1d12.12 Improvised Weapons


1.1 Beer bottle (broken)
1.2 Wine bottle (intact)
1.3 Bar stool
1.4 Table leg (nails sticking out)
1.5 Pool cue
1.6 Ice bucket
1.7 Beer barrel
1.8 Corkscrew
1.9 Spittoon
1.10 Guitar
1.11 Saxophone
1.12 Cymbals
2.1 Drumsticks
2.2 Mic stand
2.3 Steel serving platter
2.4 Dinner plate
2.5 Pitcher
2.6 Frying pan
2.7 Tea kettle
2.8 Spatula
2.9 Tongs
2.10 Cheese grater
2.11 Potato peeler
2.12 Honing steel
3.1 Ladle
3.2 Fork
3.3 Pepper grinder
3.4 Can opener
3.5 Can of beans (name brand)
3.6 Chili powder
3.7 Salt shaker/table salt
3.8 Soup
3.9 Custard pie
3.10 Silver candlestick (heavy)
3.11 Fire poker
3.12 Bedpan
4.1 Lamp
4.2 Oil lamp
4.3 Candle
4.4 Vase (tasteful glass)
4.5 Vase (gaudy ceramic, huge)
4.6 Painting
4.7 Letter opener
4.8 Fountain pen
4.9 Pencil
4.10 Typewriter (cast iron, really heavy)
4.11 Dictionary (hardcover desk reference)
4.12 Encyclopedia set
5.1 Exacto knife
5.2 Sewing shears
5.3 Knitting needles
5.4 Clothes iron
5.5 Flower pot
5.6 Garden hose
5.7 Wheel barrow
5.8 Shovel
5.9 Trowel
5.10 Milk crate
5.11 5-Gallon bucket
5.12 Assorted household chemicals
6.1 Broom
6.2 Push broom
6.3 Mop
6.4 Fire extinguisher
6.5 Wood crate
6.6 Forklift
6.7 Cargo loader exosuit
6.8 Mains power
6.9 Welding torch
6.10 Nail gun
6.11 Sledge hammer
6.12 Claw hammer
7.1 Screwdriver
7.2 Crowbar
7.3 Meat hook
7.4 Pipe wrench
7.5 Cordless drill
7.6 Awl
7.7 Chisel
7.8 Handsaw
7.9 Chainsaw
7.10 Wood chipper
7.11 Circular saw blade
7.12 WD-40
8.1 2x4
8.2 Rebar
8.3 Brick
8.4 Cinderblock
8.5 Rock
8.6 Gravel
8.7 Sand
8.8 Broken glass
8.9 Nails
8.10 Thumbtacks
8.11 Folding chair
8.12 Fluorescent light tube
9.1 Bike chain and lock
9.2 Sack of coins
9.3 Roll of quarters
9.4 Tire iron
9.5 Gas can
9.6 Car door
9.7 1986 Oldsmobile Cutlass
9.8 Traffic cone
9.9 Spray paint
9.10 Hairspray and lighter
9.11 Straight razor
9.12 Cane
10.1 Umbrella
10.2 Heavy duty flashlight
10.3 Scarf
10.4 Wet towel
10.5 Sandal
10.6 Thurible
10.7 Bible/hymnal
10.8 Horseshoes
10.9 Anvil
10.10 Ball bearings
10.11 Stick
10.12 Flaming stick/log (fresh out of a fire)
11.1 Tent spike
11.2 Bear trap
11.3 Oar
11.4 Anchor
11.5 Snowboard
11.6 Ice axe
11.7 Ice skates
11.8 Hockey stick
11.9 Baseball bat
11.10 Cricket bat
11.11 Kettle bell
11.12 Jump rope
12.1 Bowling ball
12.2 wasp nest
12.3 Squirrel
12.4 Snake
12.5 Cat (angry)
12.6 Chicken (live)
12.7 Chicken (plucked, raw)
12.8 Chicken (rubber)
12.9 Horse
12.10 Herd of cattle
12.11 Pigs
12.12 Beehive

1d66 False Eyes




Should your character lose an eye, they have options. (These ocular prostheses don't restore sight in the missing eye unless noted.)


11 Normal glass. A perfectly serviceable prosthetic that fits comfortably and looks good.

12 Exquisite glass. An absolute masterpiece of glassblowing that perfectly replicates the original eye. Undetectable even up close and indispensable for pranks.

13 Custom glass. Handblown and designed to look like anything except a natural eye. The whole piece is uniformly patterned without a discernable sclera or iris and is (d12):

1 Solid black
2 Robin's egg blue
3 Rust red
4 Milky white
5 Iridescent violet
6 Metallic silver
7 Dichroic foil
8 Marigold millefiori
9 Spiraling canework
10 Ultra-fine multicolored concentric circles
11 Compound eye
12 Uranium glass

14 Prism. Internally faceted crystal backed with platinum foil. Sparkles and casts rainbows in natural daylight.

15 Flashy. Gold inlaid with precious gems in a stylized eye motif. Opal for the sclera, delicate spinal veins, a heliotrope and peridot iris, and black tourmaline pupil. Expensive, gorgeous, and an excellent target for thieves.

16 Livery. An unambiguous sign of friendship, allegiance, or favor with a specific faction or figure. Usually are fine porcelain glazed in the giver's colors and bearing their emblem. Wearing one is an obvious declaration of mutual loyalty and support. Wearing one falsely will get you killed.

21 Cache. A hollow enameled silver sphere that can be removed and opened. Able to securely and discreetly store small items.

22 Locator. Simple acrylic made to match the remaining eye and be supremely unobtrusive. Contains an embedded long-range transponder that lets the wearer be tracked and act as a homing beacon. Can't be turned off but can be shielded.

23 Camera. Black acrylic with a waterproof dataport on the back and a front that matches the wearer's remaining eye. Can covertly record video and still images. Must be removed and physically connected to another system to display or print the captured images. Has macro and telephoto modes, the wearer can't close their eye while using the telephoto function.

24 Radiator. A sturdy aluminum shell containing yards of hair-thin copper wire wrapped around pressed asbestos wafers and joined into a circuit by a tiny ruby. Keeps the wearer comfortably warm and prevents death or injury from cold exposure. Doesn't protect against overheating or burning.

25 Viper. A white ceramic sphere molded with dozens of deep pits encased in dark tinted glass. Lets the wearer see infrared light and heat signatures within their missing eye's field of vision.

26 Scanner. A translucent black acrylic sphere with a glowing blood red LED pupil. Grants lightly pixelated monochrome vision in red. Scans and analyzes the wearer's surroundings, highlighting items of interest and threats with a scrolling text summary of the data. Occasionally attempts to phone home.

31 Familiar. Translucent milky-white acrylic with a transparent lavender star-shaped iris and no pupil. Shows the wearer a cute cartoony creature that acts like a real flesh-and-blood pet, demanding care and attention. Might be real. Doesn't disappear when the eye is removed. Invisible to others.

32 Sentient. A polished dark bronze sphere full of clockwork ticking just on the edge of hearing. Can see and hear what happens around it unimpeded by the wearer's skull and talk to its wearer through bone conduction. Highly opinionated. Will act as an advisor if treated with respect.

33 Quartermaster's. Polished and waxed rosewood inlaid with a gold ring. Lets the wearer accurately count, inventory, and appraise items at a glance.

34 Surveyor's. A hollow high-vis orange enameled steel sphere with a clear crystal lens. Five tiny lead weights hang on fine chains inside and can swing freely. Lets the wearer instinctively measure distances, angles, and dimensions by sight with pinpoint precision.

35 Archeologist's. Half white-veined black marble, half blue lace agate. Lets the wearer see through earth and stone to spot tunnels, halls, chambers, and other buried things. Takes practice to learn to focus beyond the surface of objects instead of on them.

36 Hunter's. Translucent prehnite with an inlaid vertical oval obsidian pupil. Lets the wearer see normally in the dark and in grayscale in absolute darknesPermanently alters the wearer's visual processing to prioritize movement and causes eyeshine in both the remaining eye and prosthetic.

41 Occultist's. Wafers of baleen and narwhal ivory riveted together with electrum pins. Lets the wearer see arcane energy fields, thaumaturgic residue, and ionizing radiation.

42 Vital. Polished ironwood decorated with a fine network of pyrographic veins. Lets the wearer see souls and other electromagnetic fields associated with living things within their missing eye's field of vision.

43 Discerning. Ivory set with a horizontal pupil of polished horn. Lets the wearer see truth and lies as illusory clouds of smoke and flying embers.

44 Voyeur. Carnelian with an inlaid smoky quartz iris. Lets the wearer see through a target's eyes. A target can be anything with eyes that they know exists.

45 Mariner's. Polished red coral set with a pale orange horizontal oval pupil of conch pearl. Prevents the wearer from drowning but doesn't make breathing water hurt any less.

46 Endless. Amber glass holding suspended gold flakes and a skull-shaped bubble in the center. Prevents the wearer from dying but doesn't protect them from injury. Can't be removed by the wearer.

51 Grave. An embalmed eye taken from a raised corpse at least three months dead, packed with a mix of powdered frankincense and cedar sawdust then coated in clear lacquer. Causes the dead and undead to treat the wearer as one of their own.

52 Incorruptible. Tannin-blackened bog oak inlaid with radiating dendritic veins of partially polished bog iron. Protects the wearer from aging and decay as long as they fully submerge themselves in a wetland for a day every year.

53 Frogspawn. A gelatinous mass of thousands of minuscule clear eggs. Produces 1 adult poison dart frog each day. Requires eye drops to keep moist.

54 Milk. A flexible casein shell half-filled with fresh milk, sloshes quietly as it moves. Can provide 1 person with rations for 3 days or feed an unweaned baby or animal indefinitely.

55 Basilisk. Crackled celadon porcelain with a verdegris-coated copper iris and cast iron pupil. Causes anything the wearer stares at to start degrading at an accelerated rate until it ignites or crumbles to dust. The larger an item is the longer it takes to destroy. Small items take about a minute to crumble. Blinking or looking away halts the effect permanently.

56 Evil. A delicate cobalt blown glass bubble with a web of fine glass filaments strung across the inside and a nazar motif decorating the front. Absorbs and contains curses directed at the wearer and lets them lay stored curses on others. Doesn't let the wearer know what the curses are. Shatters if used too strenuously.

61 Hospitable. A hollow electrum sphere scribed inside and out with runes of corporeal and spiritual dissolution, absorption, and containment. The pupil is a pierced hole covered by irising plates of obsidian that the wearer can open and close at will. 2-in-6 chance the eye is empty, otherwise it contains a supernatural entity that's:

Power (d10):
1 Attenuated
2-3 Weak
4-6 Modest
7-8 Strong
9 Legendary
10 Godlike

Temperament (d20, roll twice on odds):
1 Benevolent
2 Charismatic
3 Kind/caring
4 A liar
5 Omnicidal
6 Patient
7 Conniving
8 Chill
9 Straightforward
10 Formal
11 Unhinged
12 Melancholy
13 Selfish
14 Vain
15 Bloodthirsty
16 Protective
17 Possessive
18 Greedy
19 Lazy
20 Proud

Make a reaction roll on first contact.

62 Seer's. A simple crystal quartz ball. Shows the most likely consequences of the wearer's next decision. Needs to be consciously focused on to activate. The harder the wearer concentrates, the farther into the future the vision reveals.

63 Mirror. Nine lightweight silvered glass spheres nested inside each other and held apart by tiny diamond posts. Lets the wearer see out of any reflective surface. Difficult to maintain focus. Do not look directly at self while in operation.

64 Transferal. Blackened iridium set with a triangular aquamarine iris. Lets the wearer transport a target in their line of sight to any location they've seen before.

65 Rewind. Nephrite jade carved with a shallow organic unicursal meander pattern. Lets the wearer reverse the flow of time for a creature or object in their line of sight, sending the target up to 30 seconds back down their causal path and undoing any events that occurred in the rewound interval. Gets hot enough to burn if used too many times in quick succession. Melts if pushed to rewind a target past 30 seconds.

66 Transplanted. A healthy intact eye from an organ donor. Requires surgery to implant and likely won't match the recipient's remaining eye, but fully restores sight. Carries a risk of infection, rejection, haunting, inadvertent acceptance of a pre-existing pact, itching, dryness, and headaches.


A Note on Dragons


There is a common misconception that dragons are living creatures. Oversized reptiles that are magical and long-lived with varying degrees of intelligence, but ultimately just reptiles. They are not. Dragons are not alive in any way we would recognize. They're walking calamities, natural disasters incarnated and loosed on the world.

The mere presence of a dragon warps reality around it, causing unpredictable and unnatural changes in the physical world and any creatures unfortunate enough to be exposed. At this time the exact mode of action of a dragon's destructive field is unknown. The prevailing thought is that the extreme mutagenic and corrosive effects are caused by the hyper-concentrated zones of arcane energy dragons radiate. Unfortunately there are no solid studies to support the hypothesis yet since none of the research teams who have attempted entering dragon wastes have survived long enough to collect significant amounts of data.

What we do know from the few successful dissections we have on record is that dragons are anatomically very similar to lighter-than-air vehicles like ornithopters. Their wings are only used for propulsion and steering while the lift for their flight is generated by dozens of helium bladders distributed throughout their bodies. The helium itself is a byproduct of the internal fusion reaction that dragons use to sustain themselves and generate the energy for their destructive breath.

This lighter-than-air method of locomotion is key to dragons' ability to effortlessly fly long distances. In theory they could stay aloft forever since they don't actually need to eat and can subsist off atmospheric hydrogen and carbon dioxide alone. Unfortunately dragons enjoy eating so we'll continue to encounter them for the foreseeable future.

We also know that dragons don't reproduce. They don't lay or hatch from eggs and don't birth offspring. Eyewitness accounts of draconic generation, known as apodracosis, confirm that every dragon was once another creature which was transformed into a dragon. The exact form of the nascent dragon depends on several factors: What the creature was before the curse took hold, the strength of any nearby thaumaturgic fields, and most critically their emotional state at the moment of transformation. Greed is the usual catalyst of an apodraconic event, but all-consuming rage, pride, hatred, defiance, and betrayal are common instigators as well. In rare instances dragons can form from emotions that are generally considered positive, such as love, loyalty, curiosity, determination, and selflessness. The resulting dragons are just as terrible as the more common specimens, exhibiting a twisted form of their inciting emotion and an even greater drive to seek out living things.

It's always preferable to prevent the creation of a new dragon rather than slay one that has already developed. Should you encounter something or someone displaying the early symptoms of dracosis, don't hesitate.

Talking About My Work/Myself



I both love and hate talking about my work and myself* and it depends entirely on the context of the conversation, which is true for most people if we're being honest. The main variables that determine how I feel about discussing myself are the venue and current topic of the conversation.

I really don't like talking about myself unprompted in a public venue, like social media or a general discord channel on an open server. If it's relevant to the current conversation, like somebody else has already mentioned me/one of my projects** or someone's asking for recommendations and I really think something I've made fits what they're looking for, then I'll chime in and share. Otherwise I try not to talk about myself or post my stuff that much because I don't want to draw attention away from the actual topic to myself.*** It might be a symptom of past over-exposure to twitter and kickstarter but routinely posting about myself feels fake and marketing-esque, and I don't want to inflict that on people. It gets old fast and I don't want to burn folks out.

I do like talking in smaller more private spaces like DMs or voice chats where it doesn't feel like I'm derailing an ongoing conversation. I'm proud of the things I've made. I think they're good, and talking about them and the process of making them is a fun look back at how I've changed and grown as a creator. I also like talking about the things I'm currently working on because I'm excited about them, they're on my mind, and talking about projects and ideas helps me develop them.

A lot of times if I'm having trouble with a project talking it over with someone can help me unsnarl the issue or make connections and come up with new ideas and details to get me going again. I'm grateful that there are folks willing to listen to me ramble (sometimes at length) about whatever's on my mind. Thank you for being the wall I throw spaghetti at. Even so, I still try to restrain myself and refrain from talking about my work unless the subject comes up naturally.

I might be too hard on myself. It's good to have confidence in your skills and be proud of your accomplishments, and it's not actually rude to talk about yourself. I could probably hype myself up a little more without it being obnoxious, but I'd still rather not. For me the point of writing RPG material is to create something fun that folks can enjoy, not make a name for myself. The focus should be on the work and playing games, not me, so it's important to stay chill and just make things. Work that can stand on its own and speak for itself.





* When I say talking about "myself" I mean in a creative capacity. My current projects, ideas, and what I'm working on/doing/have done related to writing, not my personal life and experiences. This is all about the craft.

** I actually love hearing that folks have used/played my stuff and had fun with it. That's why I write it, so folks can use it and have a good time with their friends. There's a reason why everything I make has "Have fun!" on it somewhere.

*** Yes, I realize the irony of this post.