes lose track of whatever their object was and roam quest-less, looking for a directive.
HP - Limbs 3d10 (up to 8), torso 6d10, head 3d10
Attacks all targets with laser for 6d10.
The sea herself. The singers of her songs. The big shapes under the water. The keepers of ancient lore. The myth goes that Saint Morose was swallowed by a whale and ate it from the inside, devouring its brain to learn sacred knowledge. Then used that knowledge to kill Love.
Coastal civilizations worship the whale and praise when one is beached and they can partake of its flesh. They use every piece of the whale, leaving nothing to waste. They thank the sea for this gift, but quietly as to not wake her.
HP - 10d10
Memory - you can’t hold a tune.
Small spirits. Balls of light that suffered horrible deaths and now feed off pain and suffering. They lead the living into traps, into dangers, and other beasts. If a will-o-wisp touches you, it drains a death box from you. They wait for you to be on death’s door then swirl around you, chuckling all the while.
HP - 1
They speak the ancient tongue. Remember a time before us. Before Ecos. They know the truth and will never share it. Their eyes can mark you for life. The Eco believed they were their fathers. The fathers of all of us. Leaving gifts for them and following them wherever they led.
HP - d10
Attacks single target for d10.
When more than one wolf works together, they make their attacks at the same time with a single roll, adding all of their damage dice together to tear a single target apart.
Mighty, mighty, devourers of the earth. Cavern carvers. Desert destroyers. They fell from the moon and are trapped here. Forever. They sense the sound of footsteps through the sand. They are disgusted by the rumble of machinery in their lands. They dance to the sound of two moon flowers swaying together. The first time you see a Wyrm, your Charisma permanently increases by 1.
HP - 10d10
Attacks all targets with devour. You’re swallowed now. Or–
All structures and vehicles in its path, devouring them.
The twisted spirits of those who hunt dragons. Strike dragons. Try to poison dragons. When they die their spirits are trapped here and grow long and wiry. Scaly. Vicious and forever hungry. The only way they can find rest is to be devoured by the dragon that they sought to smite.
HP - Wings d10, Torso 3d10, head d10, tail d10.
Attacks a single target with its tail for 2d10. Or–
Two targets with claws for d10 each. Or–
All targets with fire breath for 2d10 each.
When a body isn’t given the proper rituals or burned, the spirit lies dormant until nightfall. Under the gaze of her. Our moon.
HP - 1
Attacks a single target for d10.
Health
Damage
Easy Beasties - d10
Medium Beasties - 2d10
Hard Beasties - 3d10
Legendary Beasties - 5d10
Bleed
-1hp at the start of each of your turns until the bleeding is stopped.
Blinded
All navigation or targeting requires a normal Ref check.
Burning
Burns through an inventory slot per turn. When there are no slots, take d10 damage.
Confused
All rolls that don’t succeed are considered fumbles.
Deafened
Unable to communicate vocally. Be quiet.
Death
Start a hangman. Fill in a piece at the beginning of your turn. When it is filled, you die.
Devoured
You are inside of a creature. It crushes one death box per turn until you’re freed.
Drowning
Mark a death box at the start of your turn.
Grappled
You can’t move and all attacks against you automatically hit.
Horrified
You must use your turn to move as far away from the thing that horrified you.
Invisible
Make a normal perception roll to be able to spot an invisible target.
Mournful
You are overcome with melancholy and are unable to do anything but lament.
Paralyzed
You can’t move or take an action on your turn.
Passenger
Something is on you. It doesn’t stop your from moving or taking your action.
Poisoned
You have disadvantage on all rolls, including saves. Medicine and magical healing automatically cures.
Possession
Act on the possessor’s turn and work with them to accomplish their goal.
Prone
Melee attacks against you count as crits if they hit.
Rage
You must attack the person or creature nearest you.
Sleeping
All attacks against a sleeping target auto-hit and count as crits.
Suffocating
Mark a death box at the start of your turn.
These are the texts I like to have on-hand when running Songbirds.
17, 17, 3, 1, 10, 10, 16, 16, 12, 13, 7, 12, 18, 5, 6, 12, 19, 5, 18, 12, 15, 3, 5, 15, 3, 3, 13, 19, 6, 11, 11, 5, 7, 8, 8, 5, 17, 3, 7, 3, 17, 18, 10, 18, 13, 15, 18, 18, 8, 3, 20, 12, 8, 7, 18, 4, 17, 4, 4, 5, 18, 5, 1, 7, 17, 19, 13, 1, 10, 8, 1, 6, 7, 19, 11, 11, 13, 14, 6, 5, 11, 5, 5, 3, 12, 10, 3, 11, 6, 6, 5, 3, 19, 13, 20, 18, 10, 12, 5, 3, 6, 3, 6, 5, 7, 9, 16, 17, 9, 2, 2, 3, 19, 9, 17, 4, 8, 7, 14, 12, 11, 16, 1, 9, 16, 20, 4, 6, 2, 7, 4, 8, 3, 12, 7, 12, 8, 8, 13, 7, 18, 4, 19, 8, 10, 17, 5, 20, 13, 9, 3, 13, 6, 3, 7, 5, 7, 19, 13, 10, 15, 15, 18, 12, 13, 20, 11, 10, 13, 2, 11, 20, 14, 14, 13, 2, 1, 13, 6, 15, 16, 2, 7, 11, 13, 3, 6, 11, 13, 20, 18, , 5, 9, 17, 15, 16, 3, 20, 18, 7, 20, 14, 13, 10, 5, 5, 4, 20, 10, 7, 5, 9, 1, 12, 17, 8, 10, 20, 19, 6, 6, 15, 1, 15, 17, 8, 18, 4, 10, 6, 12, 9, 19, 4, 2, 6, 5, 14, 10, 1, 1, 13, 14, 10, 1, 9, 17, 3, 1, 19, 4, 3, 16, 3, 20, 18, 4, 19, 19, 8, 12, 7, 5, 3, 10, 4, 17, 1, 4, 12, 5, 2, 14, 3, 10, 2, 20, 16, 3, 5, 12, 16, 20, 18, 2, 4, 20, 4, 14, 19, 7, 1, 1, 5, 4, 4, 9, 11, 6, 9, 16, 16, 4, 19, 14, 7, 9, 5, 17, 4, 14, 20, 9, 18, 13, 6, 11, 11, 3, 9, 5, 3, 4, 18, 9, 17, 19, 19, 14, 12, 15, 2, 19, 20, 18, 8, 16, 16, 4, 1, 4, 13, 5, 6, 6, 7, 9, 6, 7, 16, 16, 6, 16, 7, 7, 20, 6, 19, 4, 11, 13, 5, 6, 14, 1, 13, 9, 7, 18, 11, 19, 4, 1, 8, 16, 1, 4, 13, 6, 20, 1, 14, 11, 5, 16, 5, 16, 9, 3, 7, 16, 8, 7, 5, 6, 10, 1, 6, 17, 17, 10, 18, 2, 3, 17, 13, 12, 9, 14, 9, 15, 6, 15, 9, 5, 2, 16, 9, 8, 14, 8, 7, 15, 15, 15, 11, 10, 7, 15, 14, 1, 1, 18, 16, 6, 10, 7, 15, 12, 7, 13, 20, 18, 16, 12, 5, 18, 4, 8, 2, 7, 9, 7, 8, 10, 6, 9, 4, 20, 14, 11, 8, 14, 17, 5, 18, 13, 10, 3, 11, 19, 8, 9, 2, 13, 14, 18, 6, 20, 8, 19, 14, 15, 13, 3, 1, 2, 11, 1, 1, 11, 14, 11, 16, 13, 13, 18, 12, 4, 3, 8, 11, 6, 4, 10, 6, 3, 11, 16, 9, 14, 13, 20, 6, 12, 1, 18, 18, 6, 8, 17, 3, 17, 6, 19, 15, 2, 5, 6, 9, 7, 7, 4, 17, 19, 13, 11, 18, 19, 15, 18, 13, 4, 17, 1, 7, 4, 9, 14, 6, 20, 10, 17, 5, 14, 20, 4, 5, 9, 4, 19, 9, 4, 9, 15, 7, 6, 17, 8, 5, 14, 10, 20, 14, 16, 1, 16, 1, 6, 2, 6, 8, 8, 20, 17, 3, 3, 1, 20, 12, 2, 1, 9, 12, 12, 8, 13, 15, 1, 4, 17, 16, 6, 20, 15, 17, 11, 4, 1, 8, 9, 10, 17, 5, 4, 20, 9, 1, 1, 16, 16, 15, 6, 16, 1, 19, 4, 13, 3, 2, 6, 14, 1, 4, 14, 6, 4, 9, 2, 12, 9, 18, 15, 7, 10, 15, 11, 10, 17, 4, 6, 12, 8, 9, 6, 9, 9, 8, 3, 19, 9, 8, 9, 7, 13, 12, 20, 8, 14, 15, 1, 2, 17, 5, 15, 14, 19, 10, 1, 15, 12, 12, 10, 14, 19, 2, 2, 12, 17, 18, 13, 6, 11, 18, 17, 11, 19, 9, 12, 15, 5, 15, 12, 7, 6, 9, 9, 8, 20, 11, 11, 19, 13, 14, 3, 5, 6, 12, 3, 6, 12, 13, 12, 3, 2, 9, 19, 16, 9, 18, 5, 10, 8, 2, 11, 20, 14, 6, 16, 6, 8, 17, 1, 11, 9, 4, 1, 19, 12, 8, 13, 17, 14, 14, 3, 16, 2, 5, 8, 17, 15, 11, 12, 6, 20, 13, 2, 1, 20, 18, 2, 6, 7, 12, 4, 8, 7, 5, 20, 15, 9, 18, 9, 5, 19, 18, 20, 10, 6, 9, 13, 4, 1, 6, 11, 8, 12, 7, 1, 10, 19, 17, 4, 3, 19, 9, 11, 1, 13, 5, 5, 16, 7, 13, 3, 9, 10, 2, 18, 19, 17, 13, 15, 3, 1, 8, 20, 15, 16, 4, 12, 5, 9, 17, 20, 1, 18, 2, 8, 12, 20, 6, 8, 5, 18, 16, 17, 15, 5, 4, 17, 12, 13, 20, 15, 5, 12, 2, 19, 16, 11, 6, 10, 20, 2, 3, 13, 4, 5, 18, 15, 6, 6, 11, 5, 8, 4, 7, 1, 16, 18, 10, 18, 14, 18, 15, 19, 20, 4, 10, 13, 4, 15, 6, 4, 13, 2, 20, 6, 2, 12, 16, 5, 17, 16, 17, 3, 8, 15, 3, 7, 8, 4, 2, 15, 12, 17, 16, 20, 15, 15, 13, 15, 17, 2, 14, 1, 1, 3, 11, 11, 6, 8, 2, 5, 18, 7, 12, 1, 19, 11, 17, 16, 18, 6, 20, 2, 3, 11, 10, 10, 5, 9, 9, 5, 2, 9, 15, 4, 19, 13, 11, 15, 14, 11, 19, 15, 10, 8, 11, 4, 3, 17, 2, 11, 2, 3, 7, 15, 11, 7, 14, 2, 9, 3, 17, 12, 17, 6, 12, 14, 1, 1, 13, 12, 12, 18, 8, 13, 5, 8, 13, 16, 18, 1, 2, 13, 3, 4, 3, 10, 6, 17, 1, 7, 16, 8, 20, 7, 19, 10, 9, 20, 6, 1, 11, 1, 5, 1, 8, 1, 3, 18, 1, 20, 14, 20, 10, 1, 12, 18, 6, 12, 8, 18, 11, 3, 3, 12, 12, 10, 3, 14, 15, 13, 20, 12, 19, 16, 1, 5, 6, 1, 6, 1, 6, 6, 3, 6, 7, 4, 6, 18, 3, 11, 10, 17, 10, 18, 19, 9, 12, 16, 19, 10, 2, 19, 12, 4, 8, 17, 10, 5, 3, 10, 1, 7, 17, 19, 9, 7, 2, 2, 20, 13, 4, 17, 3, 15, 6, 12, 16, 2, 11, 16, 3, 14, 8, 18, 9, 20, 10, 12, 18, 7, 10, 1, 9, 16, 1, 9, 3, 1, 3, 15, 19, 13, 8, 6, 20, 20, 19, 13, 1, 4, 8, 12, 6, 5, 15, 3, 5, 18, 8, 14, 19, 7, 9, 8, 14, 11, 12, 20, 13, 6, 4, 19, 16, 16, 14, 5, 9, 9, 19, 19, 9, 6, 2, 18, 4, 16, 2, 11, 19, 12, 20, 16, 5, 5, 6, 20, 4, 3, 14, 2, 12, 5, 19, 5, 4, 9, 7, 12, 17, 7, 14, 9, 3, 19, 14, 6, 13, 6, 2, 11, 10, 4, 2, 7, 3, 20, 2, 16, 6, 17, 17, 1, 18, 5, 10, 3, 7, 11, 20, 14, 5, 12, 5, 8, 7, 6, 1, 20, 6, 8, 13, 1, 19, 15, 3, 6, 1, 20, 19, 7, 1, 12, 20, 2, 6, 12, 15, 15, 9, 11, 15, 10, 18, 11, 3, 2, 5, 7, 11, 12, 3, 18, 7, 18, 12, 10, 11, 19, 20, 8, 5, 7, 14, 14, 2, 1, 17, 3, 10, 15, 4, 17, 5, 17, 6, 3, 4, 3, 20, 15, 19, 19, 1, 19, 12, 12
10, 2, 3, 1, 3, 1, 9, 1, 8, 1, 5, 8, 2, 8, 10, 3, 3, 5, 1, 5, 4, 7, 2, 9, 9, 6, 9, 1, 7, 9, 10, 10
7, 10, 5, 3, 10, 4, 9, 1, 6, 1, 1, 8, 1, 2, 3, 6, 6, 4, 4, 7, 9, 10, 1, 2, 8, 8, 7, 10, 3, 9, 8, 6
10, 6, 9, 1, 8, 6, 10, 3, 3, 1, 3, 1, 3, 5, 4, 3, 10, 10, 5, 1, 1, 10, 2, 7, 3, 5, 5, 7, 4, 2, 5, 8
4, 10, 5, 10, 7, 8, 4, 3, 6, 9, 4, 9, 7, 2, 1, 6, 4, 4, 8, 9, 8, 2, 10, 6, 9, 8, 2, 9, 10, 4, 4, 2
10, 4, 2, 7, 9, 5, 6, 8, 2, 2, 1, 6, 8, 1, 1, 9, 4, 9, 9, 5, 8, 7, 2, 8, 3, 2, 7, 5, 3, 6, 4, 3
10, 8, 6, 1, 8, 2, 2, 6, 2, 5, 2, 3, 2, 4, 1, 9, 2, 7, 3, 2, 8, 3, 5, 8, 3, 1, 3, 8, 10, 4, 1, 5
1, 1, 6, 5, 2, 9, 5, 5, 5, 5, 5, 4, 5, 10, 2, 2, 9, 9, 5, 10, 5, 2, 5, 5, 4, 8, 3, 6, 1, 7, 6, 3
7, 1, 9, 7, 3, 8, 4, 5, 8, 7, 3, 8, 8, 3, 9, 3, 8, 4, 4, 5, 2, 6, 1, 1, 2, 9, 1, 3, 1, 6, 4, 6
8, 9, 5, 8, 5, 3, 10, 10, 3, 4, 6, 2, 9, 9, 1, 9, 10, 5, 4, 9, 10, 10, 8, 6, 3, 5, 2, 9, 1, 4, 8, 10
1, 2, 6, 7, 2, 2, 10, 1, 4, 7, 8, 7, 10, 3, 5, 2, 7, 2, 3, 6, 2, 5, 9, 5, 3, 1, 3, 10, 3, 3, 10, 7|
8, 10, 7, 6, 1, 4, 4, 5, 10, 7, 10, 9, 8, 1, 1, 2, 6, 3, 10, 2, 2, 9, 4, 4, 3, 3, 1, 10, 6, 3, 4, 4
6, 7, 8, 7, 9, 10, 7, 2, 10, 5, 8, 9, 8, 4, 2, 2, 6, 9, 7, 5, 4, 2, 3, 1, 2, 6, 6, 5, 2, 6, 5, 5
2, 9, 1, 1, 8, 2, 8, 10, 1, 7, 8, 2, 3, 2, 5, 8, 6, 10, 7, 4, 5, 5, 2, 9, 8, 10, 4, 2, 9, 9, 7, 4
4, 4, 3, 7, 8, 7, 10, 4, 7, 2, 8, 2, 2, 5, 9, 7, 5, 8, 6, 2, 7, 8, 1, 6, 10, 6, 2, 4, 6, 3, 1, 7
4, 4, 5, 8, 3, 3, 5, 3, 2, 10, 4, 3, 3, 8, 10, 4, 3, 4, 6, 10, 9, 10, 5, 5, 5, 10, 5, 1, 10, 8, 8, 2
7, 7, 10, 5, 9, 6, 7, 2, 4, 10, 5, 2, 3, 10, 9, 8, 3, 9, 4, 5, 4, 8, 7, 5, 2, 3, 7, 4, 7, 1, 6, 10
3, 7, 4, 9, 6, 8, 8, 3, 5, 7, 8, 10, 2, 7, 7, 1, 5, 1, 7, 9, 5, 3, 5, 3, 2, 1, 3, 5, 1, 1, 9, 9
8, 1, 2, 4, 9, 2, 10, 8, 8, 2, 5, 2, 3, 8, 4, 3, 6, 10, 10, 8, 1, 9, 7, 3, 10, 7, 5, 2, 1, 1, 5, 10
8, 2, 5, 9, 3, 3, 3, 2, 4, 8, 4, 3, 5, 6, 1, 6, 8, 5, 5, 3, 10, 8, 8, 5, 5, 1, 5, 1, 3, 2, 3, 3
3, 9, 9, 3, 9, 4, 6, 10, 3, 7, 3, 1, 2, 3, 4, 4, 9, 3, 8, 6, 7, 2, 1, 6, 2, 7, 3, 10, 10, 1, 6, 3
2, 3, 9, 3, 10, 1, 6, 8, 7, 4, 2, 5, 9, 1, 7, 7, 3, 3, 9, 8, 3, 4, 9, 9, 3, 2, 4, 4, 4, 2, 5, 3
8, 1, 3, 4, 9, 7, 5, 5, 7, 9, 8, 5, 1, 8, 2, 8, 7, 3, 8, 8, 6, 2, 5, 9, 3, 6, 4, 3, 6, 7, 2, 2
1, 2, 2, 8, 2, 1, 5, 1, 5, 8, 9, 10, 8, 10, 10, 9, 7, 6, 4, 7, 4, 5, 8, 6, 2, 8, 8, 6, 2, 10, 3, 7
8, 8, 4, 1, 4, 9, 10, 2, 1, 10, 3, 5, 5, 3, 10, 10, 2, 3, 7, 9, 10, 7, 9, 10, 4, 8, 1, 1, 9, 8, 6, 5
9, 8, 9, 9, 8, 8, 8, 8, 4, 7, 7, 5, 7, 1, 9, 7, 4, 2, 6, 1, 2, 9, 6, 7, 6, 7, 1, 8, 3, 9, 6, 3
2, 9, 7, 8, 10, 2, 3, 1, 2, 3, 8, 10, 9, 6, 3, 4, 3, 4, 9, 2, 5, 4, 8, 6, 9, 1, 9, 10, 2, 10, 9, 6
6, 1, 3, 2, 10, 6, 4, 6, 8, 1, 1, 2, 5, 2, 4, 7, 6, 10, 10, 3, 1, 9, 2, 9, 4, 4, 10, 6, 10, 3, 2, 2
1, 2, 1, 7, 3, 7, 1, 5, 8, 7, 7, 5, 5, 9, 2, 9, 8, 6, 5, 1, 7, 5, 10, 4, 9, 3, 5, 10, 3, 5, 5, 2
10, 3, 10, 6, 7, 6, 2, 7, 4, 6, 6, 1, 9, 5, 3, 1, 1, 2, 4, 3, 7, 9, 3, 1, 8, 4, 5, 5, 2, 6, 9, 8
9, 5, 8, 7, 6, 1, 7, 8, 2, 2, 3, 4, 3, 6, 6, 10, 8, 6, 4, 4, 3, 10, 8, 6, 9, 7, 6, 7, 1, 3, 4, 4
8, 10, 9, 6, 4, 7, 8, 5, 10, 5, 1, 2, 7, 10, 3, 4, 3, 10, 5, 8, 1, 3, 9, 5, 1, 2, 10, 6, 4, 9, 4, 5
6, 7, 2, 2, 5, 8, 9, 4, 1, 10, 6, 1, 5, 5, 9, 8, 9, 3, 5, 6, 1, 7, 6, 7, 3, 3, 5, 8, 1, 10, 8, 7
7, 5, 10, 1, 1, 10, 7, 3, 2, 2, 6, 5, 5, 4, 2, 3, 2, 9, 6, 3, 6, 4, 3, 5, 7, 4, 10, 2, 4, 4, 3, 6
7, 2, 8, 6, 10, 3, 10, 8, 2, 3, 9, 10, 4, 10, 1, 2, 9, 8, 7, 10, 10, 10, 2, 9, 1, 6, 3, 1, 6, 4, 9, 10
10, 3, 7, 1, 1, 2, 8, 5, 3, 9, 10, 2, 9, 8, 6, 6, 4, 5, 4, 4, 3, 6, 8, 7, 8, 8, 1, 4, 8, 5, 8, 5
10, 6, 2, 9, 4, 9, 6, 2, 5, 4, 6, 2, 9, 4, 8, 2, 3, 8, 3, 6, 10, 2, 10, 3, 2, 8, 6, 10, 7, 5, 2, 5
5, 3, 1, 5, 6, 1, 4, 9, 4, 8, 2, 2, 3, 10, 8, 2, 6, 5, 1, 7, 8, 7, 7, 1, 10, 9, 10, 5, 6, 6, 2, 5
6, 5, 3, 9, 3, 6, 2, 2, 5, 6, 2, 10, 3, 8, 4, 1, 2, 5, 1, 2, 8, 7, 7, 3, 10, 10, 5, 2, 3, 10, 7, 1
5, 8, 7, 10, 9, 5, 8, 3, 2, 3, 8, 9, 10, 6, 1, 4, 2, 2, 3, 2, 6, 5, 6, 3, 5, 10, 8, 5, 2, 10, 2, 5
4, 6, 8, 10, 7, 2, 5, 7, 1, 6, 5, 3, 1, 2, 7, 5, 9, 4, 8, 5, 7, 7, 4, 7, 3, 6, 9, 9, 1, 6, 7, 7
5, 1, 10, 3, 9, 4, 6, 5, 5, 7, 1, 10, 4, 6, 5, 7, 4, 7, 10, 7, 4, 1, 4, 6, 8, 3, 3, 2, 9, 6, 2, 10
1. Explosion! You are at death’s door.
2-3. Both sodas cancel each other out. Useless.
4-8. Combination creates Sentient poisonous cloud.
9-15. Combination creates new weather in area.
16-25. The smell attracts giant bees to area.
26-35. Combination creates dungeon slime
36-90. Both sodas take effect just fine.
91-99. One soda lasts twice as long.
100. One of the soda’s effects is now permanent.
Taking drugs increases a Stat temporarily for a segement of time and drains 1hp.
Alcohol, nicotine (smoked and otherwise) and prescription amphetamines are legal in the City and cost:
Other drugs have to be located at your own discretion.
Alcohol
Hanz Schnaps, Fireworks whiskey. +1 to PHY, -1hp.
Nicotine
Old Guards or Bloody’s (Reds). +1 to LOR, -1hp.
Amphetamines
Juice, Speed.. +1 REF, -1hp.
Gravidaphed
Cream made from “nightmare stuff.” +1 LOR, -1hp.