Mostrando postagens com marcador Tables. Mostrar todas as postagens
Mostrando postagens com marcador Tables. Mostrar todas as postagens

segunda-feira, 20 de maio de 2019

Nightmares in Xarne


It is said that if you ever sleep with a grieving widow in a Perfume House (brothel), that night a nightmare will be born in the place where her grief began and it will follow you (or anything like that). It knows where you are. 

                                              hello there!

It arrives in 2d6 nights.

It only moves while you sleep (until it reaches you).

Only you can see your own nightmare (even after it arrives).

Each night it gets closer and closer and each night you will dream with it wherever it is, until you finally get a last glimpse of it looming at your door. Better wake up now.

Its twisted body is(d6):
1. Pitch-black, tall, lanky with long arms and legs with an arched back. Walks like an animal. It looks hurt
2. A mass of eyes, flesh, mouths, arms and legs
3. A hulking beast of shadow and dread. It looks impossibly tense and stiff with anxiety all the time
4. A child’s body, it walks painfully as if it were broken. You hear snapping of bones with each step
5. A human sized, bizarre, bloody clay statue
6. A mirror of yourself

Distinctive feature (d8):
1. Your mother’s eyes
2. The smile of an old lover
3. Your father’s hands
4. The face and snout of an old beloved pet, although broken, twisted and angry
5. The voice of an old friend
6. The smell of the house you were born
7. Hums your favorite lullaby
8. Emits familiar, but forgotten sounds of your childhood

It ultimately wants to consume you. It envy’s you, it wants to BE you, in its own bizarre way. If a nightmare ever reaches its goal it takes your form to live a broken version of your life while you fade into nothingness.

Goals (d6):
1. To kill and eat you
2. To separate you from all your loved ones
3. To destroy your self-image and worth
4. To end all your motivation
5. To starve you to death
6. To make you go insane

In case of long-term goals, the nightmare will cling to its prey, always lurking in the shadows attempting to reach its dark objective.

Each case is unique, there are no specific ways to get rid of a nightmare, but it should ALWAYS be possible. If you want to fight it, consider its stats equal to the dreamer’s.

segunda-feira, 4 de fevereiro de 2019

Dieselpunk(y) Kits and Stuffs

I know this is not about Maeve as i said it would be, but i'm taking a bit to work out the character with my girlfriend, sorry guys. This post will probably be a bit more directly useful than that for you, though...

                         Trenches by Andrew Mironov

I don't usually play or write punk stuff, but recently i have become fascinated with the aesthetics of Dieselpunk and decided to put together a little campaign setting thingy. Maybe i'll play a bit of one shots with it. Also, i do not know half the tropes included in Dieselpunk, i'm just making up stuff based on you know... stuff...

Starting with some character Kits based on the cool Throne of Salt: Mother Stole the Background Kits post we have:

1. Warpriest:
. Submachine gun, Medium Caliber (d8)
. Miasma mask and priest garbs (+1 Guard)
. Rusted Iron Cross (Holy Symbol)
. Spell: Cure Wounds
. Spell: Command Word
. Spell: Heat Metal

2. Thaumaturgist:
. Handgun, Small Caliber (d6)
. Heavy dark robes and Miasma plague mask
(+1 Guard)
. Leather-bound Grimoire
. Spell: Consultation
. Spell: Shatter
. Spell: Featherfall

3. Warmonger:
. Assault Rifle, Large Caliber (d10)
. Bayonet (d8, melee)
. Plate-splitter Pick (d10, melee)
. Grenade (15’ radius, d12)
. Semi-plate and Miasma Iron Helmet (+2 Guard)
. Crowbar
. Shovel

4. Pilot-Engineer:
. Submachine gun, Medium Caliber (d8)
. Knife (d6, melee)
. Heavy Workers Overalls and Miasma Mask (+1 Guard)
. Engineer’s Tools
. Knows how to drive and fix machines (checks are still required)

5. Infiltrator:
. Silenced Handgun, Small Caliber (d6, noiseless)
. Knife (d6, melee)
. Light garbs and nose-mouth miasma mask (+1 guard, +2 on stealth attempts)
. Heat-vision goggles
. Grappling hook

6. Electromancer:
. Handgun, Small Caliber (d6)
. Electro-suit (+1 Guard, immunity to electricity, conductive)
. Spell: Chain Lightning (FD + MND damage to enemies Close together)
. Spell: Levitate (Target levitates for FD min.)


Then, some "Why did you join the Rebellion" kind of table (if you like to fight the system, that is) with some traits:

Why did you join?/Possible trait
1. Home destroyed by the Empire /vengeful
2. Friends in the rebellion /caring
3. A demon tricked you into it /distracted
4. You live or die by the adrenaline /reckless
5. There’s nothing else to live for out there/ nihilist
6. A sign of God/ faithful
7. To pile treasure/ petty
8. Because it was the right thing to do/ idealist
9. I didn’t, I’m just looking for the best deal right now and these guys are ok/ opportunist
10. War is all I’ve ever known/ disciplined

A simple context:

. The Empire won the Great War 20 years ago with the help of demons invoked by occultists of the Great College of Berlin.
. After the war, the gates of Hell remained open to the Mortal Realm, according to the secret pact that was made back then.
. Lots of demons went rogue, while others stood lawful to the empire.
. The gates of Hell also bring to our realm a deadly miasma that painfully mutates body and mind when inhaled. It does not cover the whole world, but there are large areas infected.
. The rebellion is a violent group that does not fit the standards of the Empire. They seek to overthrow it by any means possible. They also seek to destroy the Hell gates opened 20 years ago.


Some "Flavor Tags"...

World War II up scaled tech;
Overly oppressive institutions;
Magic;
Demons & Cults;
Gas Masks (Miasma);
Zeppelins & Tanks, also Airplanes;
Overcoats;
Sweet, sweet leather;
Gratuitous violence;
Bio Engineering;
“Do I smell gasoline?”;
Art Deco in wealthy places;
Near post-apocalypse in oppressed places;
PCs are Badasses;