Showing posts with label undead. Show all posts
Showing posts with label undead. Show all posts

Sunday, October 31, 2021

Auto Generator repository

Character generator, using races and classes based on Tajira, my homebrew setting. If you want to change those details though, it should be perfectly usable for just about any setting, from epic to historical fantasy. Also, it generates a fully original name each time, so feel free to just roll up names! (This is probably my best work here, and also the most liable to change.) 

(The character generator has been removed until I have a better sense of the world and some more well established content.)
Name generator:

 

Weapon generator:

Specific sword generator, because swords are surprisingly unusual in a lot of weirdly specific ways:

Shield generator:

Nightmares:

Elementals:

Undead:


Crystals! After following a lot of mineral and crystal accounts on social media I feel like a major element fantasy crystals tend to miss out on is the sense of contrast that's almost inherent to any crystal. So I tried to capture that, as well as the incredible, beautiful variety of crystals.




Notes: this page is where I'll be keeping all my auto-generator buttons. They're fun to make, but I don't want to fill my blog with endless posts of just one or two generators. Instead, I'm going to make this post, pin it somewhere prominent, and just add generators to it whenever I make them! I won't be deleting my old generator posts, but I'll probably be redoing as many of them as I feel are worth preserving and posting it all here. The generators in the current sidebar will likely be replaced with a link to this post.

As always, all of these are thanks to Spwack on Slight Adjustments for creating an incredible tool that lets you, yes you! turn your lists of words into auto generator buttons. I've failed to learn programming around half a dozen times so if I can use the tool to make these, truly anyone can.

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!

Thursday, April 23, 2020

New generators

https://cdn.discordapp.com/attachments/499141846425927693/703353842460524703/IMG_20200424_1716223332.jpg
I drew these, as some possible results on the sword generator


I've updated and fleshed out my weapon auto-generator button, turning it into two. First, one that is more sword-focused:


And a more general one: 


Half-swording a sword and a half by Antoine Piers

Additionally, here is a small undead generator:



Short post this time, but hopefully soon enough I'll be back with magic factions, cultures in my setting, or perhaps even a rule PDF for my GLOG hack! All credit goes to Spwack of Meandering Banter for creating a terrific set of tools for building these auto-generators.

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 16, 2019

The colors of flame

Red- bloodfire

A rare and cursed flame which burns only living creatures, curdling their flesh before it eats away the skin. It leaves nothing but bone and fur or hair, and none have yet tested if it can spread along freshly spilled blood. The skincity Viren is perhaps the only place where such fire can be found.

Orange- of hearth and torch

Natural flames said to originate from the plane of fire, wherever that may be. It has long been tamed by mortals as a fine tool for light, cooking, and fending against beasts, though careless use may reveal its own feral nature and show it for the danger it is. 

Simple fire
VFX: Simple fire by Artem Grechko

Yellow- flames for gold

Sometimes used by money-changers or alchemists to sift gold from other metals or stone, as this jagged flame burns only precious metals and gems. Most metals it corrodes and ruins, while gems burst or explode. Its use comes in the way it melts gold, as that immortal treasure cannot be rusted or degrade into patina.

Green- demon's breath

Cursed flames known to come about after unnatural magics and dark pacts, remembered by most from a conflagration that burned away the undead armies of the Dead Lords, when they were finally slain. They manifest as they will, consume what they have come for, and disappear without trace or ash. Truly none can say if this fire is a demon itself, merely a tool of dark forces, or perhaps a consequence of twisted wizardry.

G.
Fire-Green by Gabriel Ramos dos Santos

Blue- spirits of the dead

Smoke like mist and a pale glow marks these flames as the product of necromancy. Most often seen in the empty sockets of skeletons still fighting, it is also found at the heart of bone lanterns, whispering the memories of a soul long since dead.

Violet- the memory of dreams

When the pulp of a dream birch is lit, the flames burn with a beautiful light. The long tongues of its pyre will plunge any who touch it into a deep sleep. Curiously, when an unwanted memory is written or drawn clearly enough and put in the flame, it will burn away from the creator's mind. It is thought that these are impossible to recover, but an alchemist in Renzez claims to have crafted a restoring poultice using the ashes of burned memories.

Magic Fire by Evgeny Starostin

White- gentle cleansing flame

A wizard's trick, fire that burns away dirt, dust, and stains and leaving only the shining surface of what lies beneath. The potion that ignites it is quite laborious and time-consuming to brew, so it is perhaps best relegated as a parlour trick for the nobility.

Wednesday, October 30, 2019

Special undead

Special Halloween post (a day early)! Certain beings beyond death are more dangerous or strange than others, or simply more rare.


Ghost

HD: 2
Found: solitary in abandoned homes, places of strange death, treachery, obsession, or terror

Appearance: withered ghostly light in the warped shape of the person who died, twisted by all-consuming emotion.
Voice: echoing and distant, as if from deep down an unseen hallway
Wants: to fulfill its obsession
Morality: wild, emotional, irrational
Tactics: careful, tricky, but aggressive

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

Abilities

  1. Incorporeal: can remain invisible and intangible at will, unless its emotions are flared.
  2. Possession: able to possess the bodies of mortals who are emotionally inflamed.
Created when a mortal dies while engulfed in the extremes of emotion, be it terror, hatred, desire, or others. This emotion drives them far beyond human behavior, to wild acts that may seem impossible to their friends and loved ones in life. They become tied to an area or object, and cannot leave it beyond a certain range unless they possess the body of a mortal. 

Evocation - Stail Woman by Andrea Chiampo

Poltergeist

HD: 1
Found:

Appearance: completely invisible, shaped like a frail, crouching humanoid. Faint but distinct light glows from within when the command word is spoken.
Voice: echoing sounds, like a clattering or ringing with no apparent source
Wants: to serve its purpose, usually as a thief or personal guard for dark wizards, or to secure safety once abandoned.
Morality: flatly logical, cautious but not fearful
Tactics: evasive, avoids combatants while flinging heavy objects at them

Attack: -1
Defense: +1
Speed: +0

Abilities

  1. Unseen: cannot be seen naturally, though a small, candle-like blue light glows at its heart and it becomes immobile for 1d6 rounds when its command word is spoken.
  2. Telekinesis: with a clumsy force, the poltergeist can levitate a set of somewhat lightweight objects in a certain area, such as a chair and small items on a nearby table. Makes a launcher check with 2 stars.
Created by cutting out part of the soul and binding it to a word in a lengthy and horrific process that cripples the mind of its subject. Usually dark wizards will extract 1d6 poltergeists from a soul, inventing a new command word for each and using them as thieves or disparate guards.


Wraith

HD: 3
Found: 1d6 in the stillest of places

Appearance: somewhat like a dark, tattered robe floating in the air, shedding dust, ash, or whatever gave it form.
Voice: silence
Wants: stillness, silence, and deadness
Morality: inscrutable
Tactics: cautious, well considered, almost passive

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

Abilities

  1. Withering touch: medium damage, deals a wound on 6.
  2. Discorporate: fades into particles briefly, becoming intangible for a round.
  3. Screams of Quietude: goes still for a round, damping all sounds within a long earshot.
Formed of particulate matter in places of deepest stillness, these strange elemental beings of deadness are formed seemingly on their own, almost always underground. Perhaps these taught the ancient necromancer lords their dark art, in a nearly successful bid to end life in our world. Perhaps the night sky is black with void wraiths, impatiently waiting for the moon and stars to die or abandon us so that they may finally put still this wretched land of flowing blue, swirling white, and creeping green.

They float through the air, and are absorbed by stone. While this weakens the spirit, it also corrupts the material. The result is a brittle rock called Wraithstone, which crumbles into needle-like shapes and is prized by alchemists.


Mummy

HD: 3
Found: solitary in rich tombs, the tops of mountains, buried under ancient temples, or lost in salt mines

Appearance: desiccated corpse from bygone eras, preserved by forces of man or nature and bearing a distinct strength in will and body.
Voice: soft and dry, but commanding and impossible to ignore
Wants: peace in the afterlife, to dispel invaders
Morality: similar to life
Tactics: careful, well considered but not aggressive

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

Abilities
  1. Command: all undead who can hear it will obey its words without hesitation.
  2. Slam: heavy damage. Deals 1 damage to the mummy on successful hit.
  3. Mummy's Curse: whoever kills a mummy is stricken with a major curse.

Emperor of the Sands: interred deep within stone crypts lined with gold and history, draped in what were once fine silver wrappings and golden regalia. Guarded by twin stone guardians and possessed of divine favor.

Saltmen: lost workers in an ancient salt mine, their industry that ended their lives has now ironically preserved them beyond death.

Eternal Monk: preserved in a ritual of meditation, fasting, and special diet in order to achieve an eternal peace as they were lowered into sealed pits underneath holy places. Those who desecrate their place of burial may face the full might of long-lost martial arts, but the righteous seekers of their wisdom may find secrets which are unattainable by any other means.

Mummylands: tropical lands where the oldest of preserved dead can be found, hundreds if not thousands across the realm. Many of them are decorated with fine clothes, tattoos, and jewelry.

Saturday, October 5, 2019

Articorpus Suprultima: magical mecha and more

The temple of a conquering god, built up and shaped into a titanic body for its divine spirit to inhabit through the hands of the faithful crew. A coven of witches weaving life into their shared home, granting it gargantuan legs and sharp fangs. The necromancer lords of old burst from their crypts, crafting a bone behemoth of the ancient dead to scour the lands. An insect god from another world approaches the party and requests their assistance, neural pathways open and inviting, in protecting this world that it might at last live in peace.



Each magical mecha has at least three available positions: pilot, gunner, and engineer. On their turn, the pilot can either move the mecha or turn it up to 180 degrees, or activate special movement abilities like wings or drills, the gunner can either fire or reload one of the weapons, and the engineer can repair one system or recover the hull by one. Weapons can only fire at targets in a semicircle in front of the mech, unless they hit all adjacent. Movement system with speed higher than 1 can only move in a straight line, and cannot move less than their full speed. Multiple crew can work at each station, but there's no benefit beyond two pilots or two gunners to a weapon. Crew can move to other stations, but it takes one round if they were piloting or gunning.

Attacks hit automatically, dealing one hull damage and disabling one system as determined by 1d6. When Hull reaches 0, the mech is damaged beyond use. Each movement system and weapon has an equal chance of being hit (a mech with more than six systems would be excessively powerful). Whenever a mech is hit, the crew add their mech's instability to the impact of the attack, and try to roll that number or higher on 1d6. If they fail, their mech is turned by the attack to face, away from the attacker.

These craft are massive, similar in size to an upright castle. Any attack from one will completely obliterate a human-scale target, up to creatures like dragons or kraken which can manage survive one hit and deal some damage back. Any attack less than a dragon's fire or a siege weapon will deal no damage to any mecha, but invaders can attack the crew.

Baba Yaga Hut by AlcoholicHamster


1. WALKING TEMPLE
Exiled priests of Roaz built a new home and named it Virth, thus giving life to a new conquering god and granting it full form in a humanoid shell of gilded marble.
Hull: 6
Instability: 2
Storm Ballista: 10 range, 1 impact
Angelswarm Wings: 2 speed flight, +4 clumsiness
Inverted steeples: 1 speed walk

2. COVEN BEAST
Some say the oldest magics are the greatest, and the glimmering teeth and claws bursting from a home built by hand incuse a testament of such claims into the ground with every step.
Hull: 4
Instability: 1
Claws of the Moon: 2 range, 3 impact
Fangs of the Stars: 1 range, 0 impact, always targets movement system
Great Beast's Legs: 1 speed crawl, if not used, -1 clumsiness for one round

3. WAR THESIS OF WIZARDRY
As the kingdom of Waylet found itself more and more deeply embroiled in war the monarch put equal pressure on the wizards to develop more powerful magics.
Hull: 8
Instability: 3
Ultrastaff: 5 range, 2 impact, roll two systems and choose which takes damage
Wheels of Progress: 1 speed roll

4. GRAZIAX FROM ZHELL
Wayward god-prince of a distant, unimaginable divine realm fleeing from a devourer of worlds. It seeks the aid of intrepid pilots to enter its body in a symbiosis that is apparently common in its home realm.
Hull: 6
Instability: 2
Acidic Outpour: 3 range, 1 impact, can hit two adjacent targets
Grand Pincers: 1 range, -6 impact, no system damage but can latch on and move with target (can let go at any time)
Catapult Legs: 4 speed leap, takes two turns to leap

5. BONEGRAVE MAUSOLEUM
Lich lords from the ancient days, long thought defeated and slain, have merely been building their strength in quiet crypts. Now they unleash power and death gathered through the ages, meaning to take back the lands of the living.
Hull: 5
Instability: 3
Necrotic Megascythe: 3 range, 2 impact, any human-scale creatures in range are killed and raised as undead
Countless Femurs: 1 speed crawl

6. DREAM LORD
Slumbering deep in the sea since perhaps before the first human flesh imagined its own existence, it has been awakened by wild cultists whom it consumes and takes counsel from in their eternal sleep.
Hull: 10
Instability: 5
Awakening Star: 6 range, 0 impact, target's crew make Will saves or become incapacitated by nightmares for a turn
Voidwind Wings: 1 speed flight, even in space
Slithering City: 1 speed swim
Eats mortals, who make a Will save to become trapped in its dreams and then die. If successful, they become a new crew member.

7. FORGEMASTER'S MOUNT
Built by ancient dwarves with tonnes of the finest steel, over generations of master craftswork. The explosive powders are a wonder to alchemists, who insist that the wizards have it all wrong with their 'mountain magic' theories.
Hull: 7
Instability: 4
Ancestor's Hammer: 1 range, 2 impact
Mountainfire Sling: 6 range, 3 impact, 2 hull damage, five shots per battle
Short legs: 1 speed walk
Inverted Volcano: 5 speed leap, one use per battle

8. KRASCHKUL THE THUNDER
An ancient hero of the giants, perhaps the oldest still living and the only one to ever have a full suit of plate mail forged for him, as well as a blade that could be called a broadsword. Those legends have left out how dull of mind he is, having been secretly guided to most of his heroism by hidden human passengers.
Hull: 5
Instability: 2
Sword of Kraschkul: 1 range, 3 impact
Giant's Roar: 1 system damage to all adjacent mecha
Charging Storm: 3 speed run, takes 2 rounds to charge, 1 hull damage to one target in path

The Boat by Salvador Dali


9. THE YELLOW STAR
Something of a moving palace made to be as comfortable as possible, ultimately with many concessions in terms of combat ability. Commissioned from golemancers of the Yellow City by its wealthiest slugmen, it is a polished stone giant with huge decorative topaz eyes.
Hull: 13
Instability: 2
Major Mass Flare: lights fuses at the start of the turn, looking like a weapon charging up. At the start of the next turn, shoots a huge array of fireworks up into the air in a stupendous but harmless display
Avalanche Slam: 1 range, 3 impact
Ponderous Steps: 1 speed walk
Contains an opium lounge full of silk pillows, and a delightfully stocked tea cabinet. Crew get +1 against mecha abilities that affect them.

10. GYS SILVER MANTIS
An oddly-shaped craft ridden by pirates from across worlds, its shoulders sport metallic sails and crystalline cannons protrude around the waist.
Hull: 5
Instability: 3
Aether Cannons: 4 range, 2 impact
Boarding Hooks: 1 range, -6 impact, allows the Astral Mallard's crew to board the enemy
Luminary Sails: 2 speed flight in astral currents
Port and Starboard: 2 speed sail

11. BIRIGX THE PUNISHED
The whipping post of all hell, a great hulking demon whose skull has been wrenched open and whose innards have been carved out. There are greater demons of equal magnitude, but they do not answer to summons and Birigx is not given a choice.
Hull: 4
Instability: 1
Mass Trident: 5 range, 2 impact
Cataclysmic Dismissal: hits all adjacent, 3 impact, 2 hull damage, kills Birigx crew and sends him back to hell.
Tattered Wings: 1 speed flight
Cloven Hooves: 2 speed run

12. CHARIOT COLOSSUS
Once in an empire long past, the land's greatest engineer determined to make a more powerful chariot. They succeeded, and kept on succeeding until they had created this gleaming tower of a warrior with lumber and bronze.
Hull: 7
Instability: 2
Rain of Bronze: 3 range, 1 impact
Greatest Pike: 2 range, 3 impact
Wheeled Basis: 2 speed roll

Done as part of the GLOG mech/robot rules challenge. Other participants:
https://slugsandsilver.blogspot.com/2019/10/yoon-suin-glog-clockwork-golem-player.html
https://nuclearharuspex.blogspot.com/2019/10/mech-rules_5.html
https://octarinetinted.wordpress.com/2019/10/04/mantle/
https://oblidisideryptch.blogspot.com/2019/10/ezcocotli.html
https://crateredland.blogspot.com/2019/10/having-mechs-on-first-date.html

Saturday, September 14, 2019

Undead stats and attributes

The most common undead are skeletons, as well as wights, zombies, ghouls, and liches. Undead need no food, rest, water, or even air, but cannot heal wounds or regain vigor, and gain no experience points or levels as they feel neither passion nor joy. Much like the cursed, undead are vulnerable to silver items and weapons.

Skeleton

HD: 1
Found: 1d6-1 with a necromancer or in long-neglected crypts and ruins

Appearance: human bones, marked as a product of necromancy by the ghostly blue flames burning from within the eye sockets.
Voice: clattering and crackling of bones against one another, muffled only by long-decayed garments
Wants: to obey the most recent command or protect the dead from desecration
Morality: pure obedience
Tactics: decently varied

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

Attacks
  1. Old, rusted weapon from life.
  2. Unarmed attack at +1 damage.
Collapses when it takes a wound.

Elven skeleton

HD: 4
Found: solitary with powerful, well-travelled necromancers

Appearance: unnaturally slender bones, glowing with a darkness that consumes nearby light. The fires in its eyes are the only light that exists around it.
Voice: echoing, empty, and faint
Wants: to obey last command or destroy beauty
Tactics: complex and considered

Attack: +4
Defense: +1
Speed: +5

Attacks
  1. Umbral claw: heavy damage
  2. Gravelight: flare of darkness, dealing 2d6 damage to living enemies nearby. Paralyzes nearby undead for one round, including elven skeletons.
  3. Elven blade: roll for magic weapon

Giant skeleton

HD: 7
Found: solitary, at the tops of the oldest mountains and hiding within the most powerful clouds

Appearance: massive stone skeleton, broad and heavy of frame
Voice: clashing of stone, roaring of storms, oddly contemplative
Wants: to obey the last command or crush the works of humans, and learn
Morality: obedience and curiosity
Tactics: carefully considered

Attack: +6
Defense: +6
Speed: -4

Attacks
  1. Crush: heavy damage
  2. Giant weaponry: 2d6 damage
Insanely heavy, will crush anything it stands on other than solid stone or similarly sturdy ground.

Wight

Known to anyone who recognizes necromancy as the servants of its practitioners, by the shriveled skin, burning blue eyes, and dry rasping voice. They have no personality of their own and barely remember their previous life, now fully devoted to the necromancer who raised them. Physical attributes and skills are identical to the person in life, including speech, languages, and class techniques, but has no magical abilities of any kind without a soul. Becomes incapable of meaningful action after three wounds.

Zombie

HD: 2
Found: at the site of a horrible curse

Appearance: decayed and cursed, but not usually extremely old. Sometimes still wearing their clothes from life, and may carry tools or weapons that they no longer remember how to use.
Voice: dull groaning without intent
Wants: to bite or infect the living, dig up corpses
Morality: hunger
Tactics: dull

Attack: +1
Defense: 0
Speed: -2

Attacks
  1. Bite: light damage, +1 for each additional zombie in melee
Anyone bitten by a zombie will turn into one, either quickly, gradually, or after natural death, depending on the curse.

Ghoul

HD: 2
Found: in old graveyards and on recent battlefields

Appearance: deformed as if starved, but beyond all natural capacity. Sunken eyes and distended teeth, cracked and sharpened against the bones of the dead.
Voice: shrill and cackling, frequent coughing
Wants: to eat the recently dead
Morality: selfish
Tactics: tricky

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

Attacks
  1. Claw: light damage + save vs stun
  2. Bite: light damage, targets vulnerable foes

Lich

When a master necromancer obtains a Soul Talisman, they can use their dark magics in a ritual suicide to trap their own soul within. They can also do this to another, but this is rare as the lich to be must be killed, and can later kill the necromancer to secure their own immortality. As long as the Soul Talisman remains intact, the lich cannot die, their slain body simply regenerating or being remade. If the Talisman is kept far from the lich, their body will become lifeless and immobile until reunited. While the lich is trapped within their Talisman in this way, they can reform a new body, causing the old to be engulfed in cursed green flames and creating a new form over the course of a week.

Wednesday, September 11, 2019

Magic user classes

Magic users may select an object in their possession as a magic focus. With a focus in contact, all magical techniques take one round to perform unless otherwise noted. If the focus is lost or destroyed, a new one can be assigned through a week long, arduous but not challenging process. Without a focus, magical techniques can be performed outside of combat with a ritual that takes one minute to complete.

Druid

Grow useful plants whenever needed, eschewing metal items.
  • Stat bonus: +1 ration per inventory slot per level
  • Starting items: cudgel, druidic passphrase, pouch of common seeds from your homeland
  • Skill: cook, survivalist, or builder
Level 1: bramble, naturalist
Level 2: vine, botanium
Level 3: heartfruit
Level 4: arbory, wither
  • Bramble: throw down a handful of bush seeds and cause them to grow immediately. They require a decent amount of dirt and form a sturdy but not fully rigid barrier. Fruit bushes can provide 1 ration, but plants created with these magics produce no seeds.
  • Naturalist: none of these powers can be used while you knowingly touch metal, or until the next new moon after. You and your companions (not including vehicles) are impossible to track through natural terrain by any normal means.
  • Vine: cast vine seeds which grow up to ten meters instantly, across any solid surface. Can be used to climb walls, destroy weak structures, or immobilize an enemy until they succeed a strength test or are freed.
  • Botanium: one per day, you can put any magical plant under your control with a touch. This lasts one hour, and they can remember what happened but may be understanding.
  • Heartfruit: call upon the providence of nature to grow a plant which can bear healing fruit. It grows after a month of care, from then on producing a new fruit one week after harvesting. The fruit has dark red juices and tastes salty, fully restoring vigor or healing one wound.
  • Arbory: once per day plant a tree seed, causing it to grow swiftly and irresistibly up to twenty meters. Requires plenty of soil, and fruit trees can provide 1d6 rations.
  • Wither: once per day, you can cause any normal plant to wither up and die with a touch. Deals a wound to plant creatures.

Witch

Gain the forms of animals and their natural talents, forgoing metal items.
  • Stat bonus: +1 stealth in wilderness per level
  • Starting items: broomstick, journal, stone axe
  • Skill: butcher, cook, or politician
Level 1: wild shape, blessing
Level 2: mode of the swift, natural aspect
Level 3: cast of sky
Level 4: dominant will, beastly form
  • Wild shape: become an animal at will, gaining its physical attributes but becoming unable to use normal items, techniques, or magic. You can take the form of any animal you have been turned into by magic, as well as an antelope or wolf. If you knowingly touch metal, these abilities are lost until the next full moon.
  • Blessing: perform a ritual to gain the forms of wild animals by putting your hand over their eyes for ten seconds. Only works on nonmagical animals, no larger than twice your size or smaller than half, and grants you their form whether by friendship or force.
  • Mode of the swift: gain the forms of a fox and cobra.
  • Natural aspect: partially transform, gaining one conspicuous attribute from the animal form while still being able to use your normal equipment and abilities.
  • Cast of sky: gain the form of an owl or similar sized bird (at GM discretion).
  • Dominant will: with a touch, impell your will upon a nonmagical beast once per day, forcing it to obey a single word command along with pointing. Cannot be used on a beast again if your command caused harm.
  • Beastly form: gain the forms of a shark and tiger.

Summoner

Call upon alien entities and unleash them.
  • Stat bonus: +1 skill slot every two levels
  • Starting items: whip, ritual mask, chalk
  • Skill: navigator, linguist, or tailor
Level 1: summon entity
Level 2: alien contact
Level 3: alien mind, twin passages
Level 4: stable conduit
  • Summon entity: once per day you can conjure an alien presence into your realm, to act for six rounds plus your will bonus (or sixty seconds +10 per will bonus). Every level, the summoner can call upon an entity one additional time per day and gain access to a new entity, generated by the GM or rolled from a list the GM has prepared. If you find a summon scroll, you can discern the nature of the entities, and permanently learn to summon one.
  • Alien contact: once per summon, you may roll a magic check to give your entity a one-word command that it must obey, along with necessary gestures. For example, you command it to 'kill' and point at a creature.
  • Alien mind: once per day, make a magic check to give your entity a single complex order that it must try its best to carry out. For example: you command it to lift a portcullis and prevent non-allies from passing by.
  • Twin passages: up to two entities can be summoned simultaneously.
  • Stable conduit: once per day, summon an entity for one hour plus one minute per will bonus.

Illusionist

Conjure illusions which can be manipulated in many ways.
  • Stat bonus: +1 speed per level to maintain distance
  • Starting items: fine clothes, copper mirror, whip
  • Skill: writer, engineer, or painter
Level 1: minor illusion, duplicate
Level 2: shroud, quasitangible
Level 3: lifesize
Level 4: dualize, unreality
  • Minor illusion: create an illusion of a common handheld object that you are familiar with. When someone first sees an illusion and each time they see it do the impossible, they make a will save to see through it. By focusing, you can see through illusions you know of as if they were transparent. You can maintain one illusion at a time, and it disappears if your concentration breaks.
  • Duplicate: make an illusory copy of a particular object you have with you, or have had time to examine outside of combat.
  • Shroud: by touching a target, you may cover it with an illusion of similar size. For example, you could disguise a sword as a broom, or make a bag of gold appear as an apple.
  • Quasitangible: your illusions are solid and tangible to anyone who does not know their true nature. You always know that your illusions are false.
  • Lifesize: create illusions up to the size of a person.
  • Dualize: you can maintain two illusions at once, but only so long as you do nothing else.
  • Unreality: if you can imagine it, you can create it, up to the size of a house. Your illusions can break the laws of physics without allowing a new save from viewers, unless it fails to affect the environment in ways it should. For example, if you make a figure of lightning walk through dry grass without burning it, a new save would be allowed.

Necromancer

Resurrect and control undead as minions or tools.
  • Stat bonus: -1 vigor, +1 magic per level
  • Starting items: shovel, dagger, coffin
  • Skill: apothecary, surgeon, or historian
Level 1: corpus
Level 2: spiritus, vitae
Level 3: quietus
Level 4: animus
  • Corpus: resurrect a dead person as a wight, so long as they have been dead for less than one week. It will retain any class techniques and physical abilities from life, not including magic. If you raise a wight while you still have one, the old one will crumble into dust.
  • Spiritus: give life to the bones of a person who has been dead for less than a week, raising them as a skeleton with normal skeleton attributes, totally loyal to you. Command up to one skeleton at level 2, three at level 3, and five at level 4 without them going wild and attacking everything.
  • Vitae: touch an undead creature and drain vital essence from it, lowering its vigor and raising yours by 2d6. If you roll higher than its current total, you completely absorb it.
  • Quietus: touch any dead flesh and preserve it from all natural forms of decay. This does not require a thinking being or even a complete body, but only one continuous piece of animal flesh can be preserved at a time. This cannot be used again on the same flesh.
  • Animus: within any container crafted of bone, you can hold a dead person's soul. Only thinking creatures have a soul, and it must be captured within one hour of death. The soul contains all their memories, personality, and magical aptitude, but can do nothing aside from speaking when captured. You can place a soul within your wight, which will grant it all of the soul's traits and no longer count as your captured soul, but will also make it no longer obedient, and the soul cannot be re-captured when the wight dies.

Sorcerer

Redirect elemental forces.
  • Stat bonus: +1 speed per level when retreating
  • Starting items: arming sword, robes, alchemical battery (one charge)
  • Skill: alchemist, brawler, or politician
Level 1: channel, elemental channels
Level 2: warp, infuse
Level 3: twin channel
Level 4: redirect, transmogrify
  • Channel: when in contact with a visible amount of water, oil, fire, or lightning, you can channel it into a 10 meter line. While channeling, you take no damage from ice, fire, or lightning for the round.
  • Elemental channels: each day, you have a number of channels equal to your sorcerer level. Channeling water or oil deals 1d6 damage and soaks everything along the line. Channeling ice, fire, or lightning deals 2d6 damage, fire can ignite the target, and lightning can paralyze them.
  • Warp: alter your elemental blasts to take different shapes. New forms can be created at GM discretion, and any number can be combined, but each additional warp consumes one additional channel.*
  • Infuse: absorb up to a person-sized amount of any element into your body, to be channeled at a later time. Requires at least a cup of water or oil, a torch worth of flame, or any electrical charge greater than a static shock. Only one infusion can be held at a time.
  • Twin channel: when touching enough of more than one element, both can be channeled at once and aimed at separate targets, consuming three channels.
  • Redirect: if struck by elemental attacks, you can negate one and channel it in the next round without spending any channels, but losing your infusion if you have one. If a sorcerer targets you and also has this ability, the one who rolls higher damage or spends the most channels wins.
  • Transmogrify: when touching two elements at once, you can expend two channels to convert them both into any other element and channel that. Infusions can be expended for this, but not gained.
*some possible warps: a bend in the line, allowing it to hit around corners. A single-target projectile that can hit up to 30 meters, but only one target. A wide burst that hits everyone in melee.

These are the core magic classes for my game. It's possible more will be added, but they'll more likely be put in my 'advanced magic' folder which may or may not ever see use.
Some magic plants to start you out: http://wordsforyellow.blogspot.com/2019/09/magic-plants.html
General animal stats: http://wordsforyellow.blogspot.com/2019/09/stats-for-some-common-animals.html
Summon entities: http://wordsforyellow.blogspot.com/2018/09/aberrant-summon-generator.html
Undead attributes and worldbuilding: http://wordsforyellow.blogspot.com/2019/09/undead-stats-and-attributes.html
Elemental generator: http://wordsforyellow.blogspot.com/2019/04/elementals-generator.html

Wednesday, August 28, 2019

Travel encounters

For the game I'm running, I needed an encounter table for regular travel across the land. So I made  this one, which is fairly basic but should provide everything necessary. The first ten are mundane and don't amount to much, basically just more interesting than "nothing happens," the next five are significant but mundane, and the last five are supernatural.

  1. A cloud looks like a flower
  2. Bloodstains on the trees
  3. Circle of mushrooms
  4. Triangular patch of flowers near the road
  5. Broken wagon
  6. Bridge over a small river
  7. A family of rabbits cross the path
  8. Howling winds pick up momentarily
  9. Light rain
  10. A set of gravestones nearby
  11. Bandits...
    1. Blocking the road
    2. Attacking merchants
    3. Fighting each other
    4. Poaching
    5. Sneak up from behind
    6. Pretending to be merchants
  12. Assassins
  13. Animals attack
    1. Wolves
    2. Bear
    3. Frenzied deer
    4. Boars
    5. Monkeys
    6. Ravens
  14. A storm brews while the group travels atop a hill
  15. Merchants approach carrying...
    1. Silks
    2. Weapons
    3. Exotic foods
    4. Slaves
    5. Training
    6. Plain tools
  16. Kobolds attack
  17. Undead attack
  18. Fairies offer power, wish to steal youth
  19. Spectral voices call out for help from a tomb
  20. Unnatural omens

Wednesday, August 7, 2019

Some monsters

Skullhound

HD: 3
Found in/number: dark parts of cities, violent roadways, 1d3

Appearance: as a hairless wolf (or other beast) with dark, translucent flesh and bones sharply visible, almost as if glowing. Similarly, a set of human bones rests in the stomach.
Voice: growling that sounds incongruently human.
Wants: vengeance. To hurt, kill, and die.
Morality: violent
Tactics: aggressive

Defense: 2
Speed: +3
Morale: 8

Attacks
  1. bite or latch: light damage, +2 against prone targets.
  2. flare of spite: medium damage to anyone looking directly at it.
Created when a wolf or other beast eats a person who was consumed with hatred and a desire for revenge. The hound's hair will fall out as its body turns darker and more clear, becoming an undead monster when it vomits its own soul to make room for the hatred.

Ashhand

HD: 5
Found in: the darkest unholy pits.

Appearance: a black hand reaching up from the ground, larger than a person and shedding black dust. Pulls itself ten meters out of the ground to the elbow at half vigor, and then 20 meters to the shoulder at 5 vigor
Voice: dusty cracking and grinding, muted immense roaring from below your feet.
Wants: to grab the holy, slaughter mortals
Morality: blasphemous
Tactics: varied but blind

Defense: 4
Speed: +2 (immobile)
Morale: 6

Attacks
  1. slam: heavy damage.
  2. grab: agility save to avoid. Next round, hard strength save to escape or take 2d6 damage. If it grabs a holy person, it will instead pull them down into the earth and not return.
Nobody knows what the full form of these demons might look like, but even as they are an encounter is always wildly dangerous. It is very flammable but immune to the flames, igniting it will add 1d6 fire damage to each of its attacks.