Sorry I took so long, guys. I was making lore for a villain kinda Shonen game I may run in the future. Tell me what you guys think!
Ah, Reland Island. Home to squabbling warlords and dangerous supernaturals. You are a young person, ready to make your mark on the world. But your goals are different. You don't want to become a legend by being the greatest hero there ever was. You don't want to catch every supernatural in existence. You want to become a villain. The crude would call it a selfish criminal, but you have much more capability than wandering bandits, don't you? Well, maybe not at this point, but you're getting there. But first, I need some information about you.
Name:
Gender:
Class:
Gun maker- You are the greatest gunsmith to ever grace the land! Okay, that's a bit of an exaggeration, but you're pretty smart. With the right materials, you are definitely able to make guns. You could even innovate, with your intelligence! Starting skill: Gunsmith, firearm usage. Unique class ability: Can make new types of guns, provided you have the materials.
Dark magician: You are an amazing and genius scholar who has delved into the dark arts! Being the brilliant mage you are, you of course learned something different. It's what sets you above the rest! Except, y'know, the other dark mages that learned it. But you will prevail! Starting skill: Basic fire magic, basic dark arts. Unique class ability: Has a chance to see the near future, and can act upon it as such.
Black Devil Martial Artist: Highly considered to be one of the deadliest martial arts, only one student is trained at a time. This is due to the fact that the creator is a dream demon that guides those who have great impurity in their hearts. You were lucky enough to be chosen! He even gave you a complimentary book! Starting skill: Black Devil Martial Arts, unarmed. Unique class ability: Has a dream demon that helps you when you are knocked out or sleeping. Has a book of techniques to train with.
Monsters: Non-sapient creatures that lack magic, but are too different from other creatures to be considered them. They are all aggressive, as well as extremely territorial towards even other monsters.
You know of the following monsters, yet there are bound to be more:
Cyclops, minotaurs, griffins, unicorns, pegasi, krakens, hydras, cerberi, werebeasts (at night), chimeras.
Supernaturals: Sapient or formerly sapient creatures that exist due to magic. They are not all aggressive, but all of them intentionally act against humans in some way.
You know of the following supernaturals, yet there are bound to be more:
Vampires, fairies, leprechauns, undead, dragons, phoenixes, liches, demons.
Religion: Reland Island has many gods, with the majority of people being agnostic. There are no true atheists, as gods actively contribute to the world. They occasionally create physical avatars and come down, as well as create demigods and miracles. Gods are highly intelligent and powerful, with even the weakest having been around for centuries. Gods, however, can be challenged. If a sufficiently powerful human challenges a god, they can become a god, even though extremely weak at first. The challenge can never be fighting the god, as they are unable to be murdered by a mortal. Only five people have ever achieved this, and it's doubtful you ever will. The gods are then turned to mortal, forced to walk the planet as those they ruled over.
Lore of the island: Reland Island, also known as the dead island, has a heavy history of war. It was first found by a man known as Herschel, who declared it his. It had a relatively small population, with a rather weak military. Nobody cared about him, as such. That was until, it was found that a supply of many minerals, gems, and ores were found. The small island became rich quickly. Herschel's former home country, also known as Bratyae, found this as a threat. It was unlikely for the small country to win, but they defended themselves due to a new discovery: Gunpowder. It wasn't limited to the magic capability of a soldier, and was able to be used to fuel new weapons, firearms. With this advantage, they were able to push the Bratyae soldiers back and defend their home. Residents of the island, currently named after king Herschel, were paid large amounts of money to sell and bring the secrets of black powder. As such, the information was released upon the world. This gave Bratyae the chance to defeat the island. They easily defeated them this time. To insult the defeated, all residents were enslaved and forced to erect statues of the new Bratyae prince, Reland. The current king named it after his son, in order to honor his birth. The kingdom seemed unstoppable, but soon a new empire arose from the south of Bratyae. The Denlas Empire didn't use firearms, and lacked calvary as a whole. Their secret was martial arts. They had learned this secret from ancient vampires, who were then killed. While not directly stronger than firearms, any significantly powerful human could become deadlier and more reliable than any firearm. Soon, the Bratyae kingdom was weakened by them, and withdrew the majority of their forces from Reland Island to fight them off. The large island, now with a much larger population, was granted freedom. It has since turned into small micro-kingdoms and governments, easily going to war. A perfect place for an aspiring villain.
Firearms: Firearms have quickly become the most common weapon in the world. The majority of people will own at least a basic firearm. Even then, there are many drawbacks. They take a long time to reload, and can only fire off one shot at a time. Pistols, muskets, basic rifles, and cannons are the firearms used. Even then, new ones are often being researched. It wouldn't be surprising to see a few people with homemade weapons.
Magic: The oldest weapon, dating back to the days before mortals. It is responsible for all supernaturals. Man first learned to harness the power in the early time of it's existence. Even then, most people won't have the genetic and spiritual potential to harness magic. It is a dangerous technique, and some people become corrupted with it. They learn dark magics, and occasionally become a type of supernatural called liches, able to live forever. Magic does come with drawbacks, however. As their bodies are naturally capable of magic, supernaturals are drawn to hunt and kill these creatures, feeling threatened at their goal to work against the mortals.
Martial arts: Both the newest and second oldest weapon. Created by ancient civilizations forgotten by mortals. Any human can learn it, and sufficiently powerful individuals can become more dangerous than firearms and magic. Still, it's harder because it requires extreme dedication to learn martial arts. It takes even longer to create and master a new martial art.
Hit table:HIT TABLE
Step 1: Determine Hit Location
Roll 1d20
Result Body Part Hit*
1 Head
2 or 3 Left Arm
4 or 5 Right Arm
6-8 Torso (Main Body) Bones
9-14 Torso (Main Body) Organs
15-17 Left Leg
18-20 Right Leg
*In case of multiple body parts, roll a die according to number of parts.
Example: Shooting at a giant octopus you rolled a 16 left leg hit. Roll one four-sided die (1d4) to determine which of the 4 tentacles you hit on the “left” side of the octopus. You rolled a 2 meaning you hit the “second” tentacle on the “left” side counting back from the head/body.
[spoiler=Step 2 & Damage Tables]Step 2: (OPTIONAL) Determine Specific Hit Location of Body Part Hit
Head
Roll 1d20 Specific Hit
1 or 2 Cranium (Skull)
3 or 4 Left Eye
5-7 Left Ear
8 or 9 Nose
10-12 Mouth
13-15 Neck
16 or 17 Right Eye
18-20 Right Ear
Arm
Roll 1d20 Specific Hit
1 or 2 Hand
3 or 4 Wrist
5-8 Forearm
9-11 Elbow
12-15 Above Elbow
16-20 Shoulder
Torso (Main Body) Bones
Roll 1d20 Specific Hit
1 Sacrum (Pelvic Bone Center)
2-4 Left Rib Cage
5-7 Right Rib Cage
8 or 9 Left Collar Bone
10 or 11 Right Collar Bone
12 or 13 Left Pelvis Bone
14 or 15 Right Pelvis Bone
16 or 17 Left Shoulder Blade
18 or 19 Right Shoulder Blade
20 Spine
Torso (Main Body) Organs
Roll 1d20 Specific Hit
1 Heart
2 Left Lung
3 Right Lung
4 Left Kidney
5 Right Kidney
6 Muscle/Tissue*
7 Major Blood Vessel Moderate Wound
8 Bladder
9 Spleen
10 Gall Bladder
11 Liver
12 Minor Artery Severe Wound
13 Pancreas
14 Stomach
15 Large Intestines
16 Small Intestines
17 Genitals
18 Prostate/Uterus
19 Major Artery Critical Wound
20 Muscle/Tissue*
*No organs/bones hit. 1 hit=Light Wound, 2 hits=Minor Wound, 3 hits=Moderate Wound, 4 hits=Severe Wound, and 5 hits=Critical Wound, 6+ hits=Death.
Leg
Roll 1d20 Specific Hit
1 or 2 Foot
3 or 4 Ankle
5-8 Lower Leg
9-11 Knee
12-16 Upper Leg/Thigh
17 or 18 Hip Joint
19 or 20 Buttocks
Step 3: (OPTIONAL) Determine Damage Results as Per RANDOM DAMAGE TABLES.
RANDOM DAMAGE TABLES
(Compatible with any D20 gaming system)
by Robert F. Miller, Sr.
This series of tables may be used in any Role Playing Game (RPG) based on the use of one twenty sided die (1d20). Hope this is a useful tool to Gamers and Game Masters (GM) everywhere. Please note these tables are based on Human anatomy; please adjust accordingly to creatures in your campaign. Wound Types are defined at the end of Tables. You may use these tables instead of applying damage to a character.
These tables are only to be used if a hit/strike is successful and hit the body part listed according to your GM/Gaming system.
Cranium (Skull)
Roll 1d20 Result
1 Brain Destroyed, Dead
2 Negligible Damage
3 Simple Skull Fracture, Coma 1d20 Days
4 Brain Bruised, Severe Headache 1d20 Days
5 Brain Damage Left Side, Paralyzed Right Side of Body, Permanent
6 Vision Blurred for 1d20 Minutes
7 Knocked Out for 1d20 Minutes
8 Negligible Damage
9 Brain Damage, 1d20 x 5% Loss of Motor Skills
10 Brain Bruised Right Side, Paralyzed Left Side of Body for 1d20 Minutes
11 Concussion, Stunned for 1d20 Minutes
12 Vision Blurred for 1d20 Days
13 Stunned, Lost Grip of Items in Hands
14 Brain Damage, 1d20 x 5% Loss of Intelligence
15 Brain Bruised Left Side, Paralyzed Right Side of Body for 1d20 Minutes
16 Amnesia for 1d20 Days
17 Dazed, Fall Prone
18 Skull Fracture, Coma 1d20 Weeks
19 Negligible Damage
20 Brain Damage Left Side, Paralyzed Right Side of Body, Permanent
Eye
Roll 1d20 Result
1 Destroyed
2 Negligible Damage
3 1d20 x 5% Permanent Blindness
4 Swollen Shut for 1d20 Days
5 Damaged, Extremely Sensitive to Light
6 Pops Out of Socket and Dangles
7 Blinded for 1d20 Minutes
8 Eye Lid Severed/Torn Off
9 Double Vision for 1d20 Days
10 Cross-Eyed
11 “Black eye” Bruise
12 Blinded for 1d20 Days
13 Negligible Damage
14 Damaged, Night Blindness
15 Walled-Eye
16 Double Vision for 1d20 Weeks
17 Severe Cut Opens Over Eye
18 Negligible Damage
19 Eyebrow and Eye Lashes Missing
20 Blinded for 1d20 Weeks
Ear
Roll 1d20 Result
1 Permanent Deafness
2 Contract Severe Ear Infection within 1d20Days
3 Hearing Loss for 1d20 Minutes
4 Negligible Damage
5 Permanent Ringing Noise
6 Ear Lobe/Lower Portion, Severed/Torn Off
7 Severe Ear Ache for 1d20 Days
8 Minor Wound
9 All Cartilage/Bones Crushed, If None, No Effect
10 Ear Drum Burst, Minor Wound 50% Hearing Loss
11 “Cauliflower ear” Swollen
12 Negligible Damage
13 Moderate Wound
14 Hearing Loss for 1d20 Weeks
15 Ear Top/Upper Portion, Severed/Torn Off
16 Negligible Damage
17 1d20 x 5% Permanent Hearing Loss
18 Severe Ear Ache for 1d20 Weeks
19 Hearing Loss for 1d20 Days
20 Severed/Torn Off
Nose
Roll 1d20 Result
1 Severed/Torn Off
2 Left Nostril Ripped/Torn Open Moderate Wound
3 Negligible Damage
4 Hairline Fracture
5 1d20 x 5% of Flesh is Ripped/Torn from Nose Bone
6 Nose-Bleed, Minor Wound
7 10% Chance Nose Bones are Driven Into Brain*
8 Loose Sense of Smell for 1d20 Minutes
9 Compound Fracture
10 Loose Sense of Smell for 1d20 Days
11 Nose-Bleed, Severe Wound
12 Negligible Damage
13 Slight Damage, Swollen Twice Normal Size for 1d20 Days
14 Right Nostril Ripped/Torn Open Moderate Wound
15 Simple Fracture
16 Negligible Damage
17 Nose-Bleed, Moderate Wound
18 1d20 x 5% Severed/Torn Off
19 Negligible Damage
20 Crushed
*Roll on Cranium Table if Successful for Damage Results
Mouth
Roll 1d20 Result
1 Destroyed
2 1d4 Upper Front Teeth Knocked Out
3 Negligible Damage
4 Upper Lip Busted/Cut, Light Wound
5 Lower Lip Cut/Ripped Off
6 1d6 Upper Teeth Left Side, Knocked Out
7 Jaw Dislocated
8 Knocked Out for 1d20 Minutes
9 Upper Lip Cut/Ripped Off
10 1d6 Lower Teeth Right Side, Knocked Out
11 Negligible Damage
12 Lower Lip Busted/Cut, Light Wound
13 Right Cheek Bone Fractured
14 1d4 Lower Front Teeth Knocked Out
15 Left Cheek Bone Fractured
16 1d6 Upper Teeth Right Side, Knocked Out
17 Tongue Damaged 10% per Hit, Speech Loss is Equivalent
18 1d6 Lower Teeth Left Side, Knocked Out
19 Negligible Damage
20 Jaw Bone Broken
Neck (Throat)
Roll 1d20 Result
1 Severed/Head Torn Off, Dead
2 Negligible Damage
3 Trachea Destroyed, Suffocate 1d20 Minutes*
4 Dazed 1d4 Minutes
5 Negligible Damage
6 Cut/Ripped, Minor Wound
7 Trachea Damage, 10% Breathing Loss*
8 Larynx Destroyed, Unable to Speak
9 Cut/Ripped, Moderate Wound
10 Broken, Paralyzed Neck Down
11 Cut/Ripped, Critical Wound
12 Stunned 1d4 Minutes
13 Negligible Damage
14 “Whiplash” Stiff for 1d20 Days
15 Larynx Damage, 10% Speech Loss
16 “Whiplash” Stiff Until Chiropractor Fixes it
17 Cut/Ripped, Light Wound
18 Negligible Damage
19 Cut/Ripped, Severe Wound
20 Broken, Dead
*Trachea (windpipe) damage maybe eased by a Tracheotomy and inserting a tube into the opening.
Hand/Foot
Roll 1d20 Result
1 Severed or Torn Off at Wrist/Ankle
2 Thumb/Big Toe Severed/Torn Off
3 Negligible Damage
4 Index Finger/2nd Toe Severed/Torn Off
5 Cut/Ripped Light Wound
6 Index Finger/2nd Toe Broken
7 Cut/Ripped Minor Wound
8 Middle Finger/Toe Severed/Torn Off
9 Negligible Damage
10 Middle Finger/Toe Broken
11 Cut/Ripped Critical Wound
12 Hand/Foot Broken
13 Cut/Ripped Severe Wound
14 Ring Finger/4th Toe Severed/Torn Off
15 Negligible Damage
16 Ring Finger/4th Toe Broken
17 Thumb/Big Toe Broken
18 Little Finger/Toe Severed/Torn Off
19 Negligible Damage
20 Little Finger/Toe Broken
Wrist/Forearm/Elbow/Above Elbow/Shoulder/
Ankle/Lower Leg/Knee/Upper Leg or Thigh/Hip Joint
Roll 1d20 Results
1 Severed/Torn Off
2 Simple Fracture
3 Cut/Ripped, Minor Wound
4 Negligible Damage
5 Nerve Damage 10% Loss of Use
6 Broken Bones Through Skin
7 Chipped*
8 Hairline Fracture
9 Dislocated (Joints Only)**
10 Cut/Ripped, Moderate Wound
11 Crushed
12 Numbed Temporary Paralysis 1d4 Minutes From Point of Damage Down
13 Clean Break
14 Negligible Damage
15 Compound Fracture
16 Cut/Ripped, Severe Wound
17 Nerve Damage, Paralyzed Permanent From Point of Damage Down
18 Sprained
19 Negligible Damage
20 Cut/Ripped, Critical Wound
*Loose bone fragment in body area of damaged bone. May cause further damage in future if not removed.
**If not a Joint (ie: Upper Leg) Re-Roll 1d20. If you roll a 9 again, consider it a Light Wound.
NOTE: 2 x Hairline Fractures=1Simple Fractures
2 x Simple Fractures =1 Clean Break
2 x Clean Breaks=1 Compound Fracture
2 x Compound Fractures=Broken Bones Through Skin
2 x Broken Bones Through Skin=Crushed
2 x Crushed=Severed/Torn Off
Buttocks Left or Right Cheek
Roll 1d20 Results
1 "Bull's Eye" Direct Hit
2 Negligible Damage
3 -5 Light Wound
6 Negligible Damage
7-9 Minor Wound
10 Negligible Damage
11 & 12 Moderate Wound
13 Negligible Damage
14 & 15 Severe Wound
16 Negligible Damage
17 Critical Wound
18 & 19 Bruised, Cannot Sit For 1d4 Days
20 5% x 1d20 is Destroyed
Torso (Main Body) Bones: Left or Right Rib Cage Only
Roll 1d20 Results
1 Breast Bone Split, Heart Destroyed
2 1 Rib Broken (Roll on Table A)
3 Negligible Damage
4 1d6 Ribs Hairline Fracture
5 3 Ribs Broken (Roll on Table A)
6 Negligible Damage
7 4 Ribs Broken (Roll on Table A)
8 1d6 Ribs Dislocated From Breast Bone
9 6 Ribs Broken
10 3 Ribs Broken
11 2 Ribs Broken (Roll on Table A)
12 4 Ribs Broken
13 Ribs Absorbed Damage, Stunned 1d4 Minutes
14 Negligible Damage
15 2 Ribs Broken
16 1d6 Ribs Broken Sticking Through Skin
17 5 Ribs Broken
18 Negligible Damage
19 6 Ribs Broken (Roll on Table A)
20 Breast Bone Fractured*
*If Breast Bone Fractured is rolled a second time, Heart is destroyed and death results.
TABLE A: Secondary Broken Rib Damage
Roll 1d20 Results
1 Penetrates Heart, Dead
2 No Additional Damage
3 Major Artery Severed/Torn Critical Wound
4 Light Pain, Perform at 90% of Normal
5 Nerve Damage, Paralyzed Below Ribs on Damaged Side
6 Critical Damage, Coma for 1d20 Weeks
7 Lung Punctured
8 Moderate Pain, Perform at 75% of Normal
9 Muscle/Tissue Damage*
10 No Additional Damage
11 Major Blood Vessel Severed/Torn Moderate Wound
12 Severe Pain, Perform at 50% of Normal
13 Minor Blood Vessel Severed/Torn Light Wound
14 No Additional Damage
15 Lung Punctured
16 Critical Pain, Perform at 25% of Normal
17 Minor Artery Severed/Torn Severe Wound
18 Muscle/Tissue Damage*
19 Critical Damage, Coma for 1d20 Days
20 Unbearable Pain, Pass out for 1d20 Minutes
*No Additional Damage. 1 hit=Light Wound, 2 hits=Minor Wound, 3 hits=Moderate Wound, 4 hits=Severe Wound, and 5 hits=Critical Wound, 6+ hits=Death.
Torso (Main Body) Bones: Collar Bone, Pelvis, Shoulder Blade, Spine
Roll 1d20 Results
1 Clean Break*
2 Negligible Damage
3 Stunned 1d4 Minutes
4 Simple Fracture
5 Knocked Prone/Down
6 Cracked
7 Negligible Damage
8 Absorbed Impact, No Damage
9 Chipped**
10 Compound Fracture*
11 Negligible Damage
12 Hairline Fracture
13 Dazed 1d4 Minutes
14 Separated From Ligaments
15 Negligible Damage
16 Shattered*
17 Knocked Out 1d4 Minutes
18 Bruised
19 Negligible Damage
20 Broken Bones Through Skin*
*If Spine, paralyzed from waist down
**Loose bone fragment in body area of damaged bone. May cause further damage if not removed.
Torso (Main Body) Organs
Bladder, Gall Bladder, Genitals, Heart, Intestines, Kidneys, Liver, Lungs, Pancreas, Prostrate/Uterus, Stomach, Spleen
Roll 1d20 Results
1 Bruised
2 Stunned 1d4 Minutes
3 5% x 1d20 Loss of Function*
4 Negligible Damage
5 Moderate Wound
6 Damage Natural Body Repair Puts One in a Coma x 1d20 Days
7 Severe Wound
8 Knocked Prone/Down
9 Critical Wound
10 Negligible Damage
11 Destroyed
12 Dazed 1d4 Minutes
13 Spit Up/Urinate/Defecate Blood x1d20 Days as Damage Heals
14 Negligible Damage
15 Damage, Natural Body Repair Puts One in a Coma x1d20 Weeks
16 Light Wound
17 Negligible Damage
18 Knocked Out 1d4 Minutes
19 Minor Wound
20 Negligible Damage
*Note: 80%+ Loss of Function=Organ Failure. If Heart immediate death, if Pancreas or Liver death in 1d20 days. Any other organ failure results as per your GM/Gaming system.