Custom sheet i made for Kairan, a 5e pally in a friend's game. He is a Guilli-ark, a homebrew race of fiend-descendants and yes, his horns are cut hellboy style (although placed on the sides)
quinta-feira, 23 de maio de 2019
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.
terça-feira, 7 de maio de 2019
Magic Bottles
Potions are volatile and dangerous, gotta keep them in a good magic bottle.
Magic bottles are rare magic items and the only safe way to store ~magic liquid~.
Otherwise:
1. it becomes completely inert
2. it turns into poison
3. it turns into water
4. it evaporates
5. it melts the container
6. it explodes the container
7. it freezes the container
8. container bursts into flames
9. container starts to float
10. it becomes contained void
This is also why you would need a magic cauldron to brew potions.
Also, it limits the number of potions carried by the party. No more potion stocks to replace clerics
Magic bottles are rare magic items and the only safe way to store ~magic liquid~.
Otherwise:
1. it becomes completely inert
2. it turns into poison
3. it turns into water
4. it evaporates
5. it melts the container
6. it explodes the container
7. it freezes the container
8. container bursts into flames
9. container starts to float
10. it becomes contained void
This is also why you would need a magic cauldron to brew potions.
Also, it limits the number of potions carried by the party. No more potion stocks to replace clerics
quinta-feira, 2 de maio de 2019
Miracles & Attunement
Miracles
& Attunement
Miracles
are similar to Cleric’s spells and this system replaces it completely, while
giving non-cleric characters a chance of having their prayers answered. To work
a miracle, the caster must roll a D% under his Attunement score.
Attunement
All
characters that follow a faith (including non-clerics) have a base value for
their Attunement, which represents their bond with their divinity/entity/ideal
of worship.
.Non-cleric characters have an Attunement
score of 1+CHA modifier
.Cleric Characters have an attunement of
15+CHA modifier and increase their Attunement score by 3 per level starting at
level 2.
Offerings
Here
comes the great deal. Attunement is usually a pretty low score, but, through offerings,
you may raise temporarily this score until you cast (or botch) a Miracle.
Usually each faith has a set of possible offerings with variable Attunement
bonuses depending on the customs of that faith. Offerings are cumulative.
Example: Offerings to the Scarlet God
The
Scarlet God lives underground and feeds from all blood that is spilled in naked
soil, so let’s feed him. Also, he is petty and wants to be the only god in the
world, so let’s kill heretics and burn their churches.
Note: I use a non- inflating hp system where 20 hp is
a lot, so consider this when making offering tables.
.Self-mutilation:
spend 1hp per attunement point
.Animal
Sacrifice (medium sized, like a goat): 5 attunement
.Human
Sacrifice (Must be willing): 20 Attunement
.Bury
a deceased member of the faith: 10 attunement
.Destroy
a heretic: 5 attunement
.Destroy
a heretic temple or site: 20 attunement
Casting Miracles
A
character may spend his whole Turn (like 6-10 seconds) to ask for a Miracle.
The character must then roll a D% equal to or under his Attunement score plus
his offering bonuses. If it succeeds, the Miracle will take effect.
.All
bonuses from Offerings are reset if the Miracle works OR if it fails by rolling
equal to or over 95
.A D%
roll equal to or over 95 is ALWAYS a failure and possibly a Bane (if the gm
states so).
.A
failed roll that is under 95 do not cause offering bonuses to reset
Miracles
The
exact type of Miracles that may be cast depends on the faith, but usually there
are 4-8 effects that may be expected for each specific deity to bestow.
Example: Miracles of the Scarlet God
The
Scarlet God is a being of Blood, Fire and Earth that lives in the Underground. He
is also seen as a god of Justice and Law. Let’s work with that.
.Grant
Blood - Heals 1d8 per cleric level at touch range. Bane: the cleric takes all the damage he intended to heal
.Bestow
Fire - Causes a fire to start at touch. This fire is magical and spreads
quickly, dealing 1d6 damage per round to anyone in contact with it. If a weapon
is bestowed fire, it deals 1d6 damage per attack. This miracle lasts for a
number of rounds equal to the cleric’s level. Bane: the cleric catches fire
.Divination
- Be it with fire or stone, Divination allows 3 YES or NO questions to the
Scarlet God. This roll must be made in secret by the GM, the character will
almost always believe his answers are true (in case of success or bane). Bane:
all answers are lies
.Imperative
Word - Utters a powerful word of command. If the command given is directly
harmful or dangerous, the target may roll a saving throw to avoid doing it. Bane: Caster is catatonic and may take no
actions for 1d6 hours
Final Observations
If
you wish to use a regular list of spells, feel free to do so, but consider that
1st circle spells and 9th circle spells will be cast with
the same difficulty with this system unchanged. You may want to consider restricting
access to higher level spells by character level or maybe by enforcing penalties to
the D% rolls with higher level magics.
The
preferable type of magic would be level-scaling effects, instead of the
traditional Vancian spell levels. Wonder & Wickedness by Lost Pages (https://www.drivethrurpg.com/product/145647/Wonder--Wickedness) is my favorite example.
----------------------------------------------------------------------------------------------------------------------------------
I
still need to test and tweak with the system, it’s definitely not perfect right
now.
I will
make other (more complete) Offerings and Miracles tables for other Gods some
other day
segunda-feira, 22 de abril de 2019
Slightly Annoying Goblin Classes
Oh hey!
I found some original goblin classes in an old folder in my PC. Their concept revolved more or less on making weird noises at the table so each one of them has a little something in this sense going on for them.
BY NO MEANS BALANCED.
Also, these were meant for Lotfp, but you know... OSR and stuff, use it however you like. Here we go, i guess:
I found some original goblin classes in an old folder in my PC. Their concept revolved more or less on making weird noises at the table so each one of them has a little something in this sense going on for them.
BY NO MEANS BALANCED.
Also, these were meant for Lotfp, but you know... OSR and stuff, use it however you like. Here we go, i guess:
Hobgoblin:
Some goblins are not born like the others. Hobgoblins
are fairly common mutations within goblin folk, stronger and bulkier; they are
the prime warriors of their tribes.
Hit
Die: d8
Saving
Throws: As Fighter
Attack
Bonus: As Fighter
EXP: As Fighter
Illiterate:
Goblins are scared of
written words, they think that writing steals their ideas, therefore, they may
learn any spoken language, but not written.
Medium
Sized: Differently than his
fellow kin, the Hobgoblin is medium sized and may wield weapons and wear armor
as a medium creature normally.
Brute:
The Hobgoblin has +2 to damage rolls.
War
Drum:
The Hobgoblin spends an action to growl and use his
shield or weapon as a drum to intimidate enemies (if the player makes grunting
noises while hitting the table, consider giving his action some kind of
benefit). Enemies within 30’ must Save
or have their AB reduced by 2 for the round.
Improvised
Weapon Master:
Hobgoblins know how to make effective use of almost
anything to harm others physically, even surpassing their ability with
conventional weapons at higher levels.
LVL 1: improvised weapons deal 1d4 damage
LVL 3: 1d6 damage
LVL 5: 1d8 damage
LVL 7: 1d10 damage
LVL 9: 1d12 damage
Shields
Shall be Splintered in your Face:
The Hobgoblin may choose to break his shield OR a
wooden weapon in his enemies’ face, leaving them knocked out for 1d3 rounds.
Roll the attack as normal, if it connects, the aforementioned effects take
place. This feature may only be used against opponents of HD lower than the
Hobgoblin’s level. (If the player screams like a hobgoblin while doing this,
the attack has +2 to hit).
Skirmish
Tactics:
The Hobgoblin may spend the full round to command an
ally in combat. His ally will have a +2 to their next roll if he acts on the command.
The
Goblin Commoner
A goblin living the goblin’s life. This is the common
exemplar of goblinkind: not exactly a hunter, nor a warrior nor a spiritual
type. They usually do the basics in society, such as building homes, taking
care of babies and cooking.
Hit
Die: d6
Saving
Throws: As Thief, but 1 point worse in everything.
Attack
Bonus: As Thief
EXP: As Thief
Stealth:
: LVL 1 (3 in 6). LVL 4
(4 in 6). LVL 7 (5 in 6). LVL 10 (6 in 6).
Sneak
Attack: x2
Weaklings:
Only characters with
the sum of their modifiers equal to or minor than -1 can be Goblin Commoners.
Illiterate:
Goblins are scared of
written words, they think that writing steals their ideas, therefore, they may
learn any spoken language, but not written.
Small
Sized: Goblins can’t use
normal two-handed weapons. Medium weapons must be used two-handed and small
weapons may be used normally. Armor made for medium folk also can’t be worn.
Goblin
Luck:
Well, they don’t have much going on for them. The
goblins’ life is tough as hell, but sometimes things just work out. Commoners
may reroll a failed roll once per level per day (taking the second result, even
if it’s a fail).
A
Goblin’s Lament:
The goblin may sob and sing sorrowfully about his sad,
sad life in situations of distress (yes, mr. player, do it. Sing at the table
in your most pathetic mimesis of a sad goblin. You will get something even
better). The Referee must fiat something to make the goblin’s life easier. This
may be activated once per level per day.
The
Goblin God:
Some tales speak of a Goblin Savior, which will ascend
the race as a whole and release them from the stigma the world has put them in.
If a Commoner, and ONLY a poor, unlucky Goblin Commoner ever reaches level 15,
he will become the Goblin God and assume the form it was meant to have when the
old gods did wrong in their creation. All goblin tribes will gather in unison
to worship the new divinity and it will rule the most powerful empire for a
thousand years.
The
Goblin Spirit Shrieker
The Spirit Shrieker is a spiritual icon of her tribe,
working as a healer, shaman, storyteller and seer. She screams ritualistically
to produce spells, annoying enemies, bolstering allies and communing with the spirits
of the dead.
Hit
Die: d6
Saving
Throws: As Cleric
Attack
Bonus: As Cleric
EXP: As Cleric
Tribe
Lore: LVL 1 (3 in 6). LVL 4
(4 in 6). LVL 7 (5 in 6). LVL 10 (6 in 6). Used to obtain any knowledge
connected to the Shrieker’s tribe.
Medicine:
: LVL 1 (3 in 6). LVL 4
(4 in 6). LVL 7 (5 in 6). LVL 10 (6 in 6). Used to stabilize characters,
minister medicine and diagnose deseases.
Illiterate:
Goblins are scared of
written words, they think that writing steals their ideas, therefore, they may
learn any spoken language, but not written.
Small
Sized: Goblins can’t use
normal two-handed weapons. Medium weapons must be used two-handed and small
weapons may be used normally. Armor made for medium folk also can’t be worn.
Ancient
Shrieker Skull: To perform her spells
and rituals, the Spirit Shrieker must have a skull* of a shrieker from the
past. It is obtained through a ritual that lasts seven moons and requires the
skull itself. If the Shrieker ever loses his Skull, he may perform this ritual
to attune to another.
The skull retains the consciousness of the goblin it
once was (therefore, skulls have different personalities and goals), and it may
communicate telepathically at will with the Shrieker (and vice-versa).
The Skull also works as a grimoire, holding the spells
known by her master.
*(I guess it could be any object or bone related to
the ancient shrieker, but skull sounded nice.)
Spells
Known: The Shrieker begins
play with an Ancient Skull that knows two spells from the Spell List. Once each
level, the Shrieker may roll on the Spell List to learn a new Spell. If the
roll lands on an already known shriek, nothing happens.
New spells may also be learned by communing with
Ancient Skulls that are not your own for 1 day per spell contained. Roll under
your WIS to learn new spells this way.
Spellcasting:
To perform her spells,
the Shrieker must scream at the top of her lungs in the most annoying (yet
ritualistic) form possible while holding the Ancient Shrieker Skull (if the
player screams at the table, even better).
The Shrieker may cast a number of spells equal to her
level per day and they do not need to be prepared beforehand (spontaneous
casting).
Spell
List:
.Assume durations of non-instant effects to be 1
exploration turn(about 10 minutes) per caster level.
.All spells that may be saved have the notation
SAVE:Yes (even though, the subject may choose not to save).
.Range of the spells is considered to be 10’ per
caster level, unless otherwise noted.
1.Animate
Dead: The caster animates a
number up to his level HD worth of undead creatures. When the duration ends,
things happen.
2.Heal/Cause
Wounds: Heals/Causes 1d8 +
Caster level HP damage. Touch Range
3.Commune:
Consult the ancient
spirits of the dead, which responds up
to 3 ‘yes or no’ questions.
4.Bless/Curse:
Adds 1/subtracts 1 per
caster level to the next d20 roll made by the target. SAVE: Yes
5.Cause
Fear: Living creatures flee
from the caster. It affects up to the caster level x 2 HD worth of creatures.
SAVE: Yes
6.Leeching
Scream: Absorbs 1d6 + caster
level HP from the target. SAVE: Yes, if failed, half damage
7.Cure/Cause
Disease: Cures/causes a mundane
disease. SAVE: Yes.
8.Speak
with the Dead: Communicate with
the lingering essence of a corpse (it must still have flesh).
9.Death
Howl: Kills one creature of
level/HD lower than the caster. SAVE: Yes
10.Trap/Release
Soul: Traps the soul of a
recently deceased being into an object nearby. SAVE: Yes. Touch Range
11.Turn
Undead: A caster’s level x 2 HD
worth of undead creatures flee from the caster. Undead of HD lower than [caster
level -3] are pulverized, instead.
12.Sweet
Flesh: Turns any dead flesh
edible. It has pleasant aroma and taste, and it is harmless to consume. Touch
Range.
13.Skull
Warrior: The Ancient Shrieker
Skull attaches to a headless body, which have HD (d8) equal to the caster’s
level and AB equal to caster’s level + 2.
14.Spiritual
Projection: The caster’s soul
leaves its body to travel through the Spiritual Plane. His physical body is
vulnerable and inactive during the process.
15.Lethargy:
Caster’s level worth of
HD creatures are stricken with intense lethargy. Movement is halved and all
combat rolls are made at -2, AC is also reduced by 2. SAVE: Yes, and every
subsequent combat round.
16.Haste:
Caster’s level worth of
HD creatures have +2 AC, +2 AB and combat move + 10’.
17.Endure
the Elements The caster
protects a number of creatures equal to his level from weather effects such as
cold or heat.
18.
Spiritual Vision: The
caster may see up to 60’ into the Spiritual Realm while in the Material Plane
and vice-versa.
19.Paralysing
Shriek: Target is unable to
move or take actions. SAVE: Yes, and each subsequent round.
20.Skull
Sacrificial Explosion: The
Ancient Shrieker Skull explodes in necromantic energy. It deals 1d12 damage per
caster level in a range of 30’ per level. The Skull is destroyed. Goodbye,
friend.
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:
Some "Flavor Tags"...
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;
Assinar:
Postagens (Atom)



