Sunday, February 17, 2019

Monsters Want Us to be Them (three d5 adventure seed tables)

Well, rarely consciously, but it is the instinct of the beings of the underworld and outer-weird to increase their numbers. These zones are, on a fundamental level, parts of the gods of howling madness (that which came before and after the multiverse reared its ineffable head like some kind of Gozu-birth).

So the denizens recruit mutants, the corrupted, and the damned into their ranks. The simplest method is through cults. Zones of weirdness, evil satellites, strange stars, monsters, even the howling gods themselves, they all send little Shaver Mystery-style signals into the brains of the susceptible.

Humans are also unfortunately prone to depravity on their own. Even those who start out virtuous may become monsters after seeing enough death or hardship. It's so much easier to just give in. You'll be rewarded for it, in fact. You'll come to see that it will help people, in the end, if you follow the twisted logic. Just give in.
Roll 3d5 to hatch a plot
Corruption's roots:
  1. Underworld
  2. Outer-weird
  3. Psychic vestiges
  4. Imprisoned god
  5. Strange entity
Corruption's Mode
  1. Cult
  2. Serial Murders
  3. Government Corruption
  4. Nihilism
  5. Inquisition
Corruption's Boons
  1. Mutations: The tools will have hidden corruptions of flesh that they reveal when the jig is up or they are ready to kill.
  2. Minions: Gifted with servitors that act as lieutenants, shadowy henchmen, or bodyguards. Another possibility is that followers will take on inhuman aspects.
  3. Might of arms: Superior combat skills, secret techniques, or unearthly defenses.
  4. Magic secrets: Spells or items that are hard to come by. Ritual knowledge to bring more evil into the world common.
  5. Merging: The tool will start to manifest aspects and powers of the roots. If the agenda is carried far enough, the tool will become the root incarnate.


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Typo hunting appreciated.

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