24XX Dying Sun 1.1 SPREADS

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CENTURIES AGO, the world was a lush paradise of Most folks struggle to adapt under the unwavering

fantasy tales. But then came the ARCANE WARS, fist of the Sorcerer-Kings, rulers of the few
when the Archmages toppled kingdoms and their remaining city-states. But not you: You are a
Defiling Sorcery desecrated the land into a broken wastelander, a survivor, and maybe even the only
wasteland. Now, even the Sun is dying. hope for those in need under the DYING SUN.

► d20 quests ► d12 Magical Mishaps, which occur on a Spellcasting


1 (re)capture a dangerous? prison escapee Disaster and on each nat-1 when Defiling.
2 Slay a huge beast terrorizing the vicinity 1 The spell affects much more/less than intended.
3 Retrieve rumored treasure from beast-ridden ruins 2 You are physically sapped (hindered).
4 Arrest an exiled sorcerer, wanted by King Mÿr-Tul 3 A nearby ally/item is adversely affected by the spell.
5 Fence forbidden items into/out of Tarnath 4 An entity of horror is summoned. It has no master.
6 Escort a merchant caravan through the Wastelands 5 The weather worsens locally, following you around.
7 Overthrow a warlord subjugating an isolated town 6 An arcane nexus beacon triggers at your location.
8 Recover a stolen Relic for the Relicants of Zihm 7 Your eyes (or ears) bleed; you are blind (or deaf).
9 Find the Arcane Lens, a Relic to defile km's around 8 You lose the ability to understand any spoken word.
10 Escort a Wizard to some ruins to find an ancient Spell 9 Everyone you see looks and sounds like yourself.
11 Rescue a noble's daughter; captured by brigands 10 You suffer memory loss and blackouts.
12 Find ancient Relic weapon from ruins beneath the sand 11 Your mind switches bodies with that of a nearby ally.
13 Help a settlement survive an Arcane Typhoon 12 You can hear people’s thoughts. Very loud.
14 Infiltrate a remote fortress, taken by brigands Most of these effects act as injuries; they hinder you and heal
15 Deliver a message or VIP covertly from Zihm to Mÿr over time (or with proper rest), but always leave a scar.
16 Steal a precious Relic from a noble's state
17 Rescue a priest(ess) from a Serpent Cult tower temple ► Inside the carcass of the felled creature you find...
18 Interrupt an evil cult's secluded summoning ritual 1 d6 (x size) chunks of bone.
19 Assist the Rebels in Mÿr to revolt / overthrow the King 2 d8 (x size) meat (1-week rations).
20 Claim the Horn of the Great Wyrm, a legendary Relic 3 d6 (x size) chunks of chitin/scales/leather/fur.
4 1 (x size) pieces of armor from eaten adventurers.
► d8 locations 5 1 (x size) weapons from eaten adventurers.

d10 (x size) ◈; belongings of unlucky adventurers.


1 The narrow streets of Tarnath, city of thieves. 6 A body-part from a Sorcerer with a tattooed spell.
2 The central plaza of Mÿr, the largest city-state. 7
3 The Museum-Mecca in Zihm, holy-state of the Relicants. 8 A strange Relic from ages past.
4 An abandoned outpost in the middle of the Dune Sea. Size multiplier for medium creature = 1; huge = 2; gargantuan = 3.
Material quality of items depends on creature rarity / danger.
5 A clearing in the dead forest of the Ashen Wastes.
6 A hidden spot in a crevice in the Jagged Ranges.
7 The remains of a raided caravan in the Red Wastelands. ► Relic Item Type (d6)
8 Inside a giant skeleton in the Barren Mudflat. 1-2 Weapon (roll d8 on the Weapons table)
3-4 Armor Piece (roll d6 on the Armor table)
► d10 encounters in the Wastelands
Accesory ! Ring @ Amulet # Talisman
1 A pack of Velocirraptors, hunting for prey 5-6
roll d6 $ Circlet % Earring ^ Necklace
2 A band of Raiders, ready to kill and steal
3 Reanimated Skeletons; urge to bring others to their ranks
4 A flock of giant Sand-Rays; electric sting; burrows ► Relic prefix & suffix (d6, d6)
5 2d6 Zombies; why can't the dead rest here? 1 Fiery / Flaming 1 of Absorption
6 A Sand Elemental: manifestation of nature's wrath 2 Chilling / Freezing 2 of Regeneration
7 A Wraith; a specter of a vengeful soul, lost in the desert 3 Shocking / Galvanic 3 of Protection
8 A Shoggoth; giant amoeba-like, tentacled slime 4 Venomous / Toxic 4 of Celerity
9 A gargantuan Sand Worm, eating all; producing spice 5 Chromatic / Vorpal 5 of Amplification
10A great Wyvern; flying in search of prey 6 Demonic / Cursed 6 of Etherealness
v1.1 by @tatooka • May 2023 • Built with the 24XX SRD by Jason Tocci under a CC BY 4.0 license • Cover Art by Midjourney
morem Ipsum is simply dummy text of the printing and typesetting industry. Lorem Ipsum has been the industrys
standard dummy text ever since the 1s, when an unknown printer took a galley of type and scrambled it to make a type specimen book. It has survived not only five centurie d66 random names: 11: Agor, 12: Aris, 13: Ashula, 14: Brom, 15: Cerdak, 16: Desh, 21: Drash, 22: Fyra, 23: Harn, 24: Jraati, 25: Karth, 26: Kestria, 31: Klak,

32: Krosh, 33: Kryss, 34: Lazra, 35: Mirath, 36: Muth, 41: Näl, 42: Parn, 43: Radurak, 44: Rayn, 45: Rhan, 46: Ribic, 51: Rül, 52: Shari, 53: Shuleh, 54: Solzak, 55: Strom, 56: Taarna, 61: Teyn, 62: Twil, 63: Tyr, 64: Zhyrr, 65: Zohr, 66: Zyl
RULES CHARACTERS GEAR MAGIC
use gems (◈) for currency. You begin with d4 ◈.
PLAY: Players describe what their characters do. ► Choose your character’s class. ► Metal is too scarce to use as coin. Wastelanders ► Magic takes its energy from the life essence
The GM advises when their action is impossible, of everything around the caster. A magic-user
demands a cost or extra steps, or presents a risk. WARRIOR: An adept fighter, a barbarian of the
Jagged Wastes, a gladiator of the arena of Zihm or knows how to tap just enough, to power their
Players can revise plans before committing so as MATERIAL: Weapons and armor are usually made spells in a safe way.
to change goal/stakes. Only roll to avoid risk. a brigand in search of bloody battle.
of Low quality readily-available materials like
Increase Melee (d8) and Warfare (d8). Bone, Chitin, Stone, Leather, Furs, etc. These SPELLS must be tattooed on the caster's
ROLLING: Roll a skill die — d6 by default, higher Warriors are the only ones who can wear up to 5 tend to break easily on roll results of Disasters or body and recited at the time of execution. To
with a relevant skill, or d4 if hindered by injury or pieces of armor without being hindered. Setbacks. create a Spell, generate a formula with a d6:
circumstances. If helped by a risky stunt (push Items of Medium quality (Strong Bone or Hide, 1-2: Effect+Element, 3-4: Element+Form, 5-6:
Roll d8 on the Random Weapons table twice, and
hard, hindering your next roll) or circumstances
twice ◈ to buy/repair.
get 3 random pieces of armor. or even Bronze)only break on Disasters, but cost Effect+Form. Then define it with the following
(high ground, or an injured foe), roll an extra d6; if tables, extrapolating function from its name.
helped by an ally, they roll their skill die and share
the player chooses so, but costs 5x◈.
WANDERER: A natural-born explorer, a scoundrel High quality material like True Steel only breaks if
the risk. Take the highest die. 1 Transforming 6 Deceiving
from the streets of Tarnath, an expert guide or an
errant adventurer of the Red Wastelands. 2 Attracting 7 Mending

EFFECT
1-2 Disaster. Suffer the full risk. GM When generating random weapons/armor, first 3 Paralyzing 8 Disintegrating
decides if you succeed at all. If risking Increase Marksman (d8), Survival d8) and
roll for quality (d10): 1-6: Low; 7-9: Med; 10: High. 4 Revealing 9 Repelling
death, you die. Tracking (d8).
Wanderers always have good odds (are helped) 5 Shielding 10 Spawning
WEAPON: roll as instructed by your class.
0◈
3-4 Setback. A lesser consequence or when rolling to avoid getting lost in the wilds or 1 Acid / Poison 6 Shadow / Void
0◈
partial success. If risking death, you’re being surprised by an ambush or trap. 1 Club / Staff

ELEMENT
2 Mind / Soul 7 Air / Wind
1◈
injured. 2 Blowgun / Sling
Roll d6 on the Random Weapons table, and get 3 Fire / Heat 8 Thunder / Ray
1◈
2 random pieces of armor. Begin with an extra 3 Dagger / Shiv / Knife
5+ Success. The higher the roll, the better. 4 Flesh / Body 9 Stone / Earth
1◈
ranged weapon of your choice. 4 Bow / Kunais
5 Water / Ice 10 Time / Age
2◈
If success can’t get you what you want (our blades 5 Spear / Billhook / Pitchfork

2◈
can't pierce the beast's hide!), you’ll at least get WARLOCK: A clandestine wielder of magick, a 6 Hammer / Hand-Axe / Short Sword 1 Armor / Shield 6 Cloud / Fog

3◈
useful info or set up an advantage. fugitive defiler or a rebel spellcaster fighting 7 Flail / Great Axe / Long Sword 2 Arrow / Bolt 7 Cloak / Zone

FORM
against the will of the Sorcerer-Kings. 8 Warhammer / Halberd / Zweihänder 3 Aura / Sphere 8 Touch / Grasp
LOAD: Carry as much as makes sense, but more Increase Spellcasting (d8) and Rituals (d8). 4 Blast / Beam 9 Trap / Prison
than two bulky items (or more than 3 pieces of ARMOR: Can only use one piece on each body

optional: the GM can roll on this


table to determine hit-location.
Warlocks are the only ones who can cast Spells part (reroll if repeated during character creation). 5 Blade / Slash 10 Wall / Barrier
armor) may hinder you at times.
from their tattoos or execute Magic Rituals. You are hindered if wearing more than 3.
1◈
The effect of "safe" magic is usually subtle.
DEFENSE: Say how one of your items (an armor Roll d4 on the Random Weapons table, and get 1
2◈
1 Head: Helmet / Coif / Bascinet
piece, or a weapon used to block) breaks to turn random piece of armor. Begin with 3 random spells. DEFILING MAGIC is the process to tap more than
1◈
2 Chest: Breastplate / Cuirass / Bandolier what's safe for greater power. Plants wither and
a hit into a brief hindrance. Broken gear is useless
1◈
► Choose your character’s species. 3 Shoulders: Pauldron / Spaulder die, soil goes infertile and dry, and creatures
until repaired.
1◈
4 Waist: Belt / Waistband / loincloth weaken and writhe. When you choose to do so,
HUMAN: The most common amongst the
1◈
HARM: Injuries hinder, and heal with time or aid. 5 Arms: Armguard / Vambrace / Gauntlet add a d6 to your roll if you defile a few meters
wastelanders. Apply 2 skill increases (from 6 Legs: Greaves / Faulds / Cuisses around you, or 2d6 if you desecrate a bigger area.
If killed, make a new character to be introduced
no skill d8d10d12). You can take new Then keep the best result, but keep in mind that
ASAP. Favor inclusion over realism.
skills and/or increase skills you already have. OTHER: Costs might vary depending on supply/ each nat-1 rolled triggers a Magical Mishap.

(noned8d10d12), gain d6 gems (◈).


ADVANCEMENT: After a quest, increase a skill KREEN'SEKT: Mantis-like humanoids of the demand of each outpost or civilized hub.
RITUALS: Some special or powerful effects

1-week rations 1◈ night in hospice 1◈


deep wastelands. You have 4 arms (wield more GOODS SERVICES cannot be cast instantly (or be encoded as
weapons/tools) and can jump twice as far/high.
medicine supplies 2◈ hired guide p/day 2◈
spells), and require a more involved process,
GM: Describe characters in terms of behaviors,
adventuring gear 3◈ hired guard p/day 3◈
LIZAR'DRAC: Reptile humanoids from the Dune known as a Ritual. Magic Rituals can potentially
risks, and obstacles, not skill dice. Lead the group
ammo bag/quiver 1◈ bribe a guard 3◈
Sea. You have greater resistance to heat and fire achieve any desired effect the caster can imagine.
in setting lines not to cross in play. Fast-forward,

chunk of X material 1◈ get a spell tattoo 5◈


pause, or rewind/redo for pacing and safety; and can stay twice as long without food/water. The GM sets 1 to 4 conditions before you roll:

shield 1◈ repair weapon 2◈


invite players to do likewise. Present dilemmas ▬▬ It's going to take hours/days/weeks/months
► Choose or invent 2 skills at d8.
Relic 20+◈ repair armor 3◈
you don’t know how to solve. Move spotlight to ▬▬ You must perform it at a special place/time
give all time to shine. Test as needed for bad luck Climbing, Crafting, Deception, Disguise, Forage, ▬▬ First you must do [X] or get help from [X]
(e.g., run out of supplies, or into guards) — roll a Geography, History, Intimidation, Marksman, ▬▬ The effect will be unreliable or limited
die to check for (1– 2) trouble or (3–4) signs of Medicine, Melee, Performance, Persuasion, Some materials can be gathered in the wild or by
it. Improvise rulings to cover gaps in rules; on a Religion, Riding, Rituals, Spellcasting, Stealth, carving the corpse of felled beasts. Many waste- ▬▬ You and your allies will risk danger from [X]
break, revise unsatisfactory rulings as a group. Survival, Thievery, Tracking, Traps, Warfare landers craft and repair their own gear in the field. ▬▬ You'll have to sacrifice or consume [X] to do it

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