Showing posts with label plant. Show all posts
Showing posts with label plant. Show all posts

Saturday, March 27, 2021

Worldbuilding: Wrestling Vines

Within the Mebirin jungles there are countless deadly plants and fungi. These natural traps hunt without limbs or teeth. One of the relatively less deadly but most well known is the Shocherik vine, a plant which lies dormant beneath mild flowers. Coiled tightly in the dirt and ready to spring. The moment a beast steps on the flowers and begins to move away, the vines burst forth and wrap themselves about the unsuspecting prey.

 

Lost, by Ksanda CreepyCrafts


There is a long-standing tradition in Mebirin to cultivate these vines. They are kept in pots, and bred to be mild. These potted vine flowers are used in semi-formalized competitions, put to the challenge of fighting one another. The gardeners are given small dishes of water with which to guide the growth of their vine, and the first pot to spill dirt onto the table or floor loses.


This is the sport of vine wrestling, a fine tradition and considered a thrilling type of battle in the Mebirin lands. Every five years, the Garden of Might is held. This tournament is not the greatest competition in all the lands, but it’s quite famous in Mebirin, and entrants from anywhere are allowed to compete.


The victor is given the Golden Seed, which is fated to either feed or destroy the entire land. None have been yet able to grow the seed yet, though many have held it.

 

Steelflower Chak: a powerfully-built man with a hard head and harder plants. His wrestling vines are most well known for their grey flowers and extremely broad leaves (which signify a sturdy vine). Often arrested for drunken brawling.


Dyedif the Sharpstar: a tall, elegant gardener of flamboyant fashions and even more flamboyant vines. His vines are known for having brightly colored thorns. He is known to be quite rich, and holds moderate authority in his land.

 

Gardening, by LOLICO BOX

The Vinesinger: a mysterious woman who seems to wander the land, quietly competing in numerous vine wrestles. She has a quiet demeanor, and hides her identity under face wraps. Her plants have vivid flowers and no thorns, instead relying on supreme speed and strength to defeat every foe who stands before her. Many challengers wish to seek her out and become the first to conquer her plant.

Saturday, August 29, 2020

Fantasy Chainsaws

 Bit of a weird project, but if you ever want to include some form of chainsaw in your fantasy games, at least one of these should fit the tone. Maybe that's just me! If you're doing full gonzo, go ahead and roll that wonderful d20.

1. Lotus Petal Saw

Softly shining, pink petals spin along an ornamented bar, conjured by a Blades of the Endless Wheel mantra.

https://pbs.twimg.com/media/EfAiFXWXgAE_ENW?format=jpg&name=large
Exactly this, by me


2. Thornwheel Blade

A great enchanted rose bush, grown by fairies to have a rotary thorned stem.

3. Jaguar Claw Macuahuitl

Empowered by a jaguar spirit, its many obsidian blades command incredible cutting power even when swung like a normal sword.

4. Necrospinner

A spinning weapon of animated bone, using fangs and teeth along the whirling edge.

5. Meatcutter

So named for cutting meat as well as itself being meat. The blade is comprised of sharp, hardened claws, and it spews its own blood when spinning.

6. Crystal Prismus

Enchanted weapon of polished stone and gems. Each tooth is a different kind of gem, and they can create a glinting rainbow of slicing power.

7. Brimstone Spinblade

Spewing hellfire when it spins, the heat of its flames can burn through steel as well as any warhammer punches through.

8. Starlight Spinner

An elven weapon of silver, hammered as fine as eggshells, with a radiant blade that captures the light of the stars.

9. Slimesaw

Somehow when spinning, the goopy edge of this blade cuts much faster than the slime can normally corrode.

10. Classical Sparksaw

Ancient spinning blade crafted of olive wood and bronze, spits blue sparks as it spins. Made by a brilliant inventor centuries ago.

Image
Ancient Bladesaw, from Zelda

 

11. Trimerian Sawbeetle

The curious horns of this giant beetle can spin to cut through wood or, presumably other Trimerian creatures. They are carefully bound to be used as tools.

12. Winding Sharp-Frost

 Unnaturally hardened frost, spinning and cutting with a fractal edge.

13. Whipsaw

A bladed whip that can be activated to coil in an elongated shape, spinning to cut more effectively, in exchange for shorter reach.

14. Terracotta Blade

A living clay weapon that spins with razor sharp clay shards along a lengthened edge.

15. Runic Stormblade

Constructed of tin and pewter, by wizards. The runes etched into its surface conjure the vortex of a storm into its crackling, whirling edge of deep indigo lightning.

16. Gilded Relic Blade

Built of marble set with gold and finely cut gems, this spinning blade contains a warrior-saint's fighting hand bones, and radiates with divine cutting light.

17. Trimerian Wasps

Angry insects that have been specially bred and trained to fly in a long, rounded formation and devour anything they touch. This was the only formation in which they wouldn't turn back and attack whoever holds their hive.

Lasersaw, by Andrea Sibilla


18. Jade Dragon's Fang

Gifted by a divine being from an unearthly realm, it is surprisingly easy to carry.

19. Spectre's Wrath

 As ghostly mist whirls and spins, the hatred of the dead calls out in a hollow wail.

20. Splitting Organistrum

The powerful tune of this slow instrument projects a small aura of cutting sound near its neck when played properly.


Many of these were inspired with help from Gal Paladin on Discord!

Tuesday, January 21, 2020

The Trees Are Dreaming

In the realm of sleep, all things are as they dream. Even the smallest stone has dreamt eons into an immense and incomprehensible palace, while the fish have only half slept, leaving faint trails of malformed light. The trees have spent their years between slumber and half awake, and the eldest have formed great realms.

Fairy tree by Lisa Parfenova


  1. Sea of dirt, so full and rich that a human could live on it, so long as they can stomach the taste.
  2. Roots shoot across the ground, spearing through the dream's trespassers as easily as soil.
  3. Malformed lumberjack with axes for fingers and saw blades for teeth, mindlessly hacking at the trunk and biting off branches.
  4. The tree is immeasurably tall, reaching branches and leaves up to grasp around the sun. The light is dim and green.
  5. It is gently raining without end.
  6. Razor winds tear at leaves and branches, not a leaf can sprout without being ripped away.
  7. Dusty, choking sand spreads as far as the eye can see, the tree is withered and struggling.
  8. The air is choked with flying termites and aphids, swirling around the bitten, scarred trunk.
  9. Lightning stings and rips away at the tree frantically, storming relentlessly.
  10. Little misshapen dream-people rip off chunks of wood, crafting them into strange geometries which then begin to grow, setting roots and sprouting leaves, consuming the thieves that built them.
  11. Branches reach out as far from the trunk as possible, but instead of leaves they sprout only flame.
  12. The sun slides across the sky in unnatural directions, the tree twisting and warping itself as it tries to catch the light.
  13. The ground is bark, sprouting branches and leaves indiscriminately.
  14. An earthen tunnel, moist and warm, with roots above forming protective hands.
  15. A seed tumbles down an endless hill, over sharp and rough stones.
  16. An immense tree travels the dreamland, roots dragging the trunk swiftly along.
  17. Snow is piled up on each leaf, burying the roots as ice coats the trunk and branches.
  18. Fruit swell and fall from the branches, to be carried off by small half-recognizable rodents that gently plant them far away.
  19. Many fruit drift above only empty air, many of them large enough to stand on.
  20. A grove of ancient trees hum a low, haunting song that echoes across fields of swaying grass.
Halo 4 multi player prop
Worm Tree by Jason Borne

Thursday, December 26, 2019

On the nature of things: what they are and why

Stone is the basic form of existence. It is hardy, colorless, and heavy, generally unmoving when left to its own devices. Color is what turns stone into other things, granting it growth, motion, reaction and other things, often at the cost of its immutability. The four colors infused purely into stone cause it to become either natural fire (orange), ice which melts into water (green), lightning (indigo), or oil (yellow). The art of sorcery is generally the manipulation of these colors, not necessarily the elements themselves, and often the more purely distilled the color is the harder it becomes to truly control. Lightning is an exception here, as its indigo power is rarely ever diluted and so there is much knowledge on manipulating it in that purest form.

Material studies by Torsten Gunst

Dread illusionists, the arcane deceivers, manipulate the image without touching the material at its core, controlling the color without the 'stone' as it were. This power is profane and can only lead to ruin.

Where color determines the properties of a substance, spirit is the form of it. Most materials have no spirit, and can thus be reshaped freely without losing their properties (it has been discovered that almost everything does in fact have a spirit, though it is usually quite rudimentary. The spirit of crystal, for instance, may be that it persists only in hexagonal patterns, an extremely simple spiritual form). Plants have slightly more defined spirits, and animals even moreso. Most animal species share a spirit with their kin, including humans, though the soul has a strong tendency to impact the spiritual form.

A soul is simply a more advanced, particular extension of the spirit, which is so developed only in humans and other thinking beings. Because of the unique and advanced ways it can develope, generally no two souls are alike, and this can have an impact upon the prospective spirits, often turning a human spirit into that person's spirit, a subtle but important distinction for those who practice shifting arts. It may be noted that animals cannot be cursed, and this is a simple product of their having no soul; a curse is a wound upon the soul, as much as any cut or bruise upon the flesh. Minor curses can be healed with mild bed rest, as they are shallow cuts and scrapes on the soul. Deeper, more powerful curses require careful, lengthy processes of healing. The holy powers of saints utilize this process, pulling spiritual energy into their soul and tearing away bits of it in order to grant that energy to their allies, and more experienced saints can even learn to utilize these rends in their soul offensively, attacking the souls or even the flesh of enemies.

The summoning sisters by Antoine Collignon

Much study has been done with regards to silver and the functions of undeath. It is clear that the undead are similar to the living afflicted with a curse, as can be seen with vampires, who were long considered undead despite often suffering no death between humanity and monstrousness. It is now consensus that undead are given malformed souls that eat away their spirit, granting something that is almost life but often far more finite. On the other hand, many cases of immortality are reached through undeath, perhaps with souls that are reinforced using parts of the spirit, malforming the body but keeping the mind alive indefinitely? Regardless this is perverse and unnatural, and no further writing should be done upon the subject.

Similar to undead, artificial souls are created when a golem is animated. Imprinting the holy word upon a tool forms a unique embossing of the creator's soul upon the spirit of the tool, which must have originally been crafted with intent. Naturally occurring objects can be used as tools physically, but they have no spirit for it and reject the artificial soul. Because of this, some claim that golemology is a darker, more unnatural art than necromancy, and will one day destroy us all! This is preposterous, golems are quite useful and docile, and have never destroyed anyone when used properly. It is possible that a fusion of necromantic and golemary arts could yield a living golem, capable of creating more of its kind... but this strays too far from the known and established.

Household Golems by Ben Wanat

Of course these findings are irrefutably true and thoroughly proven through rigorous testing. Any wishing to dispute or disprove this work may find their way best to a tavern, where they shall engage in discourse with any drink of their choosing.

Saturday, November 2, 2019

Fae creatures

The fae are strange peoples who live in woods and wilderness. They are innately magical, tricky and wild, and almost always dangerous, though they fear iron and cannot pass by the threshold of a home without invitation.

Pixie

HD: 0 (1 vigor)
Found: 1d6 deep woods

Appearance: a dainty person, shrunken down that they could fit comfortably in a tall glass. Fabulous wings like a jeweled butterfly sprout from their back, leaving twinkling particles drifting in the air. They often hold a ribbon or bit of jewelry.
Voice: a small bell
Wants: to make mischief, take pretty things, and help their friends
Tactics: chaotic and tricky

Attack: -1
Defense: +4
Speed: +3

Abilities

  1. Wink: with a burst of twinkling lights, they can force one to teleport a short jaunt away (usually around 20 meters). Because of this, they use this power against dangers but not on friends.


It is said that the pixies can change the fates of the cursed, though these stories are always quick to note that they cannot cure one. Oftentimes they will steal things they see as pretty, but do not keep such things, leaving a trail of finery as they move.

Floral Fairies by Sandra Duchiewicz

Dryad

HD: 2
Found: sole in deep woods, 1d6 in an enchanted grove

Appearance: a curvaceous figure of wooden complexion and hair like leaves, short of stature with sinuous, careful movements.
Voice: rustling leaves, soft but inescapable
Wants: to protect their tree, expel metal
Tactics: cautious, but not well considered

Attack: +1
Defense: +3
Speed: +2

Abilities

  1. Woodswalk: passes through trees or any other wood without effort, as a human could pass through water.
  2. Implant: can grapple a foe and pull them into a tree, dealing 1d6 damage per round until someone hacks them out of the wood.
Many can extol the magical properties and virtues of dryads, but most would never consider hunting them, as they are elusive and wondrous beings, as well as quite dangerous if truly forced into confrontation. 


Dryad by Leroy van Vliet

Nymph

HD: 2
Found: sole in waterfall ponds

Appearance: a flowing lithe form of water, unearthly beautiful and somewhat coy.
Voice: like a babbling brook, with an annoying laugh
Wants: to be loved
Tactics: passive and cautious

Attack: +1
Defense: +3
Speed: +2

Abilities

  1. Stunning: any mortal who sees the nymph must make a Will save or be enthralled by their countenance, falling into infatuation for 1d6 months.
  2. Breathless: they can live indefinitely under water, and can drag foes down to a watery grave.
These fairy beings are often surrounded by mortals playing and cavorting in the water. Their homes are often known as they live there for years at a time, entrapping passersby and enjoying the company of their mates.

Fairie by Mack Sztaba


Elf

HD: 3
Found: 1d6 in deep woods

Appearance: a tall, glowing figure with a deeply impassive face.
Voice: silent
Wants: to avoid mortals, protect their secrets
Tactics: carefully considered, unforgiving

Attack: +2
Defense: +2
Speed: +4

Abilities

  1. Silver weapons, faintly luminous

The elves were once playful beings that taunted humans, stealing children and cursing nobles with eternal sleep. During the ages of heroes they crafted weapons and artifacts of unstoppable might to aid against the necromancers lords, but in the modern era they have become reclusive as a people.

Spirit of the Forest by Torben Weit

Gnome

HD: 1
Found: 1d6 near small villages

Appearance: like a child with white hair and brightly colored clothing
Voice: high pitched, taunting
Wants: pain
Tactics: aggressive

Attack: +3
Defense: +1
Speed: +2

Abilities

  1. Tiny daggers: light damage
  2. Hiding dance: as long as they dance in place, they can remain invisible.
Gnomes try to pose as lost or hurt children, and ruse humans in to approach before stabbing them to death and bathing themselves in blood. The blood soaks into their clothing and revitalizes its color.

DARK FAIRIES by Piotr Foksowicz

Wednesday, October 16, 2019

Playable races

In my game there are no racial attributes, so players could easily be an elf, orc, dwarf, or any of these more interesting options. GMs can also feel free to come up with whatever new races they like, as long as they could reasonably function like a human.

Cikrem

Nomadic tribes found throughout the land, recognizable by their brightly colored skin, hair, and eyes. It's not common for them to intermingle with other tribes, but many tribes hold to a prophecy that a golden Cikrem of combined houses will unite the tribes and bring peace to their kind for millenia.
Their clothing tends toward dull, neutral coloration that contrasts with their vivid skin, and large, elaborate cowls or hoods. Cloaks, capes, and scarves are quite common in their fashion.
Many of them worship gods of light, such as flames, the sun, the moon, the stars, and glowing creatures from deep caves and odd seas.

Trip through Space by Kaya Kepa

Mebirinu

Peoples from the dense underbrush of the woodlands, they are known for their black blood and bones. Because of these traits, they are believed to have poisonous flesh, and an affinity for similar dark arts.

Kippil

Mountain dwellers who possess an extra joint in each of their arms and legs. Most find them off-putting and they are frequently assumed to be sneaky or agile, despite the famous kippil mercenary group named the Steel Cranes. In their homelands they often dig deep into the mountains and even have a few cities beneath the stone.

Veshkin


People with crystalline, iridescent hair and nails who call the deserts their home. It is a common belief that they are naturally honest and helpful, a fact which Veshkin thieves and scam artists do well to take advantage of.

Diamond by Harumi Namba

Tula

Inhabitants of cavernous valleys who possess broad, blunt horns on the sides of their head. They tend to be either very tall or very short, with average height Tula being considered rare and unattractive. Additionally, they are viewed as stubborn and brutish, although they culturally prefer diplomacy and negotiation over warfare.

Fahd

A short race of humans whose bodies are covered in long stiff hairs that extend outward. Their language is quite fast, sounding chittering and confusing to outsiders, but it is quite comprehensive. Most tend not to wear clothing, and their natural hair generally covers them very well. In fact, it is considered more obscene among their people to shave than it is to be publicly nude.

Gollo

People with hanging flaps of seemingly excess skin. They possess advanced medical techniques and have an elaborate culture around healers and the gentle fending off of sickness.

Yingao

Denizens of the Great Umbral Forest, so overgrown that there is no grass growing under the shadows of the trees. Coming from such an environment, these people have a very faint glow about their eyes and mouths (including their saliva), and their skin tends to be dark with a greenish tint.

Ort

An empire of pale humans from frigid forests across the sea. Their skin has darker and lighter patches, and their teeth are unusually long and sharp, with unpleasantly small round eyes. Many of them were once united in a conquering empire, and most claim lineage to those days, though most others peoples have little fondness for that era.

Finnin

Smaller of stature but strong of will, these people live in large but close knit communities and are somewhat well known for their large, colorful, singular eye. Despite having only one eye they are quite expressive, and in some black markets their eyes can be purchased as a youth restorative or material for fortune telling.

Shimex

Oft alienated for their completely smooth bodies, without a hair to be found, nor nails on their fingers and toes. Their culture prohibits conflict or selfishness, but they have a reputation for being conniving and tricky. Generally they are very quick to integrate into new cultures when given the opportunity, and adopt new customs well.

Nihemi

A tall people with silvery skin and four, narrow eyes. They have a predilection for long robes and fine silk, and have a very insular culture.

Bolshu

People seemingly swollen with excess blood, with bodies bloated and tinged purple. They use their blood in a number of holy rites, and have a tendency to see the blood of other races as impure or cursed.

-

Far races

If you want to run a really out there or gonzo game, here are a few more wild race options that players might be interested in.

Wermlen

Beings that build cities in huge immutable metal rings, most of the time buried deep underground but always with at least some of the city on the surface. In their larval stage, they appear as eel-sized worm creatures which form small communes of five or six, which can act at the scale of a human.

Fornd

Appearing like a shrub made of clear crystal, which moves by growing in a direction and shriveling behind. The 'leaves' hold items and pass them along as it moves. Their homeland is on the ceilings of vast underground caverns, though they cannot pass along walls or ceilings anywhere near the surface.

Mkyek

Appearing as what we would recognize as a human fetus, though a little larger than a watermelon, flowing in the air surrounded by an orb of fluid and a wavering field of delicate energy. Any items it possesses are held in this field by moderately strong, short-range telekinesis. Originating from hidden moons, they claim to have built the world but this is a myth.

Vriitikra

Featherlike beings which are iridescent with flexible, strong filaments that usually wrap into a tubelike shape, and can thus hold items. They are able to change colors, and it is thought they were once able to perfectly recreate a human appearance.

Dwalm

Scaly tentacled beings with around nine long, flexible limbs and a round, spine covered body. Their limbs must coil together to hold the body upright or lift most human made items. They were created by a passing comet, which caused them to grow out of naturally formed mirrors.

Ayectraiv

Another floating race which looks like several rods of glass each holding a shimmering goo. At the tops of these rods they are open, and the goo extends upward into a more shapeless mass, which can use items. They say that in their realm, the glass is not necessary, and they can take their natural, majestic form.

Tuesday, October 8, 2019

Revised starting classes

These classes are available from the start, and players can unlock others by performing certain feats and quests in the campaign.

Warriors and Mages of Nathune - Concept by Narthyxa

INFANTRY
Fight well on a team, acting easily as leader or support. Combat trained.

  • Stat bonus: +1 blocking defense every level
  • Starting items: chainmail, large shield, spear, lucky charm
  • Skill: archer, surgeon, or tactician
Level 1: phalanx, siege diet
Level 2: squad support
Level 3: mentor, heroic sacrifice
Level 4: team attack, rally
  • Phalanx: when you block along with allies in the same melee, gain +1 defense for each, or +2 for each who is also infantry.
  • Siege diet: split your meals with close companions (other player characters) to each get by on one ration per day.
  • Squad support: if an ally within reach would take damage from a ranged attack, you may take the hit in their place.
  • Mentor: if you have fought alongside an ally through at least one level up, when you see them perform a non-magical technique you can declare that you will practice it, and can use that technique once in a later encounter. This also works for skill stars if you have the same skill, but you can only be practicing one ability at a time.
  • Heroic sacrifice: whenever an ally in the same melee would take a wound, you can choose to take the damage in their place.
  • Team attack: +1 damage for each ally attacking the same target in the same round.
  • Rally: once per day, call out encouragement to your allies and restore vigor of all who can see and hear you by 1d6.

BERSERKER
Enter a powerful rage to become strong and reckless. Combat trained.
  • Stat bonus: +1 maximum vigor every level
  • Starting items: fur cloak, hand axe (2), human skull
  • Skill: survivalist, thug, or apothecary
Level 1: rage
Level 2: brutality, adrenaline
Level 3: fury
Level 4: unbreakable, wrath
  • Rage: once per day, go berserk to become nearly invincible and unstoppable for three rounds. This grants +1 attack and defense, as well as ignoring wounds and postponing death rolls until rage ends. Attack choices are circumvented by your aggression, cause you to take and deal full damage, mitigated only by defense. If you rage while wearing armor, subtract its defense from 6, and roll 1d6 under the result or become strained. If you spend a round in a rage without attacking something, make a will save or eat your weapon.
  • Brutality: become more powerful without a shield, increasing the attack bonus from dual wielding to +2, or granting a +1 attack bonus when wielding a weapon two-handed.
  • Adrenaline: for one round per day (or a 10 second span), treat your strength as 20. Can be used in or out of combat.
  • Fury: enter a rage up to three times per day, and each time you wound a foe while raging you may choose to extend the duration by one round.
  • Unbreakable: gain a natural defense bonus of +1 at all times.
  • Wrath: your rage now grants +2 attack and defense, as well as immunity to pain or fear based effects.

THIEF
Use stealth, skill, and luck to steal and accrue valuables. Partially trained.
  • Stat bonus: +1 stealth every level
  • Starting items: blackjack, dark cloak, lock & key
  • Skill: cook, jeweler, or panhandler
Level 1: thievery, counterfeit
Level 2: lucky, perfect crime
Level 3: slippery, change hands
Level 4: very lucky
  • Thievery: gain the locksmith and pickpocket skills with one star each.
  • Counterfeit: forge a false copy of any item you stole, which will pass for the real thing under immediate scrutiny, but may be caught out later.
  • Lucky: once per day, reroll any d6 roll you made, including damage rolls, skill checks, and others.
  • Perfect crime: whenever you steal something that is being actively guarded, if nobody spots you or notices your passing then you will immediately gain bonus exp equal to half of the spending value of what you stole.
  • Slippery: get a +3 speed bonus when retreating out of melee.
  • Change hands: retroactively declare that you swapped one or more items with another character, no matter how far separated you currently are.
  • Very lucky: reroll up to three separate d6 rolls per day.

DRUID
Grow useful plants when you need, using natural magic. Magic user.
  • Stat bonus: +1 ration per inventory slot every level
  • Starting items: cudgel, pouch of common seeds from your homeland, druidic passphrase
  • Skills: thug, survivalist, or cook
Level 1: bramble, naturalist
Level 2: vine, command
Level 3: heartfruit
Level 4: arbory, wither
  • Bramble: throw down a handful of bush seeds into the dirt and cause them to magically grow immediately, forming a semi-rigid barrier or short step up. These bushes will have no seeds, but fruit or vegetable bushes can provide 1 ration.
  • Naturalist: none of your druid powers can be used while you knowingly touch metal, or until the next new moon after you do so. You and companions (not including vehicles) are impossible to track through natural terrain by any normal means, as long as you all travel reasonably carefully.
  • Vine: throw down vine seeds into dirt, which grow up to ten meters instantly across the nearest upright solid surface. These can be used to climb easily, or they can pull down weak structures or immobilize one target, who can escape with a strength save or assistance. They will produce no seeds.
  • Command: once per day, you can put any magical plant under your control for 1d6 minutes. They may remember what happened during this time, but might understand your motives.
  • Heartfruit: call upon the protection of nature to grow a plant with healing fruit. It has no seeds and grows after a month of care, from then on producing a new fruit after a week, and new ones a week after harvesting. The fruit itself has thick, dark red juices and tastes salty, restoring all vigor or healing one wound.
  • Arbory: once per day throw a tree seed into dirt, causing it to grow swiftly and unstoppably up to twenty meters. This tree will grow no seeds, but fruit trees can provide 1d6 rations.
  • Wither: once per day, you can cause any plant to wither up and die with a touch. Deals one wound to plant creatures.

Combat trained classes are proficient with all weapons and armor. Partially trained classes can choose to be proficient with either light armor, heavy armor, or shields, as well as either proficiency with balanced weapons, mass weapons, or great weapons, or one skill star in archer or launcher. Magic user classes can choose any of their items as an arcane focus or roll for an additional item as one. Everyone is proficient with light weapons, and can gain proficiency with one particular weapon by landing three successful attacks with it. This proficiency can be gained for a new weapon, but the previous one will be lost.

Friday, September 13, 2019

Magic plants

All plants can be purchased as seeds for 3 gold, or transplanted for 5 gold. Remember, plants grown with druid magic don't grow seeds.

Bushes

  1. Belligerent Kindler: a stiff fern that pushes back against force, igniting if necessary. The leaves are immune to burning, and can be useful in making flame-resistant materials. Those who live near these plants will sometimes compare a hot temper to a fern, much to the amusement of foreigners.
  2. Acrobat's Brush: bushes with springy branches that cause any impact to bounce off. A person can use it as a springboard to leap up to 5 meters.
  3. Blasting Cucumber: grows a crop of small round vegetables, more elongated and cylindrical than normal cukes. Whenever something jostles the bush too much, it blasts seeds in every direction, dealing heavy damage to anyone nearby.
  4. Green Phantom Bush: related to a similar magic shrub in distant Centerra, these bushes turn any living creature that touches them invisible.
  5. Cutpurse' Bramble: this underbrush is favored by bandits for the long, rigid leaves that can be used as makeshift daggers. Fully grown they usually have 1d4 usable leaf daggers, which dry out and become useless after a week.
  6. Hedge Mule: able to pull up its roots and move at pace with a leisurely walk, for up to a day if it's had a week to rest, or an hour if it's had a day to rest. Can carry up to 9 inventory slots worth of items or one passenger.

Vines

  1. Crushvine: looks like a benign ivy until a year of growth, when it blooms red flowers and suddenly pulls whatever it has grown on, crushing even stone walls into the ground. When someone is acting suspicious, people will sometimes say they are 'blooming red.'
  2. Sentinel's Grape: these vines keep surreptitious watch through their leaves, growing small grey berries. When a berry is eaten, it reveals everything the vine has seen in the past month, though the eater must save vs poison or fall into fitful slumber for 1d4+1 days.
  3. Jeweler's Ivy: so called as it seems to enrapture anyone who touches it. The truth is that its touch is paralyzing, and it will slowly consume anyone it traps unless they are pulled or knocked away.
  4. Creeping Lover: black vines with hand-shaped leaves. They fall away from a surface and wrap around anything that touches them, often capturing the careless. For each additional person trapped, each victim gets +1 to escape.
  5. Creeping Storm: famous in several tales for their ability to carry lightning along their stems. Less famous is the fact they carry flame just as well, flaring out at the leaves. Some extravagant nobles will have them grown at the top of a tower.
  6. Rock Ivy: thick-stemmed vines that harden like stone when they die, becoming nearly unbreakable. Many castles will encourage these plants to grow along walls, but if allowed to grow wild the hardening roots can push apart bricks,

Trees

  1. Bandit's Oak: grows broad but not very tall. Within it's mostly hollow, with inconspicuous entry points at nearly every side.
  2. Dreambirch: anyone going to sleep within one kilometer of this tree's pale blossoms will be trapped in a somber, eerie dream world. Each night roll 1d100, if the result is lower than the number of trapped people, one will awaken. Strong willed individuals make a will save to escape.
  3. Cloud Willow: sheds its leaves when endangered, causing any creature they touche to become weightless for an hour. If they fail an agility save to grab something, they will drift upward 2d20 feet before falling. The leaves last an hour if gathered carefully.
  4. Siege Spruce: this tree builds up explosive deposits in the trunk, and grows flammable nuts. When chopped down, it fires a natural cannonball from the trunk, dealing 3d6 damage. If burned, it will launch up into the air and come crashing down.
  5. Razorbark Sycamore: looks like a normal tree with low, climbable branches, but the bark is razor sharp. 1d6 of the branches can be broken off and stripped to use as axes which will break after 1 damage marker. The bark can be peeled off for other uses, but the task is risky.
  6. Sovereign Hickory: when this hearty tree takes damage, it becomes immutable like a giant immovable rod for one minute. Some alchemists insist that its wood is the key to creating immovable rods, but none have yet managed it.