Friday, November 29, 2019

Blog update

Mostly I just want to draw your attention to the new buttons on the sidebar, just under that 'about me' section! I'll also add them to this post, for mobile users. Also added a tag list, links to my favorite blogs and Patreon, a search bar, and a few other things. Thanks for your time!

Generates a new character with appearance, personality, and backstory. Doesn't add stats, so you should be able to use them for any game in a medieval fantasy setting with a good amount of flexibility:


Nonmagical but unique weapon. They should be fairly plausible and usually practical, but may end up pretty out there:


Potion generator, mostly for the GM but hopefully it'll be fun for players too. These potions are temporary buff types, maybe I'll add permanent ones and downsides later on:


These buttons were made using a tool built by Spwack at Meandering Banter. Check it out here: https://meanderingbanter.blogspot.com/2018/10/automatic-list-to-html-translator-v2.html

Wednesday, November 27, 2019

Special elementals

Jittering sulfur

HD: 1
Found: 1d6 near hot springs

Appearance: a rough, flaking ball of yellow powdery stone, with spindly limbs jutting and bending in all directions.
Wants: to run around enclosed spaces
Tactics: chaotic

Attack: 0
Defense: +1
Speed: +4

Abilities
  1. Ram: light damage
  2. Scattered essence: each round the it spends in melee with someone holding a source of flame, there is a 2 in 6 chance the sulfur in the air will ignite and burn into heavy black droplets. The flame will spread to all areas it has passed through, dealing 1d6 damage each round to anyone actively fighting in it, or 1 damage if they are focused on avoiding it. The elemental takes 1 damage per round while on fire, and will run around in a panic.
(I drew this one a while ago, but it's way too faded to look any good)

Ash angel

HD: 1
Found: 1d6 underground, in large buildings, or places where the air is particularly still.

Appearance: a winged, crumbling figure. Penitent and cautious in its posture and movements.
Voice: weak and rasping
Wants: stillness and quiet, stronger elementals to follow.
Tactics: careful but ill-considered

Attack: 0
Defense: +1
Speed: +2

Abilities
  1. Smog: 1 damage, ignoring defense.
  2. Burst: when killed, each will explode into a cloud of choking, obscuring ash that hangs in the air, sticking in the eyes and throat. For each Ash Angel killed in the same room, combatants of flesh fight with -1 attack and defense.
Hovering spirits thought to be closely related to wraiths, they likewise prefer the still and silent. They are quite vulnerable to strong winds or water (a bucket or more), which can dissipate them without letting them burst.

Reforming by Aaron Salter

Forking fiend

HD: 5
Found: solitary at places where the future could go many ways.

Appearance: countless little spindly limbs meet at a joint, which reaches up to do the same again, creating a sort of pyramidal centipede without head or segmented body.
Voice: crackling and uncertain
Wants: possibility. It likes forks in the road at least, but will seek greater possibilities
Tactics: random

Attack: +3
Defense: 3
Speed: +3

Abilities
  1. Dagger feet: light damage
  2. Splitting: when it takes one third of its damage, a HD 1 forking fiend splits off and fights alongside it, with 1 attack, defense, and speed bonus. Likewise its stats decrease by one each. Happens again at two thirds damage.

Hungry forge

HD: 4
Found: where many dwarves have died

Appearance: ponderous blocky limbs heaving a tall, rounded body. A chimney spews smoke from above and a mouth glows from red hot coals within.
Voice:
Wants: to eat metal
Tactics: cautious

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

Abilities
  1. Mulch: it will take metal into its furnace and smelt it down, stopping for a round to smelt a random tool (1. shovel 2. plates & cups, 3. hammer & nails 4. chain 5. light struts 6. small chair). If it hasn't forged anything recently, it will aggressively try to take weapons and/or armor for this purpose, but is not picky if offered metal.
  2. Hammerblow: medium damage.
  3. Spew: 1d6 fire damage, agility save for half. Cannot act next round as it stokes the flames.

Gold-Forge Garrison by Svetlin Velinov

Annihilatrum

HD: 2
Found: solitary at sites of great magical destruction or natural disasters

Appearance: a roiling, heavy smoke with embers glowing from within and electrical energy crackling about its long limbs.
Voice: booming and sudden
Wants: to discuss the nature of destruction and preservation, and kill immortal beings.
Tactics: aggressive

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

Abilities
  1. Flaming thunder: red hot talons of crackling energy form, dealing heavy damage.
  2. Destructive existence: when moving slowly, it can pass through unattended solids, completely destroying them.

Photo by Francisco Negroni

Luminbeast

HD: 2
Found: solitary at the depths of the Temple of Hidden Light

Appearance: broad shouldered shining form, fading into shadows from the waist down. Without light nearby it looks wan and frail, but as it absorbs lights it fills out, appearing more muscular and sturdy.
Voice: slightly echoing
Wants: to collect candles and kindling
Tactics: aggressive

Attack: +1
Defense: 0
Speed: +1

Abilities
  1. Luminous form: for each light source roughly as bright as a torch or three candles, the Luminbeast gains +1 HD, attack, defense, and speed. One round after such a light source is extinguished, these bonuses are lost.
  2. Raking light: shimmering claws that deal light damage.
  3. Great flare: a blinding burst of light shines from its body, blinding anyone nearby. 2 in 6 chance this drains a light source, extinguishing it.

Lush soul

HD: 1
Found: 

Appearance: crudely humanoid shape, plump and welcoming, formed of alcohol as if held by totally unseen glass.
Voice: bubbly and muffled
Wants: strong alcoholic drinks, to join diverse groups
Tactics: careful

Attack: +1
Defense: +2
Speed: +0

Abilities
  1. Slam: light damage. Coats target in flammable alcohol on a successful hit.
  2. On tap: regrows about 5 liters of alcohol a day, up to its normal size at 50 liters. It will fight if half of it is consumed.

Beer Dragon by Nicolás Morales
Not the same idea, but a good beer elemental

Dashhoop

HD: 1
Found: 1d6 in flat expanses of firm ground, as large as possible

Appearance: translucent wheel of lightning, peeling wildly and without rest.
Voice: screeching
Wants: to race
Tactics: distracted

Attack: +1
Defense: -1
Speed: +8

Abilities
  1. Ram: medium damage.
Able to attack while moving, but cannot but move every round. If someone races to a target, it will be unable to resist competing against them.

Silvery doppelganger

HD: 3
Found: solitary in heavy concentrated metal veins

Appearance: angular, metallic humanoid covered in flat, shiny surfaces. Whoever is close enough to be reflected will find themselves fighting their own mirror image, reaching through the surface.
Voice: scraping and faintly echoed
Wants: to show reflections
Tactics: whatever it thinks the foe will use

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

Abilities
  1. Reflection: each person fighting it in melee will fight their reflection, with their bonuses added to its own for them alone. If approached peacefully when not in combat, by someone who hasn't attacked it, the reflected selves will only try to assist with grooming, examination, or what have you.

Saturday, November 23, 2019

Player character appearance

These should be free to roll if the player wants, but shouldn't be compelled.

Race

1d20

  1. Mebirinu
  2. Kippil
  3. Veshkin
  4. Tula
  5. Fahd
  6. Gollo
  7. Yingao
  8. Ort
  9. Finnin
  10. Shimex
  11. Nihemi
  12. Bolshu
  13. Purple Cikrem
  14. Blue Cikrem
  15. Green Cikrem
  16. Yellow Cikrem
  17. Orange Cikrem
  18. Red Cikrem
  19. Black Cikrem
  20. Grey Cikrem

Height

1d6
  1. Very short
  2. Short
  3. Average
  4. Tall
  5. Hunched
  6. Stilts

Old Crane UTA by David Aguilera De Casi

Body shape

1d6
  1. Slender
  2. Fat
  3. Average
  4. Muscular
  5. Bulky
  6. Chubby

Hair color

1d20
  1. Brown
  2. Raven
  3. Blonde
  4. Ginger
  5. Red
  6. Dirty blonde
  7. Platinum
  8. Silver
  9. White
  10. Salt and pepper
  11. Orange
  12. Yellow
  13. Green
  14. Blue
  15. Indigo
  16. Violet
  17. Transparent
  18. Mirror
  19. As the sky
  20. Whatever it touches

dye in your color by Kar Wun Tan

Hair style

1d20
  1. Shaved
  2. Buzzed
  3. Pixie
  4. Bob
  5. Straight
  6. Ponytail
  7. Pigtails
  8. Bangs
  9. Swept back
  10. Wavy
  11. Curly
  12. Braided
  13. Frazzled
  14. Mohawk
  15. Fade
  16. Spiked
  17. Dreadlocks
  18. Bowl
  19. Afro
  20. Topknot

Age

1d6
  1. Barely adult
  2. Young adult
  3. Adult
  4. Mature
  5. Aging
  6. Elderly

QiKun et Yun by shans Zhu

Eye color

1d6
  1. Brown
  2. Hazel
  3. Blue
  4. Green
  5. Grey
  6. Black

Wednesday, November 20, 2019

Magic powers

These powers do not require a magic focus or ritual to use, and take one round to perform. Each power occupies one skill slot, and whenever you use one make a magic check or become strained. They can be granted by powerful figures or unstable concoctions, but do not trust wizards who offer great power (they are, at best, completely uncertain as to the safety of their procedure). Roll 2d6 to pick one at random.

meditation by Anna LAKISOVA

1. Callinary
  1. Angelic wings: grow a pair of wings powerful enough to carry you for an hour. You can grant this power to a number of creatures equal to your magic bonus by touching them, and those who have flown before will be slightly faster in the air.
  2. Charybdal cud: catch any amount of liquid in your mouth, and up to an hour later vomit up 1d6 gallons of the same liquid.
  3. Homunculus: spawn an exact duplicate from your body for a minute. It has all of your physical and mental attributes, but no items or magic.
  4. Possession's loyalty: hold up an item and burst it into shimmering dust, followed by all nearby items of the same type floating gently toward you.
  5. Wall of bread: conjure a barrier of hard bread which can block hallways, impede movement, or protect against ranged attacks. If crumbled and sifted through, up to 1d6 rations worth of it is edible.
  6. Wind from the East: call upon a gust from the lands where the sun rises. It may put out small fires, spread large ones, and completely ruin an orderly study if you're in one

Spring Spell by Kasia Zielinska

2. Energetized
  1. Impenetrable aura: a sphere of unbreakable force swells around you, which cannot be broken as long as you stay still and focused.
  2. Luminance: with your touch, any object or being starts to shine brightly for an hour, in any color you choose.
  3. Prismatic barrage: launch a stream of multicolored flaming spears that strike your target for 2d6 damage, but splay out to hit 1d6 random targets for 1d6 damage each.
  4. Spectral chain: arcane bonds wrap around a nearby target, paralyzing them for up to one minute unless they can burst the chains. The chains do not tie them to the ground.
  5. Sol's quill: your finger carves a glowing trail upon any solid surface. It can be made to hide until something specific happens, and other powers can be tied to cast once it is revealed, but they will be trapped within and cannot be used during that time.
  6. Stormtongue: at your word, lightning strikes a target for 3d6 damage, though it will be halved if they dive away fast enough. One round after, a random similar target will be struck, such as a person if a person was targeted, or a building if a building was targeted.

Dark Sorceress by Richard Bryce Gore

3. Enhancerous
  1. Embolden body: grant 10 temporary vigor to a creature with a touch, even if they are wounded.
  2. Extend: at your touch, a creature such as yourself will just above double in height (about five meters for a human). The result is stretched out and lanky, gaining no additional strength or agility.
  3. Giant's might: at your touch, a creature such as yourself swells in strength to an unreasonable degree, gaining +3 strength but -3 agility.
  4. Shadewalk: your touch shrouds a creature in shadow for an hour, which makes them invisible when out of light for +2 stealth.
  5. Sovereign stance: take a sacred pose that makes you invincible and unmovable for 1d6 rounds.
  6. Stimulate: touch a creature to hasten their feet, allowing them to run and fight for 1d6 rounds, or granint +5 speed.

Immovable by Lee Yeong gyun

4. Materialine
  1. Adherent: with both hands, link two unliving objects with an unbreakable bond for one minute.
  2. Alchemist's boon: when you touch a metal object, it liquifies for one round before hardening in whatever shape and position it has poured into.
  3. Belonging: for one hour you appear as a servant working for one of the local authorities. You can also grant this appearance to a number of creatures equal to your magic bonus by touching them.
  4. Composition: know the materials of any object you touch. If they are materials you don't know, glean basic information about its properties.
  5. Holy word: animate a clay idol to act at your command for an hour. Larger golems may be stronger, but also vastly heavier. Used on a true golem, it can be used to add, remove, or change one word from its Command.
  6. Ironhand: strengthen one limb against heat of all kinds for 1d6 minutes.

[ l o t u s ] by princessofcubes

5. Mentalistic
  1. Courier root: connect to the roots of all plants to reach someone you can picture clearly, regardless of distance for a minute.
  2. Glean memories: view a random secret of someone you can see.
  3. Mind stamp: with a look, you can force a target to do any one thing. If it is obviously dangerous, they may resist with will +4.
  4. Pigmentary thoughts: the momentary thoughts of someone nearby become visible to you, showing what they are planning for a round.
  5. Share tongues: speak to any one creature for up to a minute.
  6. Speech puppet: throw an invisible thread around someone nearby, allowing you to make them say whatever you want for 1d6 rounds, though they may move and act otherwise as normal.

Psychic by Oli Lee

6. Translatory
  1. Move without touch: pass through solid objects aside from natural ground for a round, carrying items with you.
  2. Polymorph: transform yourself or a touched target into a random animal for an hour. Items remain within or are spirited away safely until they return.
  3. Repetrify: transform creatures into stone or stone into meat. Creatures will remain in stone for an hour or until freed, and up to a half meter by one and a half meters of stone can become uncertain meat, up to 1d6 rations worth of which is edible.
  4. Shift alignment: touch an object and switch its weight to make it fall in any direction for one minute.
  5. Touch of winter: freeze a liquid by touching it. The longer this power is maintained, the more water can be frozen. A gallon freezes in a round, a tub in a minute, a pool in an hour, and a lake in a day.
  6. Twigs to serpents: hold either end of lengths of wood in each hand, and animate them into snakes that will obey one command before behaving as wild snakes. At most, a human can produce 1d4 snakes that would be useful in combat. Special woods will result in enchanted snakes, and tiny, harmless snakes can be created without strain.

Whenever someone gains a power, roll for a vulnerability
  1. Blood
  2. Feathers
  3. Salt
  4. Copper
  5. The caster's name
  6. Green leaves

Saturday, November 16, 2019

Skies Below skill system

Skills are generally based on professions, aside from particular outliers like ranged combat. Generally if you're using the butcher skill, you'd want to do things a butcher is good at, with the poet skill you can do things a poet would do. The uses and effects aren't precisely categorized or quantified, it's intended to be flexible and intuitive.

Blacksmith by Arnesson Art / Thomas hugo

Each character has skill slots equal to their Will score (which can be modified by things like class levels, mutations, or other effects), and each skill takes one slot. Extra languages and magic powers also take skill slots. New skills start with no stars and no marks.

To perform a skill successfully, the player must roll 1d6 and get 2 or lower. Each time the character uses a skill in an important situation, whether successful or failed, they add a mark. When the skill has three marks, the character can spend a week in town (or another safe area) and make a Will save to gain a star. A skill can have up to three stars, and each star increases the target number by one.

basic challenges - illustration for dresden rpg
basic challenges by Jayna Pavlin

Most backgrounds give a skill, and a character's first class level gives them one of three skills randomly selected. New skills can be learned by practicing for a week with a teacher who has at least two stars, or through concentrated practice for a month with ample freedom, tools, and supplies which may be expensive or rare. Trainers should charge or require other compensation.

It's important to note that ranged combat uses the skills launcher, archer, and shooter depending on the weapon, and the attack hits if the skill check is successful. Harder shots can be made by rolling under half the normal target number, and there are surely non-combat applications for these skills as well.

Dwarven scribe by Michał Sztuka

Here are some examples of things that can be done with certain skills:

With the butcher skill you could cut open a dead creature and acquire useful organs or body parts, or skin it to get a good sturdy pelt.

Using the smith skill you could repair metal items that had been damaged but not destroyed, or use a forge and metals into armor, weapons, or other items.

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, November 13, 2019

Combat, weapons, and health in Skies Below

To those just joining, Skies Below is the working title for my personal RPG project. Combat isn't the central focus or quite as emphasized as it tends to be in some of the more popular RPGs, but it is still pretty important in a medieval setting and I like to have a good tactical fight every now and then.

Battle by Faraz Shanyar

Vigor is the measure of a character's ability to keep on fighting, generally avoid major injury be it due to physical stamina, morale, or even luck. When damage has reduced a character's vigor to zero, that character is worn out, and the next damage they take will cause a Wound. When characters rest for an hour long meal break and eat at least one ration, their vigor is restored to full. Likewise when they sleep for eight hours, and they can drink alcohol to restore 1d6 vigor in a round.

A wounded character cannot regain vigor until they've healed, which takes one week per wound. If a wounded character takes damage, they must roll 1d6. If the result is higher than their number of wounds, they survive and take a wound. If the result is equal to or lower than their number of wounds, they become fatally wounded. A fatally wounded character can die right away, or within the week if the player wishes, but the character won't be able to continue adventuring consistently while dying.

Carrying the Wounded by Dominik Mayer

Each round of combat takes ten seconds, and melee combatants have three stances to choose from; fast, parry, and feint. Much like rock paper scissors, fast stance is beaten by parry stance, parry is beaten by feint, and feint stance is beaten by fast stance. If your stance is beaten by your opponent's, you take full damage. If your stance matches your opponent's, each take 1 damage plus attack bonuses. A character can only use feint stance with a weapon they are proficient with, and can use parry stance with any weapon.

Animals or creatures of similar mental capacity can either pounce or dig in, which are analogous to a fast stance or parry stance respectively. An animal trained specifically in combat can feint, as can creatures with human-level intelligence.

There are four categories of melee weapons: light weapons, mass weapons, balanced weapons, and reach weapons. Light weapons are generally small, one-handed ones like daggers, knuckles, or a small cudgel. A mass weapon could be a mace, hammer, or axe which can be wielded in one hand. Balanced weapons include swords, spears, and other weapons that are generally longer but can be used either one handed or two handed, and have a more even balance along their length. Reach weapons include greatswords, poleaxes, and most other polearms, and can only be used with both hands.

                               | attack | defense | armor piercing |
Light weapon:         |    +1   |     +1     |           +1          |
Mass weapon:        |    +1   |     +1     |           +2          |
Balanced weapon:  |   +2    |    +2      |          +1           |
Reach weapon:      |   +2    |    +2      |          +2           |

Viking Axe by Adam Dudley

Light weapon damage uses the lower result of 2d6, one handed mass or balanced weapons deal 1d6, and two handed weapons deal the higher result of 2d6. While wielding a mass or balanced weapon, a light weapon in the offhand grants +1 attack and armor piercing. With a shield, the character can choose to block instead of attacking, increasing their defense by the lower result of 2d6 with a small shield, or 1d6 with a large shield.

Ranged attacks use the a skill check each round. For thrown weapons such as knives, darts, or a sling, the launcher skill is rolled. For bows, the archer skill is used, and for crossbows or firearms the shooter skill. For a particularly difficult shot, such as trying to hit someone hiding in underbrush or out of range, the skill check is twice as hard.

A successful unarmed attack deals one damage plus attack bonus. With special unarmed training, an unarmed character can enter parry stance against unarmed enemies. With unarmed mastery, an unarmed character can enter parry stance against armed opponents.

Xiu Yin Chen by Mario Wibisono

Armor increases defense, +1 for gambeson or other light armor, +2 for chain or other medium armor, and +3 for plate or other heavy armor. If the character wears heavy armor all day, they become strained, and heavy armor takes one minute to put on with help.

Varangian by Sergei Gereev

There are five movement choices in a round. Closing distance, creating distance, maintaining distance, racing to a target, and holding ground. When making one of these actions against a foe, such as racing against someone, maintaining distance against a fleeing opponent, or holding ground against someone trying to get past your character, each roll 1d20 and add their speed bonuses, whoever rolls higher wins.

These rules may seem a bit unfocused, but in general it's designed to focus on melee combat and create a reasonably realistic, tactical, and streamlined experience. Lots of this was inspired by https://spellsandsteel.blogspot.com/ so check out that blog if you want some really interesting real-world data related to weapons, travel, equipment, and other information relevant to a medieval fantasy type game. Sorry I missed a post, for those that noticed.

Wednesday, November 6, 2019

Skies Below character creation & some basic rules

Skies Below is intended to be a game that makes the player really feel the human struggles of their character. To that end, it may be best to start with how those characters will be created.

A Home Up High
A Home Up High by Chris Lambert

It is recommended that you first come up with a name, then roll a background, secret, and connection. You can also roll other things for your character's history and personality, such as memories, fears, or attitude, or you may want to wait until after rolling your core attributes. These are generated with 3d6 each in order of will, strength, and agility, with one optional reroll. This will give scores ranging from 3 to 18, and each will have a bonus depending on the number.

Score          Bonus
3, 4, 5            -2
6, 7, 8            -1
9, 10, 11        +0
12, 13, 14      +1
15, 16, 17      +2
18                  +3

Saves can be made by rolling 1d20 equal to or lower than the associated attribute, such as rolling a strength save to resist petrification or lift a falling door, or rolling a will save to fend of mental effects. Each attribute score and bonus contributes to another secondary attribute. The will score determines your base number of skill slots and the bonus determines your magic score. The strength score determines your base number of inventory slots and the bonus adds to your attack bonus. The agility score determines your base stealth and the bonus adds to your speed bonus.

Potions Fact by A. Shipwright

A level 1 character starts with 6 maximum Vigor, and increases their maximum by 1d6 every class level. This represents not necessarily physical health, morale, or willpower, but rather a general sense of your character's ability to keep fighting on. If you take damage at 0 vigor, you take a wound. Each time a character becomes wounded they must roll 1d6, and if the result is equal to or lower than their number of wounds then it is a fatal wound. They should be allowed to choose whether they die there or sometime within the next week, within reason.

Each player character can start at level 1 unless running a character funnel. For new players or a new campaign, only a few starting classes should be available until people get more comfortable playing or as the campaign develops. Most characters will get an outfit and skill from their background, and most classes start with a weapon and some interesting items.

Old Spanish Treasure Chest by Samuel Sheath

When you spend money on personal comforts and luxuries, you gain experience points. It costs 200 exp to reach level 2, 400 to reach level 3, and 800 to reach level 4. To level up, you spend a month in town relaxing, carousing, or training as the player sees fit.

Character sheets are still work-in-progress, but can be found here: https://docs.google.com/document/d/1asE7RCAgWk631BltsCveVAw3HdVmEyjV-dCA08Uow7o/edit?usp=sharing
Backgrounds, secrets, and connections can be found here, along with some other backstory elements: http://wordsforyellow.blogspot.com/2019/10/character-history.html
Starting classes here: http://wordsforyellow.blogspot.com/2019/10/revised-starting-classes.html
Other classes here: http://wordsforyellow.blogspot.com/2019/10/martial-classes.html
And here: http://wordsforyellow.blogspot.com/2019/09/magic-user-classes.html
Partial combat rules can be found here: http://wordsforyellow.blogspot.com/2019/03/proficiency.html

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