Showing posts with label Warrior. Show all posts
Showing posts with label Warrior. Show all posts

Sunday, June 21, 2020

Shalilas, city of the genie

The trader Veklen knows the route, but will guard this secret. They need help though, taking brightglass through the desert. Kajhar is a dusty land, but not a dead one. Great scorpions and lizards lie under the sand. Afield is the cactus desert, a beautiful but deadly place.


Near the tail of the Great Dune lies the city of genie, Shalilas. The human trader keeps it a secret, but the genie care little if they are found. The gates are living, possessed by sometimes lackadaisical genie. In times of need however, those gate genie respond instantly and resolutely.


The most need for traders lie in the small human population. They all know each other, and most are Wishmakers, paid to request simple wishes. Wishmaking is not lucrative; they each have other reasons for being here, and make a living in other crafts.


Desert City by Sam Denmark

At the outskirts of the city lie mounds of shattered clay and slag metal, the cast-off remnants of genie who moved up in the city or died trying. Living in the refuse are the lowest of genie, poor souls wearing broken scraps as their body. Even those unfortunate denizens know they can rely on Mother Neres, long-standing guardian with an unusually sturdy body of charred oak. She speaks rarely, and spends her time protecting the slums rather than leading the city.


Most genie in the city will inhabit bodies like human-sized dolls of clay or ceramic, or metals such as steel or iron, or even zinc when possible. Very rare bodies will be made from even lighter materials, like glass or rare metals. Heavier bodies are also uncommon, but more as a matter of practicality than expense. It is more common to see a genie in a body that cannot move, such as a pot, lamp, or other artisanal item, with an attendant or companion to carry them.


Fashion covers an eclectic and varied range, as one might expect from the wide variety of possible bodies. The most important traits for genie clothes are convenience and versatility, as the vessel can always be changed for more long-term appearances. In that vein, there's also something of a trend for genies to alter their vessels, bolting on additional parts or carving away small portions. The right shops can offer strange and unique piercings or other strange changes to the bodies of mortal visitors.


From anywhere in the city, and some ways beyond, one can see its metaphorical center. It is the Green Palace, a gleaming tower of glass holding the city’s greatest elders. Perhaps the most powerful, though not the oldest, is Prinim Veshisk, a massive genie in fine glass. He enjoys his unwieldy, fragile vessel, and forcing slaves to maneuver him. The newest councilor is Toril Syaran, who suspects Prinim may have destroyed a rival on the council, and wishes to expand trade with the mortal world.


The city also relies on the Incense Mines, an ancient buried forest from which all manner of aromas have been gleaned. These scents and the colored flame they produce give the genie incredible sensations, be they euphoric, inflaming, or subduing. At the markets, one can buy such things as stonesmoke cones, fire-dripping sticks, and spiritwalk powder. A hopeless addict to the stonesmoke, Dalifer has spent much time wandering the desert looking for anything to pawn, and if given incense will tell visitors of some of the stranger things out there.


Main Image
Incense Knight by Hwa Min Jung

Most genie outside the city have been lost for ages, found buried in ancient ruins with little memory of where they originated. Only a few have left the city or been kidnapped, and most end up finding their way to Shalilas eventually. There are only two ways for a genie to truly die, without arcane intervention. Either by the decay of the vessel, to a point of complete incoherence, or by failing to transfer to a new vessel when they may leave their present place. The worst wrongdoers are imprisoned by building a pit like a well, lined with stone and filled with sand to bury the criminal.


Perhaps the largest gathering of genie outside the city are at the sandstone fortress of the Smoke-fist Warriors, an order of veshkin mercenaries who ritualistically burn one of their arms to let a genie inhabit it, granting increased strength and an uncanny ability to fight with two weapons at once. The genie Ryula lives secretly within their order, inhabiting a burnt corpse of unknown origin.


Walking the streets of Shalilas

  1. A young genie approaches carrying shards of pottery, looking frightened. He says his master’s vessel has been shattered, and he needs you to buy him a new one quickly.

  2. A commotion from the gates as a genie rushes into the city, asking for aid in rescuing their fellow’s vessel, a vase which has been captured by bandits in the desert.

  3. Prinim’s procession (or another vainglorious councilor) fills the street, forcing commoners and visitors aside at risk of violence.

  4. A player’s finest weapon catches the eye of a Talmar Fineshadow, a genie adventurer who just returned from the Labyrinth of Glass with plenty of gold and a new obsidian vessel. Talmar wants to buy the weapon, and seemingly won’t take no for an answer.

  5. The group is approached by a genie carrying an empty vessel, handing them a few coins and telling them to make a wish.

  6. A human notices the group and rushes over, offering to sell them snacks. Fruit on a stick, peeled and covered in spicy powder, they are more expensive since human food is uncommon here.


Incense

  1. Stonesmoke cone: a strangely vivid grey incense that produces deep black smoke, and a rich, salty scent. The namesake smoke is rigid, flowing upward regardless of wind or touch, and feels like shifting stone.

  2. Dripfire stick: particularly long sticks of incense that produce a dim orange flame that does not rise or flicker, rather dribbling down from the end. The scent is sweet and spicy, sharp but fading quickly. The flames are not mere liquid, as indeed they weigh nothing

  3. Astral powder: incense dust that creates a strange, misty smoke, wafting and waving in unfelt winds. The scent is slightly minty and makes one feel energized but calm. The sensation is like being outside of one’s body, and it is said that an excessive amount can draw out the soul.

  4. Harmony coil: usually sold in a spiral shape along with instructions on how to light it. The smell is woody with a floral note, and can vary slightly depending on the type, usually enhancing introspection and self-discovery. It is unique for being ignited by sounds, of particular tone and patterns based on the shape of the incense, despite always being the same material. The common spiral is lit with a low whistle.

  5. Midnight pellets: small beads of blue incense that smell tangy and a bit sour when lit, giving mild feelings of energy and preventing all sleep as long as it burns. On a moonless night, the pellets will burn like tiny stars.

  6. Iris oil: debatable as incense, this fluid always seems to be watching, and when burning releases colorful smoke that leaves afterimages and increases sensitivity of body, mind, and spirit. Some say it simply makes people more suggestible.


Insense Burner
Gold pot by Sandesh Tuladhar

Dalifer’s trade

  1. A giant made of flame, unnaturally tall and gaunt, striding the desert a short distance to the south. It’s been seen twice, each time at midweek, heading the same direction and leaving a trail of glass footprints.
  2. In the cactus jungle, full of prickling trees and scorpion monkeys, a spiralling pit of carved stone that leads to unknown depths.
  3. A gigantic carapaced serpent, coiled and gleaming in the sun. Dalifer ran before realizing that it hadn’t been moving.
  4. Black sand amid the desert, laid out in a perfectly symmetrical pattern with no one around to have done it. The wind hasn’t picked up since it was spotted, so it may still be there.
  5. Bandits lost in reverie at night, singing and dancing around a fire. They were burning stolen incense, but there were simply too many.
  6. Flipped upside down, a huge statue of a head. Very detailed face and square structure that wouldn't roll on its own. No other parts in view.

Directly connected to the previous post, and also part of the GLOG community city challenge! Other participants include:

Tuesday, March 17, 2020

Sonder Guards

he guards stuff
guard by Allon Kremer
  1. Saveck One-Arm: keeps a shield strapped to his armless side and prefers a spear. His family lives in the city but he doesn't like them, he's very proud of his vivid red belt, and he likes to learn new songs but only if someone else mentions it first.
  2. Marq Lucard de Swain: son of a local baron who has joined the guard because of some private dispute within the family. The youth's fellow guards show little love for him despite his best efforts, perhaps because of his naturally scowling countenance.
  3. Xom Girmjow: veteran from the war, she uses a mace and sometimes limps while patrolling, but is disdainful of offers to help. Tattoos peek out from beneath her close-shorn silvery hair, as well as her eyepatch.
  4. Uthgar Svenson: a huge man from colder seas, he carries a long axe and grins as he scans the crowds, eager for a fight more than anything. Wary of a rumor that he once killed someone in a tavern brawl, he will adamantly deny it.
  5. Sandragora the Kid: newly recruited veshkin with sapphire eyes and a spear she clutches as if it were a totem of safety. She also keeps a bag of letters from her parents at all times, and loves the smell of a freshly cooked meal.
  6. Rath Zakaj: foreigner from a strange land, he wields a curved sword and is always leaning on something. Watchful and careful, he mostly grew up locally and is very familiar with the streets culture, but still feels ostracized.
  7. Golm Zuster: night guard with a great interest in astrology. Easily distracted by constellations between the clouds, but has a very poor understanding of the stars. Keeps a copper mirror and tries to keep his appearance decent when anyone approaches.
  8. Zel Moru: a silent figure who wears a loose, form obscuring blue tunic. Wields a pentagonal shield and a polearm with a crescent shaped blade, and has a scar across their throat. Some say they practice sorcery, but wouldn't dare say such a thing to their face.
  9. Ghunt Morrel: grumpy since he was charged with assaulting a citizen, he wears an odd pointed hat but doesn't like to talk about it. Wields a voulge and never sits still, often pacing near the grocery markets.
  10. Silmarrot Fil: broad, friendly woman who always seems merry, and likes to offer drinks in conversation. Weapons are her hobby, and while she loves to examine exotic or unusual specimens, an impractical design will only irritate her.
  11. Sangul the Blind: an aging man who follows his dog. The beast is clearly the one in charge, having long learned how to manipulate the man. He likes to hear myths, and the dog usually trusts anyone who feeds it before speaking.
  12. Sevna Karsit: says she is the only one in her family to have survived a bandit attack while travelling. Horrific scars across her right arm bear testament to the story, and she now favors the left. She has snake fangs tattooed around her mouth, and is extremely vicious but controls her impulses.
  13. Barrez the Mountain: a small man from a village high in the mountains, who never parts with his climbing pick or pitons. He is allergic to feathers and uses a pig's bladder filled with water as a pillow.
  14. Shinish Vareen: nearly died from a drug overdose a little while back, and her eyes are always open uncomfortably wide. Since recovering, she seems to possess uncanny reflexes and says she can see a moment into the future. She carries three daggers in addition to her halberd, and wears a lot of simple jewelry.
  15. Nelixus: only, always goes by Nelixus, denying any attempt at a nickname or title, and rebuking efforts to discover his surname. Known for his pretty face and slight frame, he dislikes masculine affections. Seems to have a different color of trousers for every day of the week, and keeps a spare shield stashed near his post.
  16. Traev Summicks: always on their toes because they're nervous of being seen as a country bumpkin. Hard to confound because they'll simply ignore complications, but they get easily confused if the situation becomes hectic, and are likely to seek help from their sister who is also a guard.
  17. Sprin Vallen: feeds the crows, but hasn't noticed that they always call out to alert him whenever he's about to be surprised, be it by an ambush or simply a townsperson with a soft step. He would do practically anything for a jar of honey, and wears a strange chainmail with links that look like gears.
  18. Oasten the Broad: a wide-shouldered woman with somewhat thin looking arms for her frame. Carries an old bell at all times that one might think is sentimental, but she uses it often as a makeshift tool or cup. Licks her lips whenever she sees a rainbow, fantasizing about the piles of gold she truly believes lie at the end.
  19. Dorels Larce: an extremely short woman who carries a white ceramic jar but never opens it, and protects it fiercely. Despite her size she can jump higher than anyone else in the guard, and she uses a crossbow but carries an axe in case an enemy gets too close. Diligently reads philosophy, but feels embarrassed about it, and carries a grudge with parents she hasn't spoken to in a while.
  20. Lemmer Sepstav: a long-limbed guard who lives with their parents. Secretly makes a monthly pilgrimage to an abandoned temple out in the wilderness. They own an exotic blade that they take good care of, but only take a simple ranseur out on patrol. Tries to avoid looking at anything colored purple due to a superstition.
Red Guard by Brian Matyas
These are for rolling when the players want to walk up to a guard. Most likely they won't really pay attention to the details, but sometimes they may take an interest and go off on a new adventure which I've tried to give at least a bit of a starting point for, or just make a friend. I'll be working on lists for other kinds of characters such as shopkeepers, smiths, and other merchants later.
Sketch by Anastasia Ovchinnikova

Wednesday, February 12, 2020

Blank space and mechanical fluff

Perhaps my favorite part of any character sheet is the 'appearance' section, especially if it has an area for drawing a character portrait.

People should be allowed and encouraged to engage in creative pursuits, irrespective of technical skill, and it helps them to explore the character. Likewise, when I'm having trouble fleshing out a character, it can really help to have some guidance or framework to start with. To this end, part of the character creation process in my game generates connections to the larger setting, along with open-ended questions inviting further worldbuilding on the player's end.

one million by Lois van Baarle

It's important to have this kind of blank space, and sometimes it's necessary to point players toward it. Some games try to make every part of character development mechanical, and I generally find that to be a very clumsy, unhelpful approach (generally mind you, there are exceptions) much like trying to mechanically simulate every physical element of a fight or adventure. Oftentimes it's best to just leave the relatively unimportant details up to the players, they can reason a situation intuitively or come up with interesting details for themselves.

Part of this is how magic users in Skies Below must keep an arcane focus to use their magic in combat. This can be any item they possess, such as a wand, tome, or lute, or even such items as a hat, flaming sword, or key. The arcane focus doesn't do much mechanically, besides adding some tension if it gets lost or stolen, its main purpose is to make the player think about their magic, what it looks like and what it says about their character. A character who casts magic through a musical instrument might think of their character as sort of a bard, or one with a blanket may think of that as a shelter the character has held onto their whole life.

Tavern Hijinks by Lap Pun Cheung

Now I'm extending this philosophy to some of the martial classes. In order to enter rage, a berserker must perform a brief, ritualistic action such as eating a certain food or calling out a warcry. Similarly, to use their cooperative abilities, the infantry must use a team name that the party has agreed on. These mostly won't impact actual gameplay, but will push players to add a bit of character building to their PCs, and the infantry's team name encourages them to talk to the other characters and really work together creatively.

Berserker rage ritual
  1. Shout out "For mount and stone!"
  2. Call out "Blood of the bloodmaker!"
  3. Declare "By the skulls power!"
  4. A quick, violent dance.
  5. Don a fierce mask.
  6. Remove a placid mask.
  7. Swallow a flame.
  8. Bite into shield.
  9. Devour raw meat.
  10. Drink personalized draught.
  11. Anoint in sacred perfume.
  12. Anoint in ash.
  13. Anoint in honey.
  14. Cut a rune into chest.
  15. Shatter a clay disc.
  16. Rip a sacred cloth.
  17. Crush a soul cricket.
  18. Crack knuckles.
  19. Tear off shirt.
  20. Clasp hands in a moment of meditation.
Holographic battle by Diana Tsareva

Saturday, February 8, 2020

Killers, competitors, and pursuers

Hunters of Blades

The greatest of warriors can only live in a river of blood. They must cut their way through any who would stand in their path, and must cut away all who approach in challenge. So it is for they who hold the Final Knife, a powerful dagger which can pierce any target, feed on blood, and sustain its bearer. To a Hunter of Blades, this bearer is known as the Quarry, the mightiest among them and also the target of their order. They seek to slay the Quarry and take their weapon, by any means possible. There are many hunters, and only one Final Knife, though within the order are a number of artifacts in their own right, each possessing that same preternatural ability to sever. Any who pursue Shekull, the current Quarry, may call themselves a Hunter of Blades, but only those who have killed and claimed one of these artifacts is a true contender.

Blood Armor by Alexander J

Honor Bearers

The stronger a foe you face, and the greater of their strengths you strike against, the more honorable your contest. Long ago, the Mail of Honor was rent, each ring of the invincible chainmail separated and scattered far across the realm by means unknown and unimaginable. Each of those rings holds a tiny fraction of the mail's incredible power, but those who have gathered them cannot wear it until the day they unite them all. There is only one way to do this, they have found; through fair duels. The Honor Bearers have long known not to kill their fellows, as the links they hold will only flee and become lost once more. When two knights challenge each other however, they find themselves encircled in golden flames, and wielding similar weapons. The flames serve to bar escape or interlopers into the fight, and the weapons do no harm save for taking a link from whoever's flesh they first strike, and granting it to the victor. One can enter into this order by either finding a Link of Honor in the wilderness, or by convincing a knight to duel them despite yet bearing no links. It is said that whoever finally wears the Mail of Honor will become truly invincible and unstoppable, but they have contested for decades and none are closer to success than years more of victory.

Duel of the Fates by Zezhou Chen

Pursuants

Speak no oath unless it may be the last thing you say. There is power to be had if one seeks an old Appellant and slays them, power to be drunk from their clay skulls and eventually bled back into the Hungering Well when the slayer becomes and Appellant themselves. The well's Pursuants each have taken up a cause, and proven themselves worthy of its gift by defeating one of those half-living hosts, the remains of another who has fulfilled their own final duty to themselves, in doing so giving up that self to the means of another. The worth of those who aspire to quest must be challenged, for the failures leave the well's power to trickle out unattended, into the world beyond it. Perhaps once the well itself was some god, spirit, or knight, driven by its own willful purpose, driven eventually to seek power and become an eternal cycle of purpose, power, and exploitation. Now there is no means by which it can be gleaned whether this was ever true, or even if it still is seeking out some hidden goal.

Noble Lord by Dominik Mayer

Thursday, October 10, 2019

Martial classes

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 (balanced weapon), 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 alongside 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 it 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 at the same time.
  • Rally: once per day, call out encouragement to your ally and restore vigor for all who can see and hear you by 1d6.
warrior by Khoa Viet

Duelist

Focus your skills on a singular opponent. Combat trained.
  • Stat bonus: +1 defense per level when parrying
  • Starting items: gambeson, rapier (balanced weapon), fine hat
  • Skill: thug, writer, or brawler
Level 1: duel, trophy
Level 2: defensive posture, flourish
Level 3: guard break, dignity
Level 4: match and break
  • Duel: goad a target into facing you in a one-on-one fight if they fail a save. In civilized areas, the time and place of the duel must be agreed upon. Anyone else attempting to attack either of you during the fight will have -1 attack, in addition to cultural repercussions.
  • Trophy: when you defeat a prestigious foe, you may take a trophy of your victory from their person, either a valuable accessory of even a piece of their body in more brutal lands. This trophy can later be brandished to exercise their authority for your own ends for one interaction. Only one trophy can be held from a given figure at a time, and repeated use may weaken their authority.
  • Defensive posture: block with a balanced or light weapon as if it were a small shield.
  • Flourish: when you achieve an impressive victory (against a particularly tough foe, or within one round for example), you may call for unfriendly onlookers to reroll their reaction rolls with a +4 bonus.
  • Guard break: a special attack option that will lose against a fast attack, parry riposte, or feint attack, but will deal full damage against a blocking opponent as if their defense were zero.
  • Dignity: when your vigor is full and you haven't attacked your duel opponent yet, they must make a Will save in order to strike you.
  • Match and break: when you make the same attack as your foe, you deal full damage.

Cavalier

Manage engagements to fight off multiple foes. Combat trained.
  • Stat bonus: +1 speed every two levels
  • Starting items: chainmail, crest (small shield), greatsword (great weapon)
  • Skill: politician, armorer, or tactician
Level 1: rampart, hit and run
Level 2: living barrier, split focus
Level 3: imposing figure, disengaging blow
Level 4: thrill
  • Rampart: when you block, each time an enemy attacks you may choose to reroll your block defense before the next attack.
  • Hit and run: strike an opponent as you pass, or lunge in before stepping back. This requires your target to win a speed contest in order to engage in melee with you.
  • Living barrier: any failed attempt to hold ground can be rerolled once.
  • Split focus: when engaged with multiple foes, you may choose two attack options and target each enemy with one of the two.
  • Imposing figure: instead of attacking, you may inflict one enemy with a -1 attack penalty until you are successfully struck.
  • Disengaging blow: strike an opponent as you move away. This allows you to retreat while making an attack.
  • Thrill: if you wound a foe, you can make a new attack against any other engaged foe.

Berserker

Enter a bestial rage to become stronger and more reckless. Combat trained.
  • Stat bonus: +1 maximum vigor every level
  • Starting items: fur cloak, 2 hand axes (mass weapons), 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 seemingly invincible and unstoppable for three rounds. This grants +1 attack and defense, as well as ignoring wounds and postponing death rolls until the rage ends. Attack choices are ignored by your aggression, causing you to take and deal full damage with only defense to mitigate it. If you rage while wearing medium or heavy armor you become strained, and if you spend a round raging and don't attack something, make a will save to avoid eating your weapon.
  • Brutality: become more skilled in fighting without a shield, increasing the attack bonus from dual wielding to +2, or granting +1 attack when wielding a weapon two-handed.
  • Adrenaline: for one round per day, 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 (light weapon), 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've stolen, 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 to retreat from melee.
  • Change hands: retroactively declare that you swapped one or more items with another player character, no matter how far separated at the moment.
  • Very lucky: reroll up to three separate d6 rolls per day.

Assassination by Yiming Nie


Assassin

Use stealth and manipulation to kill without fighting. Partially trained.
  • Stat bonus: +1 to attack every two levels
  • Starting items: 3 throwing knives, disguise kit, vial of poison, contract for assassination
  • Skill: launcher, politician, or acrobat
Level 1: opportunist, assassinate
Level 2: cold read, pierce
Level 3: bet my life
Level 4: fadeaway
  • Opportunist: any time you attack with a distinct advantage, such as from behind, while hidden, or from above, you deal an additional 1d6 damage. This applies to attacks made while grappling.
  • Assassinate: for every secret of the target's that you know, gain +1 damage during the first round, up to +5.
  • Cold read: the first time you get a good look at someone, you can examine them to determine one of their secrets at random. Can alternatively be used before combat to determine what the opponent's first action will be.
  • Pierce: attacks on unaware or immobilized opponents bypass defense.
  • Bet my life: non-magical poisons that you have added to food or drink, or your weapon, will not affect you unless you wish.
  • Fadeaway: if unengaged during combat, you may roll a stealth check to disappear, and perform a stealth attack on your next turn.

Hunter

Specially skilled in subduing large beasts and laying traps. Partially trained.
  • Stat bonus: +1 quick inventory slot every level
  • Starting items: hunting knife (light weapon), trapping kit, bow, quiver, animal skull
  • Skill: survivor, butcher, or archer
Level 1: trapper, astride
Level 2: wrangle
Level 3: provoke, fast trapper
Level 4: steer

  • Trapper: create traps outside of combat to either halt, damage, or alert you when passed through. You must spend an hour every morning preparing your trapping kit. More elaborate or useful traps can be made using specific items at GM discretion.
  • Astride: climb on top of large beasts to strike vulnerable areas for a guaranteed hit. Beasts can spend their turn attempting to shake off an astride hunter with a strength save, but if the hunter spends their round clinging on, it becomes a strength contest.
  • Wrangle: using a rope, attempt to tie down a beast through a strength contest. Anyone can contribute, but any non-hunters will be knocked prone if the beast wins. Any tied down beast will remain prone until it can succeed a difficult strength save.
  • Provoke: take an action to impel beasts into charging at you. They will take 1 damage if you are beside a wall.
  • Fast trapper: once per encounter, a trap can be laid during combat. This takes one full round, and includes movement to lay tripwires or hazards.
  • Steer: while astride, a hunter can force the beast to move if they succeed on a strength contest.

Wild Hunter by Russell Dongjun Lu

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.

Monday, June 17, 2019

The Hearts of War

Haruspices and surgeons of the dead can attest that years of battle and training can twist the body in subtle ways, most notably in the heart. Certain kinds of adventurers will even develop strange, signifying changes to that fleshy core of their being.

Infantry

Textured similar to chain mail, with a form that is resilient and almost protective in a way.

Cavalier

Swift and powerful, pumping the lifeblood perhaps a big too eagerly. It stops beating very soon after death.

Duelist

Beating in precise strokes, with a mildly dazzling sheen.

Berserker

Burgeoning with small blades of iron, gushing blood and beating excitedly for the next battle.

Blademaster

Growing in strange ways, taking an unfamiliar shape with thorns and sometimes even grasping tendrils.

Thief

Sometimes filled with little gold-like pellets, as though the heart of a thief is trying to turn itself into a kind of coin purse.

Assassin

Dark and sharp, shaped almost like a living blade. It seems to disappear somewhere every time you look away.

Hunter

Covered in patterns like leaves, and colored with a hint of dark forest green.

Guardian

Shaped slightly like a shield, there are stories of them turning aside the surgeon's blade.

Inquisitor

Slightly twisted and drained of color, healers who use magical means report difficulty with this kind of stubborn organ.