Wednesday, September 30, 2020

OSR: Half-Dragons


                                                         from mackenziesdragonsnest

There are Half-Dragons* present in the world.  A Half-Dragon is, of course, half Dragon.  This happens when a Dragon falls for a mortal or a lower being that itself.  What happens next may depend on the Dragon.  The Dragon may attempt to seduce or woo that creature, it may attempt to bribe the creature and tempt it with wealth or power, or it may simply kidnap and ravish the creature.

Sidebar:

Dragons all have two things in common.  Firstly, they are all servants of Chaos.  Dragons do as they will and do not obey any rule they disagree with.  Secondly, they are all prideful and self-centered, considering themselves near-perfect creatures who deserve to have everything they desire.  However, they are not all evil.

If you do not know what a Dragon's morality, roll on the table below.

This Dragon's morality is...

1d6

1- Patronizingly compassionate.  The Dragon doesn't like hurting sentient creatures and it regards humanoids with a patronizing kindness.  The Dragon may mean well genuinely, or it may be doing this to suit it's cosmopolitan sensibilities.  Either way, it's condescending and a bit grating to deal with.
2- Fiercely independent.  The Dragon just wants to be free to do what it desires and if you leave it alone, it will probably leave you alone as well. 
3- Purely emotional.  The Dragon is totally amoral, with the emotional maturity of a teenager.  The Dragon is still highly intelligent, as all Dragons are, but it is a highly passionate and emotional creature.
4- Nietzscheian.  The Dragon is not cruel, but does take and abuse mortals.  It justifies this with an elaborate morality that essentially boils down to some combination of "Evil is Good and Good is Evil" and "Might makes Right".
5- Consumed by vice.  The Dragon is in the thrall of a vice.  Roll on the Demon table here, or select one of the Seven Mortal Sins.
6- Cruel and Rapacious.  The Dragon is evil, possessing many vices and evil desires.  

</Sidebar>

If this relationship becomes sexual, either because the Dragon has the ability to shape-shift or it has the help of a Pornomancer, sometimes Half-Dragons are the result of such couplings.   

To design a Half-Dragon, take the creature's normal statblock and roll 1d4+1 times on the Draconic Inheritance table.

                                                          by  zombiesmile

Dragonblooded:

The Dragonblooded are a different type of creature.  Instead of being born with their Draconic Inheritance, they are ordinary creatures who obtain Dragon's blood and either drink it or bathe in it, depending on the amount of it available.  Dragon's blood is sometimes given by a Dragon to a faithful servant, usually a valiant and loyal member of it's Drakencult.  Alternatively, this blood may be taken by a Dragonslayer. 

Note: It is common knowledge among Adventurers that Dragons are pure power given form, a spark of divinity wrapped in flesh. All of their bodily components are valuable to Sages for ritual purposes, as well as alchemy.  A Dragon's blood is most precious of all though- for it possesses the ability to grant great power.  However, if someones wishes for this to be done, they must use the blood while it is hot or within 1 minute of the Dragon's soul leaving it's body.  After that, the Dragon's excess mana begins leaking out and the effect becomes too weak to grant a Draconic Inheritance.   

If you are gifted Dragon's blood or slay one and bathe in it's blood, roll on the table below a number of times equal to the amount of blood. 

If you have a cupful, roll once.
If you have a bucketful, roll twice. 
If you have enough to fill a bathtub or cover your whole body, roll 1d4+1 times. 

Draconic Inheritance:

1d20

1- You gain resistance to the type of damage that the Dragon's breath weapon produced.  If you have additional rolls on this table, you can spend one of them to gain immunity to that type of damage.
2- Part of your body becomes covered in scales.  If you dipped a hand or limb into it, that limb becomes covered in steel-hard scales that can be used as a shield.  If it was your torso that was dipped or stained with the blood, you gain natural armor equal to 1d8+2 Armor.  If it was your head, you grow large bone ridges on your face and lose 1d4 CHA, but gain the benefit of wearing a helm permanently as natural armor.  
3- You become more reptilian, gaining slit pupils, a forked tongue and cool skin.  You get +2 to all reaction rolls when dealing with reptilian or cold-blooded creatures, including other Dragons, but a -1 to all reaction rolls with non-reptilians.
4- Part of your body becomes stronger.  The Dragon's raw power flows into you, enhancing your body.  You may increase your STR by 1 point.  If you have additional rolls, you may spend them here to increase your STR by another point, up to a max of 18(+3).
5- You gain the ability to see the future as a Weak Prophet.  If you have an additional roll, you may spend it here to gain the ability to cast Rapturous Vision on yourself 1/Day.
6- You gain the ability to talk to animals as if you shared a language.
7- You gain the ability to use a smaller version of the Dragon's breath weapon.  Your breath weapon can be used 1/Day and does 2d6 damage of the same type the Dragon's did, save for half.  If you have additional rolls, you may spend them here to increase the power of your breath weapon by +1d6, up to 5d6.
8- You grow wings.  This grants you +4 Armor permanently.  If you have another roll, you may spend it here to gain the ability to fly.  
9- You grow claws.  1d6, reroll sixes, of your fingers become tipped with wicked claws.  If you had enough to cover or dampen both hands, roll 1d10.  These claws function as a natural weapon, doing 1d6 sharp damage.  
10- You grow 1d4 extra arms.  You must spend a 1d20-COG modifier days learning how to use your extra arms.  For each additional arm you grow, you have a 50% of gaining an additional attack.  However, if you are making more than 1 attack a round, you must distribute your Atk bonus among all your attacks.  For example, if you have an Atk bonus of +3 and you make three attacks, you can make all three of them at 1d20+1d6+1 or one as 1d20+1d6+3 and the others as just 1d20+1d6.
11- You grow spines out of the dampened area, such as your head, torso, arms, etc.  This destroys any armor or clothing over that area and gives you a natural weapon that does 1d6 sharp damage, if you manage to hit someone with a spiny part of your body.   
12- Your teeth grow larger and sharper, and your jaw becomes more powerful.  You can now bite through anything a lion could bite through.  Your Bite does 1d6 damage, but is made with a -4 penalty unless your opponent is immobile.  If you have additional rolls, you can spend them here to gain the ability to bite through anything a grinding wheel (1d8, can bite through stone and wood), spend another to be able to bite through anything the jaws of life could crush (1d10, can bite through steel or anything softer), and one additional one to gain a bite as strong as a Dragon (1d12, can bite through anything but things superhardened, whether through magic or super-science).    
13- You can smell the presence of magic.
14- You gain 1 Mana Dice and the ability to cast spells.  You do not start with any spells though.
15- You gain the ability to make light shine out of your eyes to illuminate a 30' cone before you.
16- You gain a terrifying presence.  As an action, you can scream and wave your weapon and force your enemies to save.  On a failed save, they take 1d6 Morale damage each round they are in combat with you.  If this damage exceeds their Morale, they will turn and flee, or if that is impossible, hide or beg for mercy.
17- You gain the ability to breathe underwater.
18- You gain the ability to hypnotize mammals or creatures smaller than you.  By making eye contact with one of those creatures, you can force it to save.  On a failed COG save, that creature is frozen in place by the instinct to freeze when a predator is nearby.  The creature will move if in obvious danger, but otherwise will remain frozen until snapped out of it by an ally smacking them out of it. 
19- Your skin constantly exudes small amounts of energy aligned with the breath weapon of the blood of the Dragon's you used. For example, if a Dragon breathed fire your skin becomes hot to the touch, causing you to burn anyone (1d4 damage) who touches you.
20- Your soul becomes so powerful you become the enemy of death.  If you die, you can attempt to possess another living creature and take over their body.  Use the rules for a Ghost's possession ability.  

Eating a Dragon is something totally different, of course.  The results of such a thing are covered here.

                                                       by  The-SixthLeafClover

Sunday, September 27, 2020

OSR: Genies

 

                                                               by mabymin

Genie
HD Varies- See Below
Armor Masterwork Light Armor [10+1d4 Armor]
Atk Varies- See Below
Mor (8+HD)
Saves (7+HD)

Depends on the type of Genie- See Below

Tactics:
- Be arrogant, do not expect anyone can actually challenge you
- Stride up to the most powerful opponent and try to fight them in melee
- Only use spells if things get tricky

To customize a Genie, roll on the tables below:

How Strong is this Genie?
1d4

1- Pauper.  This Genie has 5 HD.  It can make 3 1d8 attacks on it's turn.  It is among the lower ranks of its kind.  It cannot grant wishes.  
2- Great.  This Genie has 6 HD.  It can make 3 1d10 attacks on it's turn.  It is a lower-ranked Genie, though it is still powerful.  It cannot grant wishes.  
3- Noble.  This Genie has 7 HD.  It can make 2 2d8 attacks on it's turn.  It is an aristocrat, more beautiful and powerful than other members of its kind.  This Genie can grant 1 wish* a year.  
4- Royal.  This Genie has 8 HD.  It can make 3 2d6 attacks on it's turn.  This Genie is one of the greatest of all creatures, high and glorious, rising above almost all other Genies.  This Genie can grant 3 wishes a year.  

What Element birthed this Genie?

1d4
1- Fire.  The Genie is better called Efreeti.  This Genie has skin the color of flame and the ravenous appetite of an inferno. It is immune to fire.  Roll on the Efreeti table to see what it looks like.  
2- Water.  The Genie is better called Marid.  This Genie takes on the physical traits of the creatures from the deep blue of the seas.  It can breathe underwater and can swim as fast as a shark.  Roll on the Marid  table to see what it looks like.
3- Earth.  This Genie is better called Deep Janeen.  It is made of stone and has the ability to pass through unworked earth and stone like it was air.  Consult the tables in Veins of the Earth for its appearance.
4- Air.  This Genie is better called Djinn.  It is made of clouds and vapors, and has the ability to possess living creatures. Roll on the Djinn table to see what it looks like.   

                                                           source unknown

Efreeti:

This Efreeti...

1d6

1- Is tall and statuesque, with skin of super-heated metal that sears bare flesh at a touch.  The Efreeti is an absolute perfectionist and spends many hours every day having blacksmiths work on the metal of his body, to ensure it is a paragon of physical perfection.
2- Is made of bubbling lava, contained within a thin skin of hard stone.  The Efreeti's body is black basalt, but it has carved hair of pumice along with teeth and nails of glittering obsidian.  It leaves drops of molten stone wherever it goes, which gradually cool to small stones. 
3- It has a flesh body that is horribly burned, but these don't seem to hurt it.  It is hairless, but disguises this fact by wearing elaborate wigs made of hair.  The tips of its wigs are always smoldering, and burn to ashes when it is angered.
4- It is seemingly a construct, encased totally in armor that clicks and whirrs, occasionally releasing a blast of hot steam. This is just a shell however, as this Efreeti is actually composed of nothing but pure flame. 
5- The Efreeti is made of ash-encrusted wood, a man of oak and cedar.  Cutting him open will cause him to spill hot coals and embers, along with a blast of blistering heat, from within himself.  He constantly emits small amounts of smoke, his hair and body formed of solidified smoke.
6- Has a body of glass, containing a swirling cloud of smoke and embers.  The glass is hot to the touch, making the air around it ripple with heat.  The Efreeti's features are hard to make out, but it's eyes glow and when angered, smoke and fire pour from its mouth.   

All Efreeti have the following abilities...


Are Immune to Fire damage

Flyer: Efreeti can fly. They add +4 to their Initiative rolls and Armor if they are flying.  Efreeti cannot fly if they are wearing Medium or Heavy armor.  Efreeti can also hover in the air.

Innate Spellcasting: Efreeti have a number of Mana Dice equal to their HD.  They can cast the following spells as an action.  These spells do not trigger Chaos or Corruption, but their MD do burn out as normal.  Note that "At-Will" spells can be cast for free as Level 1 spells, or can have their power enhanced by spending more MD.  However, in the latter case, such MD will burn out as normal on a 5 or 6.
At Will: Flame On, Smother Flames, Heat Metal

If this is a Great or higher Efreeti...

3/Day: Flaming Sphere, Scorching Ray

If this is a Noble or higher Efreeti...

1/Day: Fireball, Wall of Fire

                                                                source unknown

Marid:

This Marid...

1d6

1- Is counter-shaded, with a broad, sloping head and a mouth full of pointy teeth for catching fish. 
2- Is covered in green-blue scales with webbed fingers and toes.  It's face is very human looking, aristocratic and handsome, but for the scales.
3- Instead of arms, has 1d4 tentacles emerging from each side of its torso.
4- It resembles a human, but pale as milk, with jaws like an angler fish and eyes like a hatchet fish.
5- It is covered in thick plate like that of a crab, it has six legs and its lower body ends in a powerful tail. 
6- It is covered in glossy, opalescent scales that shimmer in the sunlight, with a clear fin-like crest on its head and fin-like wings that unfold from its back.  The clear membranes on its crest and "wings" refract the sunlight, casting rainbows across the surface of the water.   

All Marid have the following abilities...

Flyer: Marid can fly. They add +4 to their Initiative rolls and Armor if they are flying.  Marids cannot fly if they are wearing Medium or Heavy armor.  Marids can also hover in the air. 

Water Breather: Marid can breathe water as well as air. 

Strong Swimmer: Marid are powerful swimmers, easily faster in the water than any non-aquatic creature.  In water, they are just slightly slower than a horse's canter.

Innate Spellcasting: Marid have a number of Mana Dice equal to their HD.  They can cast the following spells as an action.  These spells do not trigger Chaos or Corruption, but their MD do burn out as normal.  Note that "At-Will" spells can be cast for free as Level 1 spells, or can have their power enhanced by spending more MD.  However, in the latter case, such MD will burn out as normal on a 5 or 6.
At Will: Create or Destroy Water, Stone to Mud, Speak with Animals

If this is a Great or higher Marid...


3/Day: Deep Gift, Tentacle Swarm, Shape Water

If this is a Noble or higher Marid...


1/Day: Rogue Wave, Verdigris

                                                                by AlexeyZaporozhets

Djinn:

This Djinn...

1d6

1- Is a beautiful, muscular humanoid with blue skin and dark hair and eyes.  It is tattooed with clouds of various colors, and these clouds flow across its skin, changing shape, size and appearing to cause various types of weather depending on the Djinn's mood (thunder and lightning when angered, tornadoes when furious, light and fluffy when happy, rain when sad, etc).
2- Is ethereal, made of wispy white fog.  Flows like water and floats like a balloon.
3- Composed of ice, with sharp talons and claws of the same material.  Wears a cape of snowflakes trimmed in tiny storm-clouds, and leaves snow and slush wherever it goes.
4- Avian in appearance, with a hook-like beak and lustrous, colorful feathers.  The Djinn's feathers are [1= Brown and white; 2= Red and yellow; 3= Blue and Green; 4= Black and White; 5= Red and Blue; 6= Green and yellow.]
5- The Djinn appears human, but has elegant wings.  Resembles the common image of an Angel, but clearly is not one. 
6- A hairless creature with huge, liquid eyes and long translucent claws.  It's skin is a living starmap, displaying the current view of the heavens from below.  During the day, it's skin is blue and you can see the clouds passing across it.  At night, it is black and you can see the stars shining and nebulae swirling.  If it was naked, you could use it as a star chart.

All Djinn have the following abilities...     

Flyer: Djinn can fly. They add +4 to their Initiative rolls and Armor if they are flying.  Djinn cannot fly if they are wearing Medium or Heavy armor.  Djinn can also hover in the air.

Possession: Djinn can possess creatures.  As an action, they can force a creature to make a COG save.  On a failure, that creature is possessed.  On a success, that creature takes 1d6 COG damage instead.  If a creature's COG score is ever reduced to 0, the Djinn can possess that creature.

Innate Spellcasting: Djinn have a number of Mana Dice equal to their HD.  They can cast the following spells as an action.  These spells do not trigger Chaos or Corruption, but their MD do burn out as normal.  Note that "At-Will" spells can be cast for free as Level 1 spells, or can have their power enhanced by spending more MD.  However, in the latter case, such MD will burn out as normal on a 5 or 6.
At Will: A Kiss in the Dark, April Showers, Levitate

If this is a Great or higher Djinn...

3/Day: Gust of Wind, It's only a Paper Moon, Two Black Crows

If this is a Noble or higher Djinn...

1/Day: Divine Retribution, Wind Wall

                                                              from D&D 4E

Deep Janeen:

More on the Deep Janeen can be found in Veins of the Earth...

All Deep Janeen have the following abilities:

Stone Walk: Deep Janeen can move or fly through unworked stone or earth like it was air.  They cannot pass through worked stone.

Flyer: Deep Janeen can fly. They add +4 to their Initiative rolls and Armor if they are flying.  Djinn cannot fly if they are wearing Medium or Heavy armor.  Deep Janeen can also hover in the air.

Innate Spellcasting: Deep Janeen have a number of Mana Dice equal to their HD.  They can cast the following spells as an action.  These spells do not trigger Chaos or Corruption, but their MD do burn out as normal.  Note that "At-Will" spells can be cast for free as Level 1 spells, or can have their power enhanced by spending more MD.  However, in the latter case, such MD will burn out as normal on a 5 or 6.
At Will: Spike Growth, Stone Shape, Steal

If this is a Great or higher Deep Janeen...

3/Day: Flesh Grenade, Shatter, Stone to Dust

If this is a Noble or higher Deep Janeen...

1/Day: Star Dust, Wall of Stone

                                                           from California Beaches dot kom

The Magnificence of the Genies:

Genies regard themselves as among the most powerful and important beings in the world.  As such, they build palaces for themselves and surround themselves with beautiful objects and people.  All Genies seek to acquire slaves, which are treated as an additional part of a Genie's wealth.  A Genie's power is measured largely by it's wealth, a wealthy Genie will be incalculably more wealthy than an impoverished one, and even an impoverished Genie will still possess great riches.

Noble Genies, meaning those who have the power to grant wishes, are even greater than their common cousins, possessing not only the wonders of this world but also things plucked from their own imaginations or the imaginations of others.  Their palaces are dizzying wonderlands of impossible spectacles and unimaginable splendor. 

A Noble Genie is among the most powerful foes one can possess, and the most generous of all patrons.  Noble Genies are often willing to trade wishes for something it desires, though one should be careful when dealing with a Noble Genie, as they are clever and powerful.

Where should we find such a creature?


Genies make their palaces in places where they are not likely to be disturbed, except by those they invite.  Deep Janeen burrow deep into the earth, where they build elaborate labyrinths.  They squabble and compete amongst each other, consumed in an endless game of one-upsmanship with impossibly high stakes.  They are often mad and endlessly self-absorbed, mercurial and unreliable.  They rarely leave the Veins of the Earth, and as such have little contact with other types of Genies.

Djinn, by contrast, make their homes in the Upper Air, atop mountains or in other areas with easy access to the sky.  They sometimes take chunks of land and using magic, suspend them in the air.  Alternatively, they set up atop clouds, sculpting them into pleasing shapes and putting down proper floors so their guests and slaves don't end up falling through them.  Djinn are sensual, flightly creatures who despise being contained or limited in any way.  They revel in chaos and anarchy, meddling in the affairs of others just for their own amusment.  Djinn are very social, hob-knobbing and trying to outdo each other with displays of extravagence.  They are also very eager to meet new people, and will bring in strangers to show them all the wonders they have prepared. 

Efreeti make their homes in volcanoes, deep in the Earth on rivers of magma, or in floating structures that allow them to feel the rays of the sun without so much air getting in the way.  Efreeti are rapacious and self-centered, and occasionally cruel.  They are often greedy, and when they desire something, they will go to great lengths to obtain it.  However, Efreeti also often tire of things quickly, and will stash a trinket in a back room and promptly forget about it.  If you request a bauble and an Efreeti likes you, it may give it to you for free, if the Efreeti no longer desires a particular thing.  A better alternative, as the Efreeti might still refuse you, is to trade yesterday's new for something new and hot. 

Marid make their homes on islands, palatial ships or underwater, building elaborate buildings with coral gardens and plenty of architecture that is fun to swim through or around, such as arcades, arches and flying buttresses.  They also are known to fill parts of their palaces with air, to better accomodate dry-folk.  Marid are smug and self-satisfied.  They are calm creatures, endlessly self-assured.  Most Marid spend their time endlessly admiring themselves, or bringing in guests who will flatter and praise it.  Even more than other Genies, Marid love to be praised, and often commission artists and musicians to make works that glorify it.             

                                                        by Pushcart NY

Gaze upon my wonders, mortal!

Opulence of the Genie:

1d6

1- A table that could seat 100 people, each place set with fine, hand-painted china and gleaming silverware.  Each plate is painted with a scene.  Individually, good works of art.  Together, they tell a grand story in pictures and cryptic bits of text.
2- A vast diorama of a historical event or battle made of precious metals.  Tiny, beautifully painted soldiers of gold fight with iron swords atop a bridge of glass, over a river of tiny sapphires.
3- A silver chandelier made of silver mirrors and covered in candles, flooding the area with warm light.
4- A tiny model of a city in a glass box.  If you look closely, you will see that the city is inhabited by a group of creatures from a common race, magically shrunk down to the size of ants.
5- A room full of mirrors that display whoever enters at every angle.  However, closer inspection reveals that each mirror is just an empty box, with a doppleganger in each box, taking on the person's appearance. 
6- A large, muddy pit where concubines and prostitutes of various races are ordered to wrestle.  The first to strip the other of the other's clothing wins.  The pit also doubles as a hunting ground for the Genie's pet crocodiles, which are placed into the pit whenever the Genie wishes to dispose of someone who displeased it.   

Amusements of the Genie:

1d6

1- Groups of actors rambling through the palace, constantly engaged in a play that the Genie wrote, portraying an idealized version of what happened in the Genie's life.  The Genie regularly rewrites the play. 
2- A false church where the slaves of the Genie worship it, offering sacrifice and singing songs that praise it.
3- A vast garden where gangs of children fight a faux-war with very real swords.  The two groups of children despise each other for the many injuries and insults they have dealt to each other.
4- A gladiatorial arena where fighters battle to the death.  The lucky ones die after being fed to some horrible beast or being killed by a fellow fighter.  The unlucky ones, or the ones favored by the Genie, are treated by Sages with healing magic and sent out to fight again.
5- A chapel where the Genie gets married to a new spouse every day.  There is then a wedding feast, followed by a night of erotic delights.  Those who please the Genie are divorced the next day, those who are not are disposed of in some much more gruesome way.
6- An arena where kidnapped men are taken and made to choose between two doors.  Behind one door lies a ravenous beast, which will devour anyone before it.  Behind the other lies a beautiful woman.  If the door with the beast is opened, the man is killed and eaten.  If the door with the woman is opened, the man and the woman are whisked away to be married. 

Treasures of the Genie:

1d6

1- A decanter of Dragon's blood.  Drinking it will grant you the ability to see the future as if you were a prophet.  Pouring it on a part of your body will make that part hard as dragonscale.
2- A string of blue pearls.  Take a pearl off the string and smash it onto the ground and it will explode into 20' cubic feet of water.
3- Lysandar's Cannon.  A revolver that fires whistling bullets.  If an enemy makes their save to take no damage against one of these bullets, if you use your action to whistle the correct tune (CHA or COG check), the bullet will change course and fly back to try and hit them again. 
4- A hand of brass and coper, inlaid with red gold.  To use it, you must cut off your own hand and replace it.  The hand will then bond to its new wearer.  The wearer may use this hand to drain the life and vigour from anyone they touch, causing them to decrease in age if they drain enough.
5- A book of nickel pages, with a cover of iron.  It can be used as a shield and if the user allows themselves to be hit and damaged while using the shield, it can "learn" the attack used and as an action, replicate it as an action.  This only applies to physical attacks that do sharp or blunt damage, and the book cannot replicate an attack that does more than 15 damage (max of 2d6+3).  If asked to do so, it will replicate the attack but with a lower damage.   
6- A ring of invisibility.  Wearing it will make you and anything you are wearing or carrying invisible.  You remain invisible as long as you wear the ring.   

Wonders of the Noble Genie:

1d6   
 
1- An Ooze that can copy the genetic information of anything it absorbs, and replicate it.  The first intelligent creature it absorbs can make a COG save.  On a success, that creature's soul takes over the Ooze, taking control of it.
2- A dry fountain that can fill itself with any non-magical liquid, from sparkling wine to nacho cheese. 
3- A potion derived from the peaches of Immortality.  A sip will restore someone to full HP (contains 1d8 sips), drinking half of it will de-age you back to your physical prime and downing the whole thing will stop you from aging for 1d100+20 years.  During this time, you are immune to any spells that might age you or force you to save vs death.   
4- A flying horse with four wings, needle teeth and the tail of a poisonous asp.  It can also breathe fire (3d6, save for half) 1/Day.  The horse is an obligate carnivore and a trained warhorse, using its powerful legs, snake tail and fire breath to aid its master in combat.  It is still a beast, and only loyal to a master who keeps it well-fed and never shows weakness. If a master seems weak, the horse will try to kill them and eat them. 
5- A strange writing implement that allows you to draw or write on any creature.  However, whatever you write on the creature becomes true.  For example, writing "Fat" on a man makes him fat.  The writing implement is delicate though, and cannot be used on someone unless that person is still, either by choice or because they are restrained.  The writing implement also cannot grant any powers beyond that which a Magic-User with 4 MD casting a spell on you at full power could grant.   
6- A brown-eyed woman who is a perpetual virgin.  If you lay with her, she will be a virgin by the same time the next night.  She also has a 1d10+[Your CON modifier]% chance of becoming pregnant.  If she does, she will give birth in the morning.  The child has a 50% chance of being a female and and equal chance of being male.  If the child is female she will rapidly age until she reaches the prime of her beauty and fertility at midday.  She will then stop aging permanently, and gain her mother's powers.  If the child is a male, he will reach the prime of his life by the end of the day, but he will continue aging at an accelerated rate.  Without magical intervention, he will die of old age in 1d10+1 days.  The woman and her children are 1 HD commoners, but her sons also possess the ability to almost instantaneously learn, gaining 1 class level per day.        

Bound Genies:


All this supposes, of course, a Genie that is free.  A Genie that is bound is an entirely different beast. 

Depending on the length of the time the Genie has been imprisoned or bound, the Genie may still be holding out for it's freedom to be restored, or it may seek to destroy its' would-be master as an act of petty revenge.  Genies will not necessarily twist your wishes, unless you have angered the Genie or it has no faith that you will release it.

To free a Genie from its' servitude is the greatest gift you can grant them, and if you do so, you will have a steadfast ally in that Genie, for such a debt can never truly be repaid.  But if you were cruel to a bound Genie and it has the opportunity to make you suffer, its' revenge will be apocalyptic.  

                                                 by Carrie Best  

Wednesday, September 16, 2020

SOS: Varieties of Humans in the Future

This post is long overdue, but I kept rewriting it as I was never sure of what exactly I wanted.  As of this moment though, I'm satisfied.  This is part of my character generation system for my Sci-Fi setting, Sea of Stars.  These are the available races that players can pick from.  

                                                 from The Magicians

Executives:

Also called Tubers, Overmen, Richies.

The elites of the 42nd century do not wish to be the victims of fate when it comes to their most precious commodity, their offspring.  As such, all families that can afford it have their children genetically perfected, scrubbed of genetic diseases and undesirable traits, as well as improved in other ways. 

The result is usually that of incredibly tall, well-formed youths with handsome features and improved natural characteristics.  Among the common improvements includes resistances to common diseases, an abundance of brown fat, naturally straight teeth and perfect vision.  Besides these, some Executive clans also give their children specific physiological traits or genetic markers to identify them.  Sometimes these are hidden, but they can be less subtle as well.  These markers can be anything from all members of the clan being double-jointed to having an unusual or unnatural hair or eye color.

Stat Adjustment:  You get no ability score rerolls, but you may order your five ability rolls in any order you choose.

Power: As an Executive, people assume (often correctly) that you have access to great amounts of wealth and power.  As such, people are generally more likely to take you seriously and tolerate your bad behavior.  You can also use your status to gain access to similarly high-status people such as CEOs, Generals, politicians or the like. 

Weakness: People will assume you are rich and try to extort, kidnap, scam or do other unsavory things to you, either because they want something for you or they hate people like you.  

Finally, when you make an Executive character, you should think of the character's clan.  What is the clan's relationship to your character?  Do they approve of your decision to go become a treasure hunter? Finally, the Referee should prompt you to roll on the table below.

How is your Clan doing?

1d4

1- Ascendant.  Your clan is growing, gobbling up weaker rivals. 
2- Prosperous.  Your clan is flush with capital.  Your holdings aren't expanding as much as some, but you still make plenty of decent returns. 
3- Stagnant.  Your clan still makes a lot of money, but the goal is now not to expand, but to keep hold of what you've gained.
4- Declining.  Your clan is still rich, but your fortunes have been in decline recently.  You're shedding money and influence.  If something isn't done, the decline may become irreversible and terminal. 

                                                from Deux EX

Cyborg:

The technology to regrow lost limbs or appendages, as well as to create entire organs grown from a person's own stem cells totally exists in the 42nd century.  Unfortunately, it is also fiendishly expensive and largely the domain of the upper classes.  The poor are not given access to such technology, mostly for no reason.  However, the impoverished or humble classes can usually afford cybernetic prosthetics, as long as they choose a minimalist one.

And while not as ideal as having a new limb regrown, an artificial limb that works basically as good as the original is still a major step up from being permanently crippled.  As such, these prosthetics are a massive boon to anyone who gets one.  Depending on the culture the cyborg comes from will definitely determine how and what their prosthetic can do.  If they are dirt poor, the most basic of model will likely be their choice, which can lift and hold and grab, but is not nearly as precise and usually lacks all but the most basic of tactile sense.  For the user with more cash on hand though, the sky is essentially the limit.  You could get a cybernetic arm that almost perfectly resembles your old arm, with the most extravagent even getting live skin grown over it, though this will make any maintenance or repairs more painful.  Synthetic skin works almost as well though.  These advanced models have advanced tactile senses and require no additional interfaces, so it is almost like you never lost the limb.

However, some sub-cultures reject these solutions, instead keeping their prosthetics uncovered, showing bare metal and shiny, duraplas shells.  The corporate culture of Strexcorp Synergist Inc. values scars in its employees, particularly in the armed divisions, so Executives there show off their scars and cybernetics.  Another group that admires this is called the Knights of the Crucible, mostly formed of maimed ex-soldiers who received cybernetic implants to replace the natural limbs they lost in various wars, most notably in the Lyzorran War, which is still ongoing.  This group figured they could spend the rest of their lives mourning what they lost, or they could upgrade themselves into savage killing machines and go back to war.  For a lot of them it was an easy choice.

But enough about other people, let's talk about you!

I lost my...

1d4

1- Arm.  1d2 of my arms were crushed, mangled or taken clean off. 
2- Leg.  1d2 of my legs were smashed, torn or sliced off.
3- Eye or other sensory organ.  My [1= Left or Right Eye; 2= Both Eyes; 3= Tongue; 4= Eardrums; 5= 1d10+20% of my nerves suffered permanent damage, cutting off that much of my tactile senses; 6= Nose and nasal glands.] was damaged beyond repair.
4- [Organ].  1d6 of my organs have been replaced with an artificial substitute.  I look basically normal, but if it ever stops working, I will die.  The organs that stopped working are 1) Heart, 2)1d2 Lungs, 3) Stomach, 4)1d2 Kidneys, 5) Small Intestine, 6) Large Intestine.

Stat Adjustment: You may replace one of your Attribute rolls with a 13(+1), as long as the Attribute matches your cybernetic attachment.

Power: Depends on your upgrade. 

Weakness:
Your prosthetic might be good, it might be terrible.  Either way, it's not the same as the replacement.  Additionally, having it might limit what you can do.  Even if your cybernetic arm is really, really good, going into water with it is probably a terrible idea.  If everything below your waist is robotic, there goes your sex life or ever having children by normal means.  Referee's discretion applies, of course.    

                                                             source unknown

Unaltered Human:

You're the original model that everyone else mimics.  You need no introduction. 

Stat Adjustment: If you are unsatisfied with your CON attribute, you may reroll it.

Power: You start with one extra skill point that you may put toward any skill that is related to how you grew up/were raised.  For example, lock-picking if you grew up on the rough side of the tracks, or stealth if your police man father taught you how to tail suspects without being seen.   

Weakness:
Humans have poor senses.  They cannot hear or smell very well, and get a -2 penalty  to any checks or saving throw made to perceive something with those senses.  The same goes for sight, if the area they're in is dark.

                                                  from The Expanse

Voidborn:

You are a Voidborn, one of those folk who was born in space or have spent the majority of your life there.  You were nursed on starlight and cradled by micro-gravity every since you were born.  You're taller than most, and high-gravity worlds are especially uncomfortable for you.  You likely don't feel safe unless you're surrounded by metal on all sides.  The idea of an endless, open sky is quite an unpleasant one, even if you can understand the appeal. 

Stat Adjustment: If you are unsatisfied with your COG attribute, you may reroll it.

Power:
You know the basics of most technology, receiving a +1 bonus to repair or operate it, unless you have a skill that grants a larger bonus.  You also know the basics of how to fly and maintain a vessel of the kind you were born on. 

Weakness: Micro-gravity has made you weaker than others, so on worlds with Earth gravity or greater, you must make a CON save each day.  If you fail a save, you start taking 1d4 CON damage a day.  If this damage reduces your CON to 0, you die.  Additionally, if you pass three CON saves in a row (one per day) you no longer have to make them.  

                                                           from Doc Savage

Feral:

You're a man from a low-technology world.  You might be a caveman or from somewhere like 21st century Earth.  Either way, you're still a Feral.  Ferals are rare, and generally do not look unlike other humans.  But they are stronger than most of their kin, with a strength and vigour that sets them apart from others.

Stat Adjustment: If you are unsatisfied with your STR attribute, you may reroll it.

Power: 1/Day, you can recover 1d6+CON modifier FS as an action.  

Weakness: Most humans know how to work basic stuff like a laser pistol or a holo-emitter, but not you.  You must make a successful COG check to use any technology more advanced then a steam engine.

                                                             from Elephantmen

Humanimal:

You are a half(?) human animal hybrid, created in a lab through having your genetic code fiddled with.  You were created for a purpose, to be a soldier or a sex slave or anything in between.  You are likely stronger, faster and tougher than the normal humans that surround you.  But despite your clear superiority, you will likely never rise far, as humans will either not take you seriously or be scared of you. 

Another note: All Humanimals who are created legally are sterile.  There are rumors of ways to make them able to produce viable offspring, either with each other or with humans, but all these methods are mostly thereotical and entirely illegal.   
 

Types-

Brutes: Elephantmen, Rhinomen, Hippamatoid, Bearman.  Anything tough and dense and hard to stop.

Stat Adjustment:
If you are unsatisfied with your CON attribute, you may reroll it.

Power: If you're not wearing Armor, you have Natural Armor equal to your CON modifier.  Shields and helmets don't count as armor,

Weakness: People will assume you're the biggest badass in the room, unless something even more dangerous is nearby, such as a giant dragon or a bigger Elephantmen with a gun.  First priority is to kill you.  

                                                         by crazyMic

Clashers: Crocodile, Tiger/Lion/Leopard, Komodoman:

Stat Adjustment:
If you are unsatisfied with your STR attribute, you may reroll it.

Power: You have a powerful bite attack that does 1d10+STR damage.  You can also choose to grapple anyone you bite.
 
Weakness:
You are vulnerable to attacks while grappling someone with your mouth, rolling only 1d20+Atk for your defense rolls against their attacks, instead of 1d20+damage dice+Atk.

                                                     source unknown

Hunters: Dog, Wolf, Fox, Lynx.  Anything small and agile, but still strong enough to pack a punch.

Stat Adjustment:
If you are unsatisfied with your CHA attribute, you may reroll it.

Power: You have an amazing sense of smell.  +4 to detect things with it. 

Weakness: You get -4 to save vs pheromones and chemical weapons.


 

                                                          by darknebulablader

Striders: Horse, Zebra, Gazelle.

Stat Adjustment: If you are unsatisfied with your DEX attribute, you may reroll it.

Power:
You are very, very fast and can outrun almost anyone on foot.  1/Day, you can put on a burst of speed and for X minutes (1+CON modifier), you can run at 30+DEX modifier, miles per hour. 
 
Weakness: You cannot recover Stamina easily.  After sprinting or doing anything particularly strenuous, you make all DEX, STR and CON checks and saving throws at -4 until you have taken at least a ten minute break to rest.       

                                                by vckyvldz

Angel:

You are a special type of Humanimal.  Physically, you look perfectly human, with one exception.  You have a pair of wings that grow from your shoulders.  These wings enable you to fly, as well as looking really cool. 

These weren't the end of the changes you received, however.  You also have air sacs attached to your lungs, lighter bones and are generally more diminutive than a normal human would, though you are still surprisingly strong. 

Stat Adjustment:
If you are unsatisfied with your DEX attribute, you may reroll it.

Power:
You can fly.  As an action, you may take off.  However, you need to keep flying in order to stay aloft. 

Weakness: Your body is fragile.  Whenever you take blunt damage, you take +1 damage per die.  This damage does not include bullets.

                                                     from Beastars

Monday, September 14, 2020

OSR: Sirens, Harpies and the Merciful Ones

 

                                                              author unknown

A Story from the Court of Heaven:

Lord Anuman, God of Law, Kings, Art, Music and Magic abd current ruler of the Law Gods, is getting old and slowly losing his mind.  This is a secret known widely among the Law Gods and by a few others.  Otherwise it is highly uncommon.  This is the real reason why mortals are told not to pray to him directly, but to direct their prayers through one of the other Law Gods.

However, one of the creatures who is aware of this fact is Unta, the God of Lies, Traitors, Desserts, Slaves, Prostitutes and Sailors.  Unta is also Anuman's slave, but he loathes his master.  So Unta came up with a plan to humiliate his master.  He waited until their was a party in the Palace and got his master to drink more sun's blood than usual.  Then he disguised himself as a beautiful spirit and seduced Lord Anuman, who was too intoxicated to notice that the spirit had very similar mana to his slave.  Then, once they finished coupling, he stole some of Anuman's seed and spirited it away to the planet's surface.

From there, Unta used his power to seduce a mortal woman and then impregnated her with Anuman's seed.  The next morning, when Anuman woke, Unta came and told him that when his master was unaware of his action, he took a mortal woman and impregnated her.  Anuman, who was married, was deeply ashamed of this.  So he told Unta to do whatever it took to take care of the problem.  Unta went and did as he was told, spiriting the woman away where she could give birth safely.  He concealed her, but not so well that she could not be discovered.  Then, he spread rumors that a new demigod was going to be born.  He was overjoyed when the woman gave birth to triplets, three beautiful half-divine baby girls. 

However, Unta's gossiping had done its work, and soon the news of the birth of a demigod reached the ears of Lord Anuman's Wife, the Goddess Iel, Mistress of Pregnancy, Merchants, Shepherds, Motherhood and Dogs.  Iel was absolutely furious that her husband had been unfaithful to her.  However, she could not take revenge on her husband, so she took revenge upon the three demi-goddesses. 

The first she cursed with children that would be a plague on Mothers, devouring their sons and leading men astray into folly and death.  This demi-goddess gave birth to the first Sirens.

The second she cursed with children that would be a plague on merchants and all decent folk, making them thieves motivated by vanity and hubris.  This demi-goddess gave birth to the first Harpies, 

Then, for the last demigoddess, she cursed her with children that would torment the guilty.  This demi-goddess gave birth to the Yagras.

However, the Yagras did not torment their mother nor their grandmother, proving that they were not guilty of the crime Lady Iel thought.  Lady Iel was perplexed by this and investigated the matter.  When she found out the source of the rumors she had heard and discovered it originally came from Unta, she seized him and forced him to confess.  Unta gave up the truth then, telling her how Anuman had not been unfaithful to her and she had punished the innocent.

Lady Iel then went to her Lord Husband and told him what she had done.  Lord Anuman was enraged that she had cursed his children, but he was even more angry with Unta.  For the latter, he sentenced him to be devoured by a Dragon every day for a year, each day being torn to shreds, digested, then emerging from the Dragon's dung to do it all over again the next day. 

Then, as a further method of restitution, Lord Anuman surveyed his new grandchildren.  The Sirens and Harpies were too wretched for him to even look upon, but some of the Yagras still possessed a spark of virtue and nobility.  So he elevated them and charged them with punishing those who are burdened with guilt while they are still alive, to ensure that those who commit sins and crimes but are not seen by the law will still be punished.  And because they were not Gods and thus incapable of the lengths of vengeance such immortals were capable of, he named them "The Merciful Ones" for they would always be more generous than he and the Gods would be. 

                                                           by Xel-Lotath

                  (This is what a Siren could look like while using her "Alluring Appearance" ability)

Sirens

Sirens are horrible creatures with the power to seduce with their voices.  Unlike in many of the songs, a Siren's seduction is not primarily sexual, but instead appeals to the listener's deepest desires.  It feeds the strongest of their passions, whether that be their pride, lust, rage or something else.  If you must desire revenge, a Siren's song may sound like an enemy taunting you. 

A Siren's song also conjures hallucinations that alter your perception of reality.  By blocking off your ability to hear, you will not be affected by the Siren's song.

But while the most famous of a Siren's abilities, they also possess other magical powers.  Sirens can also create clouds of poisonous gas around them.  The gas varies depending on the strength of the Siren- the older or more powerful ones produce clouds of gas that slay without a sound, while the lesser ones produce gases that only blind or induce other effects.

Additionally, all Sirens have the ability to transform the waters around them into bubbling acid.  No matter the Siren, this acid is always dangerous- able to dissolve everything but stone, plastic, superhard materials or magical items. 

Siren
HD 1d4+1 + [1d6+2 Armor]
Armor Scales
Atk Claws (1d4) or Acid Splash (see below)
Mor 11
Saves (7+HD) or less
Immune to Acid and Poison

Charming Song: Anyone who can hear a Siren's song must save.  On a failure, the creatures takes 1d6 COG damage and feels the urge to move towards the Siren or the source of the Siren's voice.  If this COG damage reduces the creature's COG to 0, the creature will pursue the source of the Siren's voice or the Siren itself until he dies or falls unconscious.  He will not be able to stop even if he can no longer hear the sound.  If he is unable to hear the song for 1 hour or more, he will regain 1 COG and no longer be compelled to pursue it.  Lost COG then regenerates at 1 point per hour.

Alluring Appearance: Sirens are actually quite ugly and dreadful in their true forms, but can cover themselves in an illusion that makes themselves look beautiful as a free action. 

Aquatic Mobility: Sirens are actually very slow when not on land, but when in water, they can levitate above the surface of the water.  While doing so, they gain a fly speed of 30' per round.  They are also powerful swimmers, able to swim as fast as a dolphin.  Sirens can breath underwater as well.

Gas Cloud: If a Siren is above water, she can create a cloud of gas that fills the air for X*10 around her, where X is her power.  To see what her Gas Cloud does, roll on the table labeled "What Gas does this Siren produce?"

Acid Transmutation: If she is in the water or has touched it within the last round, a Siren can transform the water around her for X*10' into dangerous acid.  Her acid does 2d6 damage on contact if you touch it.  If immersed in it, it does 2d6 damage a round.  Sirens will also try to splash it on people who get too close to them, if they are near water.

Tactics:
- Charm people with your song, lure them into the range of your cloud of poison gas
- Then eat them
- If your Charm and Gas doesn't work, ambush them by hiding under the water and transforming the water around them into acid
- Pull them into your acid if they won't be charmed              


                                               by davesrightmind            

                                         (This is what Sirens look like normally)

How strong is this Siren?
1d4

1- X = 3
2- X = 4
3- X = 5
4- X = 6
 

What Gas does this Siren produce?
1d6

1- Gas that kills almost immediately.  Any creature who enters the radius of the Siren's Gas Cloud must save or die each round he breathes it in*.  Resistance to poison grants advantage on the save.
2- Gas that kills slowly.  Any creature who enters the radius of the Siren's Gas Cloud takes 1d6 CON damage each round he breathes it in.  If this CON damage reduces a creature's CON to 0, it dies. 
3- Gas that paralyzes.  Any creature who enters the radius of the Siren's Gas Cloud takes 1d6 DEX damage each round he breathes it in.  If this DEX damage reduces a creature's DEX to 0, that creature cannot move.
4- Gas that erodes sanity.  Any creature who enters the radius of the Siren's Gas Cloud takes 1d6 COG damage each round he breathes it in.  If this COG damage reduces a creature's COG to 0, that creature goes temporarily insane and acts as per the Confusion spell.
5- Gas that petrifies.  Any creature who enters the radius of the Siren's Gas Cloud takes 1d6 STR damage each round he breathes it in.  If this STR damage reduces a creature's STR to 0, that creature's skin is turned to stone**. 
6- Gas that causes sleepiness.  Any creature who enters the radius of the Siren's Gas Cloud takes 1d6 CHA damage each round he breathes it in.  If this CHA damage reduces a creature's CHA to 0, he falls asleep as soon as their is no immediately obvious danger.  If the Siren is slithering toward him, that counts, but if there is no one around, he will not be able to resist the urge to nod off.

Any ability score damage done by the Siren's Gas is restored at a rate of 1 point per minute after you leave the Gas Cloud.

*Make sure you warn your players about this.  

**Underneath they are still fleshy, but cracking the stone to get to the creamy center would be also flaying the person, so without powerful healing magic they would soon die.  The Siren exploits this fact by trapping someone in stone, then cracking open his shell and eating him while he is still alive.


                                                     source unknown

Harpy

Harpies are cruel creatures, the plagues of merchants and cities alike.  They are known to attack anyone in their territory who looks vulnerable, feeding on such individuals or capturing them to torture and mock.  They like to play with their food. 
However, Harpies are not sadistic like other monsters.  They are egotistical, believing themselves to be beautiful, charming and talented.  What they most desire from their guests is validation- if you flatter a Harpy enough she may let you go.  May, of course, being the operative word.  She might just kill and eat you when you have massaged her ego.  

Harpies also possess the same magical songs as the Sirens.  However, due to their narcissism, they never bother to practice.  As such, they love to sing but they are terrible at it.  This makes their songs not magically charming, but hideous and painful.  All Harpies know a song that causes those who hear it to have wounds open on their bodies, as if they are being attacked by phantom opponents. 

Harpies, being proud, do not acknowledge the danger and destruction their songs cause/present, unless they wish to.  They are also usually tone-deaf, so their off-key singing is not something they acknowledge or recognize.  Anyone who criticizes their music is punished severely, usually with more singing.

Harpy
HD 1d4 + [1d6 Armor]
Armor (Whatever they could scavenge, roll on the table below)
Atk Claws (1d6/1d6) or Javelin (1d8)
Mor 13
Saves 9 or less

Flyer: Flyer: Harpies can fly. They add +4 to their Initiative rolls and Armor if they are flying.  Harpies cannot fly if they are wearing Medium or Heavy armor.

Painful Songs: All Harpies know the Song of Violence and one other.  To see what other song the Harpy knows, roll on the "Harpy Songs" Table below.  While she is singing any of her Songs, she can still move but cannot take any other action as long as she keeps singing, the singing consuming each of her actions a round. 

Song of Violence: As an action, a Harpy can begin singing the Song of Violence.  All who hear the Song of Violence besides the Harpy and X creatures, where X is the Harpy's HD, take 1d6 damage each round they can hear the Song.  The damage from the Song of Violence appears as wounds from invisible weapons, cuts from knives, puncture wounds from arrows, impalement by spears, etc.

Tactics:
- Fly around the enemies, stay out of melee unless they are very weak
- Sing your Songs to annoy and harass
- If threatened, sing the Song of Violence


                                                          by Mark Bulahao

What Armor is the Harpy wearing?
1d4

1- She has a moss-covered shield.
2- She is wearing strips of a metal cuirass.
3- She has half a shattered breastplate on.
4- She has coated her body in thick mud.  This also grants her [12 Armor] exclusively against fire damage. 

Harpy Songs
1d6

1- Song of Discord.  Anyone who can hear this song must save.  On a failed save, he will begin quarreling with whoever is near him.  These quarrels are likely to escalate into fights, but not necessarily.  The Harpy will never be the source of these quarrels.  Additionally, those under the effects of this Song will not be able to hear this song and will pretend not to hear it.
2- Song of Ruin.  Any buildings or structures exposed to this song take damage as per the Song of Violence.  If reduced to 0 HP, they collapse.
3- Song of Misfortune.  Anyone who can hear this song takes 1d6 CHA damage and receives a -1 penalty to attacks.  This repeats each round a creature hears this song.  Additionally, anyone who rolls a 1 or below on a 1d20 while he can hear this song suffers a critical failure. 
4- Song of Sleeplessness.  Anyone who can hear this song cannot sleep, no matter how hard he tries.  Additionally, any corpses in range of this song rise as unbound undead (2 HD) and begin raging at the living for their sleep being disturbed.
5- Song of Mutation.  Anyone who can hear this song must save or be mutated.
6- Song of Nightmares.  Anyone who can hear this song who is awake must save.  On a failed save, they fall asleep.  If they are asleep, they instead suffer horrible nightmares and gain no benefit from the long rest they took.  If everyone in the party falls asleep or is already asleep, just have them start fighting monsters with no explanation and later have them wake up to find out they were only dreaming.     

                                                         by FunSoo

Yagras

Not all the third demi-goddess' children were deemed saveable.  Many of them were corrupted by Unta's allies and became the Yagra, vicious bird spirits that preyed upon the weak and vulnerable for their own sick amusement.  The Yagra are despoilers and destroyers.  They have no ability to sense evil, but they know that the wounds they leave with their claws only heal on the righteous.  And since such people are rare, they use this as a pretext to justify tormenting random people. 

Yagra
HD 4
Armor none
Atk Claws (1d6/1d6)
Mor 13
Saves 11 or less

Flyer: Yagra can fly.  They add +4 to their Initiative rolls and Armor if they are flying.

Cursed Claws: To all but the truly heroic, Yagra claws cause terrible pain and leave wounds that do not heal unless the wounded creature is looked upon favorably by the Gods or is righteous.  If you are not looked upon favorably, making a sacrifice to the Gods that is accepted will enable these wounds to heal. 

Tactics:
- Fly down and scratch someone
- Pick them up and carry them up, then drop them
- Prey on the weak
- Retreat if faced with significant resistance               

                                                        by GENZOMAN

The Merciful Ones

The Merciful Ones are the few Yagra that Anuman thought righteous and good enough to redeem.  He saved them and made them his enforcers of divine judgement.  Whenever he needs to punish a mortal but does not wish to intervene directly, as their are rules for that sort of thing, he simply sicks the Merciful Ones on the target. 

Mortals can also petition to the Merciful Ones directly through prayer and ritual, but they rarely choose to respond to such requests. 

The Merciful Ones hunt the wicked like dogs, lashing them with whips and carving them with claws and talons.  They do not always kill their targets, that is a fate only for the most depraved.  For the less wretched they simply torture and scar, as a permanent reminder of their "mercy".

Merciful One
HD 5
Armor none
Atk Agonizing Whips (1d8 + Agony/1d8 + Agony) or Claw (1d6/1d6)
Mor 15
Saves

Flyer: Merciful Ones can fly. They add +4 to their Initiative rolls and Armor if they are flying. 

Sin Sense: Merciful Ones can sense the guilt of their targets.  They will always target the person must deserving of suffering, unless they are being attacked. 

Protection against the Wicked: Merciful Ones cannot be harmed by the truly vile.  The most wicked of individuals find their flesh to be iron-hard and their spells ricochet off the Merciful Ones like water off a greased fur.  Individuals still full of vice can harm them, but they take -4 damage from such individuals.  Morally lukewarm individuals do -2 damage to them.  Good men do -1 damage to them, for even they possess some evil in their hearts.  The truly heroic take no penalty to their damage against the Merciful Ones.  Referee's Discretion applies on what a creature is, morally speaking.

Agony: The Whips of the Merciful Ones cause more pain the more corrupt an individual is.  The truly depraved, upon being hit, take 1d6 COG damage.  The less corrupt take 1d4, the lukewarm 1d2, the good 1 and the heroic none at all.  Those who have their COG reduced to 0 will be seized by animal fear and must spend every action running or hiding from the Merciful Ones.  Referee's Discretion applies on what a creature is, morally speaking.   

Tactics:
- Pursue your target
- Whip them within an inch of their life then kill them
- Ignore all others unless they interfere  


                                            

                                                       by yuchenghong          

The Throneguard 

The Throneguard are the elite of the Merciful Ones, those who serve the Gods directly in the Court of Heaven.  They are blessed with eternal lives and charged with the sacred duty of defending the Throne of Law and the one who sits upon it, as well as restraining Unta, the Imp of Suffering.  They guard him and keep him from escaping, and if he does escape, they pursue and capture him again.

They are well suited to this task as, like the other Merciful Ones, they are protected by the power of Anuman against evil creatures.  As such, Unta cannot use his powers to harm them, nor does his divine strength avail him against them.  And since they can sense his noxious evil, the only option he has is to run. 

They always catch him eventually, it's just a matter of time.   

Throneguard Yagra
HD 7
Armor none
Atk Weapon from Heaven's forges (see below) or Hooked Polearm (1d8+2 sharp + grapple)
Mor 16
Saves 14 or less

Flyer: Throneguard Yagra can fly. They add +4 to their Initiative rolls and Armor if they are flying. 

Sin Sense: Throneguard Yagra can sense the guilt of their targets.  They can track an evil creature using this ability and sense it, even if it is hiding. 

Protection against the Wicked: Throneguard Yagra cannot be harmed by the truly vile.  The most wicked of individuals find their flesh to be iron-hard and their spells ricochet off them like water off a greased fur.  Individuals still full of vice can harm them, but they take -4 damage from such individuals.  Morally lukewarm individuals do -2 damage to them.  Good men do -1 damage to them, for even they possess some evil in their hearts.  The truly heroic take no penalty to their damage against the Throneguard Yagra.  Referee's Discretion applies on what a creature is, morally speaking.

Specific Death Condition: Throneguard Yagra Can only be killed if slain by a righteous individual.  Otherwise, they cannot be killed, and will regenerate at a rate of 1 HP per hour until restored to full.

Tactics:
- Pursue the source of evil
- Seize it
- Ignore anything unless it gets in your way

Weapons from Heaven's Forges:

1d6

1- Brimstone Trident.  Does 1d8 sharp + 1d6 fire.  Can also transform into a burning chain and back.
2- Lightning Javelin.  Does 1d8 sharp damage.  1/Day it can also be thrown, where upon it transforms into a 4d6 lightning bolt and strikes one target for that much lightning damage, save for half
3- Wrath Jar.  Throw it down and every poor sap within 50' must save or be possessed by a spirit of rage, which if they fail their save will take their body on a joyride of destruction until the person dies, passes out or is exorcised.  A consumable.
4- Fury Jar.  Throw it down and everyone within 30' takes 3d6 fire damage as it explodes, save for half.  A consumable.
5- Net of Light.  Sears the skin of evil creatures, doing 1d6 radiant damage a round.  Undead take 2d6.  Also, anyone hit by this is automatically restrained.    
6- Wraith Bow.  A bow that fires arrows made of the prayers of the just.  Does 1d8+COG psychic damage and ignores non-magical armor.  If an arrow from this bow is fired into someone's shadow, that person cannot move until the arrow is pulled out.

                                                         by Scott Purdy