tag:blogger.com,1999:blog-74738661572507946332024-03-16T11:50:15.000-07:00Remixes and RevelationsYami Bakurahttp://www.blogger.com/profile/17266174008401745128noreply@blogger.comBlogger406125tag:blogger.com,1999:blog-7473866157250794633.post-4877099535299349412024-03-05T12:43:00.000-08:002024-03-05T12:43:28.537-08:00OSR: Power Armor<p>This is my new rules for Power Armor. Good for your Sci-Fi setting of choice, or with a bit of refluffing, could easily be reworked into rules for <a href="https://coinsandscrolls.blogspot.com/search/label/Flame%20Pomerium">Mecha</a> or <a href="https://stormlightarchive.fandom.com/wiki/Shardplate?so=search">fantasy power armor</a>.</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhlMjxiGtrxB4IZdXlVXZlKo1ndKf6hV8v55ZUb6ZtrnenGoZHTp7oUM0prVbykFZjqceH18Tmpv5Gw77-5bscfzMvTkZOHIDpyK_YGr7ogQRBdI8DaGfScOfoYQiWYx5awWu5gSUkN3RHuJEXkjLERwyYcQ1HDXtB_pOMQ9K2P5eiMjcdPNkHWOmB_rauB/s1000/Power%20Armor%201.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="494" data-original-width="1000" height="158" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhlMjxiGtrxB4IZdXlVXZlKo1ndKf6hV8v55ZUb6ZtrnenGoZHTp7oUM0prVbykFZjqceH18Tmpv5Gw77-5bscfzMvTkZOHIDpyK_YGr7ogQRBdI8DaGfScOfoYQiWYx5awWu5gSUkN3RHuJEXkjLERwyYcQ1HDXtB_pOMQ9K2P5eiMjcdPNkHWOmB_rauB/s320/Power%20Armor%201.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">artist unknown, from <a href="https://red-rising.fandom.com/wiki/Red_Rising_Wiki?file=Red_Rising_Trilogy.jpg">here</a></td></tr></tbody></table><div><b><u>Power Armor:</u></b></div><div><br /></div><div>There are cultures out there who value honor and fairness when they wage war, preferring to keep their conflicts civil and polite as possible. Some even make war a ritual, engaging in almost ceremonial battles where only the warrior class battles, or where leaders are taken hostage and ransomed back for great sums. </div><div><br /></div><div>This weapon system did not originate from such a culture. Powered Armor is the ultimate unequalizer. It is constructed of the hardest possible materials to grant the wearer the maximum protection while it's internal servos grant that wearer enhanced speed and strength, allowing them to move just as fast in their armor, if not faster, while also allowing them to carry even more war-gear than normal. It is designed by the same sort of mind that would use close-air support, napalm and miniguns to slaughter a peasant militia armed with antiquated guns and knives. It is the supreme statement that you believe war is a game and one you intend to win, no matter the cost.</div><div><br /></div><div><b>Base Abilities:</b></div><div><br /></div><div>All Power Armor begins with these base traits-</div><div><br /></div><div>Hermetically Sealed: Unless severely damaged, Power Armor is equipped with sufficient countermeasures to protect the wearer against all but the most virulent poisons, toxins and other dangers present in the environment.</div><div><br /></div><div>Life Support: All Power Armor, unless modified otherwise, contains it's own air supply and life support systems. It can protect the wearer from environmental troubles such as extreme temperatures or even the vacuum of space. </div><div><b><br /></b></div><div><b>Rules for Use:</b></div><div><br /></div><div>All types of Power Armor have a number of Daily Uses. Depending on quality, these can vary in number. When a suit of Power Armor is activated and utilized, this counts as 1 Use. It can then be used for 1 hour or until the wearer chooses to deactivate it. After a suit's Daily Uses have been expended, it can be used for 12 hours as it must recharge. Hooking a suit of Power Armor up to a sufficiently potent power source such as a fusion reactor or a battery meant to store the city's reserve power may be able to grant extra uses, but could also damage the suit. </div><div><br /></div><div>All Power Armor comes with a number of Attachment Slots. These are places where Attachments can be strapped. Each Attachment, unless marked with a specific number; (2), (3); takes up 1 Attachment slots. A set of Power Armor cannot have it's Attachments exceed it's Attachment Slots or otherwise it will be unable to function. </div><div><br /></div><div>All Power Armor comes with in-built Attribute Bonuses. If you are wearing a suit of Power Armor and the Armor's Attribute is higher than yours, use that for the purposes of rolling an ability check or save. Ex: If you have a STR of 13(+1) and your Armor has a STR of 16(+2), use the Armor's STR score instead of yours. </div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEicBVnM2SLAEBz-hq0H3my1NQIJFNxAFWcCxd3hze_jjoOHYafnQbLN985AbAzEBlmv4aTVJLtQmmEvBtvKjtaA1gzPNc_Iur56a02X1LQtbTIZlrX_QuCh0feu9vVeL2X3FLlRrtF06Xlg4G76zuQ6njqJo624Zt-RD3IjxjbdwQUN5zg5Ki6FXby_-eNk/s1014/Power%20Armor%202.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1014" data-original-width="788" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEicBVnM2SLAEBz-hq0H3my1NQIJFNxAFWcCxd3hze_jjoOHYafnQbLN985AbAzEBlmv4aTVJLtQmmEvBtvKjtaA1gzPNc_Iur56a02X1LQtbTIZlrX_QuCh0feu9vVeL2X3FLlRrtF06Xlg4G76zuQ6njqJo624Zt-RD3IjxjbdwQUN5zg5Ki6FXby_-eNk/s320/Power%20Armor%202.jpg" width="249" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><div class="d30Ee" style="background-color: #06070d; border: 0px; color: #c9cacf; display: flex; flex-direction: column; font-family: sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; vertical-align: baseline;"><div class="_2_1tx" style="border: 0px; color: inherit; display: flex; flex-direction: column; flex: 1 1 auto; font: inherit; justify-content: center; margin: 0px; padding: 0px; vertical-align: baseline;"><div class="_31DYV" style="align-items: center; border: 0px; color: inherit; display: flex; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><div class="_4GWw7 _22pif" style="border: 0px; color: var(--green5); display: inline-flex; font: var(--f-16-bld); margin: 0px 16px 0px 0px; padding: 0px; vertical-align: baseline;"><a class="user-link _277bf" data-icon="https://a.deviantart.net/avatars-big/m/u/muhut.png?6" data-isgroup="0" data-userid="38892580" data-username="MuHut" data-usersymbol="regular" data-useruuid="5d0257a7-3486-47d1-9695-64179c3f1d58" href="https://www.deviantart.com/muhut/gallery" style="border: 0px; font: inherit; margin: 0px; overflow: hidden; padding: 0px; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_12F3u" style="border: 0px; color: inherit; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"> by MuHut</span></a></div></div></div></div><div class="_1mcmq" style="align-items: flex-start; background-color: #06070d; border: 0px; color: #c9cacf; display: flex; flex-direction: column; font-family: sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; padding: 0px 0px 0px 94px; text-align: start; vertical-align: baseline;"></div></td></tr></tbody></table><div><b><u>Put on the Suit:</u></b></div><div><br /></div><div>To customize a suit of Power Armor, consult the tables below. </div><div><br /></div><div><b>Quality Level:</b></div><div><br /></div><div>- Low. Base FS +6, DR 1. Usable 1/Day. 4 Attachment Slots. STR 16, DEX 13, CON 17.</div><div>- Moderate. Base FS +7, DR 1. Usable 1/Day. 5 Attachment Slots. STR 17, DEX 15, CON 18. </div><div>- High. Base FS +8, DR 2. Usable 2/Day. 6 Attachment Slots. STR 18, DEX 16, CON 19.</div><div>- Legendary. Base FS +10, DR 2. Usable 3/Day. 7 Attachment Slots. STR 19, DEX 18, CON 19.</div><div><br /></div><div><b>Attachments:</b></div><div><br /></div><div>- Shield Generators (2). Boost your Armor's DR by +1. </div><div>- Grapple. Allow you to fire a hook that sticks to solid surfaces and allows you to climb more easily. Also can be used to grap objects or creatures and pull them closer. </div><div>- Jump-Jets (2). Thrusters that allow you to jump up to [10*STR Score] into the air and move up to the same distance horizontally. In zero gravity, can be used as a clumsy jetpack. </div><div>- Magnetic Grip. Modifications that increase the suit's maglocks, allowing it to cling to metallic surfaces and stick metal objects to itself. You get advantage on any roll made to cling to a metallic surface or object, or to grapple a creature clad in metal (armor, cybernetics, etc). </div><div>- Scanner. All Armors have built-in sensors, but this is a sensory device that would ordinarily be mounted on a capital ship. You can learn 1d6 facts about anything you can see if you take an action to scan it. You also have a 50% of detecting ambushes and surprise attacks before they happen.</div><div>- Radar. A powerful radar that allows the sensing of objects and movement from a far distance. You cannot be surprised by creatures not using anti-radar countermeasures. </div><div>- Satellite Uplink (2). Want to talk to someone anywhere on this hemisphere or in orbit? Now you can. This attachment allows communication with anyone with a radio or similar communication device on this side of the planet you're on or in orbit. </div><div>- Active Camo (2). An attachment that allows you to change the coloration of your Armor so that it blends into the background. Grants advantage on any stealth rolls, provided you aren't doing something that would immediately break stealth, like firing a dozen guns or lighting yourself on fire. </div><div>- Auto-Repair System (3). Devices that when installed in a set of Armor allows it to repair itself. When activated, this attachment allows you to regain 1 FS per round, but each time it is activated, it lowers the amount of time the Armor can function by 10 minutes, such is it's demand for power. </div><div>- Guardian Angel. A "dumb" AI, installed in the Armor. Can assist in targeting, monitor sensor suites, calculate probabilities and make predictive models, as well as do anything a digital assistant could do. </div><div>- Water Reclaimer. A device that allows you to recycle your own water and reclaim some from the atmosphere. It can produce enough water to provide for one person or if there is any water available in the atmosphere, anywhere from 2 to 10 people, depending on the available moisture. </div><div>- Food Synthizer (2). A device that allows you to synthesize food from avaible organic matter. Requires existing organic material. Can produce rations that feed 1 person for 1 day. It takes 10 minutes to make one of these rations. They also aren't very good and though they provide enough nutrition to live on, their taste leaves much to be desired. </div><div>- Greatshield. A slab of metal torn from a battle-cruiser with it's own built-in shield generators. Boost DR by +1, FS by +2 and can 1/Round be used to reduce the damage one attack does by 1d12. Can also be shattered to reduce the damage by 12. </div><div><br /></div><div><b>Weapons:</b></div><div><br /></div><div>- Wrist Blades. Do 1d6+Atk+STR damage. Concealable, hidden inside your gauntlets until you let them out. When you have no other weapons, these ones will not fail. </div><div>- Flamethrower. Does 3d6 damage, save for half. On a failed save, creatures are set on fire and take 1d6 damage a round until they take an action to extinguish the flames. </div><div>- Rocket Launcher (2). Varies depending on ammunition type. See below. </div><div>- Grenade Launcher. Varies depending on ammunition type. See below. </div><div>- Machine Gun (2). Does 1d12+1 damage, enemies get a save vs firearm. Reloads on a 13+. Can fire on full auto and does 1d12+8 damage, but must be reloaded after. </div><div>- Assault Rifle. Does 1d10+1 damage, enemies get a save vs firearm. Reloads on an 11+.</div><div>- Striker Gauntlet. A thick gauntlet that allows you to more efficiently crush anything you grab. Do 1d8+Atk+STR damage and gives you advantage on any STR check made against something weaker than yourself, or to destroy something with a fist clad in a Striker. </div><div>- Arc Blade (2). A sizzling blade of pure destructive power. Cuts through anything short of an energy field or a personal shield. Does 1d12+Atk damage. </div><div>- Rail Rifle. An incredibly powerful gun that fires magnetically accelerated projectiles. It ignores armor when dealing with armored targets. On a hit it does 3d6 damage, but must be reloaded after each shot. </div><div>- Thunder Hammer. Want to wield the Hammer of Thor? This is your best option. It does 1d10+STR+Atk damage on a hit.</div><div>- Painkiller. A rotating series of metal blades that spin like a propeller and reduce living creatures to a fine red paste. Does 1d10 damage on a hit and an additional 1d6 damage per round a creature remains in contact with the blades. </div><div>- SRAMP Gun or S-Ramp. A futuristic blunderbuss, this gun is equipped with an autoforge and can manufacture it's own ammo on the fly, as long as it is fed solid material. Metal is preferred, but it can also turn concrete, stone, dirt or even bone into a blizzard of projectiles. Does 1d12 damage if fed with metal, 1d10 if fed with stone, brick or concrete, 1d8 if fed with wood or 1d6 if fed with dirt or organic material. Enemies get a save to halve the damage. </div><div><br /></div><div><b>Ammunition Types:</b></div><div><br /></div><div>Unless stated otherwise, Grenades affect a circular area with a diameter of 30'. Rockets affect a circular area of 50'. </div><div><b><br /></b></div><div><b>1d8</b></div><div>1- Fragmentation. Explode, spraying chunks of razor sharp metal everywhere. Effective against infantry. Grenades do 3d6, Rockets 4d6, save for half. If a creature has a shield or decent armor, he has advantage on his save. </div><div>2- Incendiary. This type sprays flammable liquid everywhere. Welcome to 'Nam. Grenades do 2d6, Rockets 3d6, save for half. On a failed save, creatures are also caught on fire and take 1d6 fire damage a round until they take an action to extinguish the fire. </div><div>3- Freeze. Using a network of rapidly firing lasers, this grenade slows the movement of local particles, causing the affected area's temperature to plunge. Does 2d6 ice damage, save for half. On a failed save, creatures are also covered by a thin layer of ice that they need to break out of before they can move. Machines hit by a Freeze Grenade also have a chance of malfunctioning, if a creature is operating a machine vulnerable to the cold, that creature must make a CHA save. On a failed save, the machine malfunctions until it is warmed up. Machines automatically malfunction if they are directly hit and covered with ice. </div><div>4- Neutron. These bombs unleash waves of deadly radiation that leaves non-organic material undamaged but kills living creatures, leaving undamaged ghost towns littered with unmarked corpses. Grenades do 5d6, Rockets do 6d6, save for half. The affected area for Grenades is a circle with a diameter of 100', and for a Rocket it is a circle of 300'. Wearing anti-radiation gear will protect you, but not being there is much better.</div><div>5- Overload/EMP. Bombs designed in case the AI decide they don't need to listen to us. Miniaturized EMP devices designed to melt computers, fry robots and blast the enemy back to the iron age. Does no damage to organic material, but non-hardened electronics must save or die (use the user's save). Hardened electronics have advantage on their save. Additionally, some types of electronics might be immune by design or have active countermeasures that must be disabled first. Grenades affect a circular area of 100', while Rockets affect a circular area of 300-500'.</div><div>6- Anti-Armor. Grenades designed to rip through thick armor and turn tanks and armored vehicles into blazing coffins. Do double damage if detonated close to armored targets. Grenades do 2d6, Rockets do 3d6, save for half. Against un- or lightly armored targets, no bonus damage. </div><div>7- Chemical. Loaded with horrible toxins, these bombs flood the affected area with toxic gas. This one is loaded with 1d4 [1= Nerve Agent, all non-shielded creatures must immediately save or die; 2= Mustard gas, non-shielded organics take 2d6 damage, save for half, then 1d6 acid damage a round until they leave the cloud; 3= Chlorine gas, all creatures within the cloud take 1d4 CON damage a round. If reduced to 0 CON, they fall unconscious and X turns later, where X is their CON modifier, choke to death and die; 4= Hallucinogenic gas, all organic creatures within the gas cloud start hallucinating and will continue to do so for 1d4 hours.] </div><div>8- Virus. These are biological agent deliver systems. All creatures in the affected area must save or be infected. Those infected will be affected by the disease. These warheads are loaded with 1d6 [1= Cap'n Cough, a horribly infectious influenza strain that infects quickly and kills rapidly; 2= Seoul Ebola, a terrifying and lethal disease that spreads only through infected fluids, but is fairly non-infectious; 3= Flayer, a modified leprosy strain that infects quickly and works fast, causing the flesh to peel from flesh in real time- an absolutely ghastly way to die, but easily treated if given decent medical care; 4= Rabies, it makes you afraid of water, drives you crazy and makes you violent, followed shortly by death. Even the best medicine can only slighly raise your chances above certain death; 5= Tuberculosis, makes you cough, strips of your strength, you cough up blood, then you die. Spread through close contact and infected fluids, sprayed by those coughs; 6= Giggling, a disease of the mind, induces violent psychosis within 3d6 hours of those infected. Makes the infected relentlessly violent and horny. Spread by infected bloods, including blood and semen. And yes, it's exactly as horrible as you're imaging. </div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGz4dnSKFW93JjTW0g9TJ-_aFjkXS9DR4X9LmlXb2OYa7DmGDe6wZoRNFBwKW-17efNqMJ8jqSFb64Lit7Iec5CO_9TgRXvxJAPJ4q3ApBoXrXeSChnHs7wLpK4Pk9wEeKO7ZMzitY4fCzW35gwVA49b7-CuQSkD6SRcJAb8aRyk_P2euwZyFrfJVCfs_k/s2007/Power%20Armor%203.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2007" data-original-width="1080" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGz4dnSKFW93JjTW0g9TJ-_aFjkXS9DR4X9LmlXb2OYa7DmGDe6wZoRNFBwKW-17efNqMJ8jqSFb64Lit7Iec5CO_9TgRXvxJAPJ4q3ApBoXrXeSChnHs7wLpK4Pk9wEeKO7ZMzitY4fCzW35gwVA49b7-CuQSkD6SRcJAb8aRyk_P2euwZyFrfJVCfs_k/s320/Power%20Armor%203.jpg" width="172" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <span style="color: black;"><a aria-expanded="true" aria-haspopup="dialog" class="author-name whitespace-nowrap text-neutral-content visited:text-neutral-content-weak a
no-visited
no-underline hover:no-underline
" href="https://www.reddit.com/r/ImaginaryWarhammer/comments/rm86oc/unification_wars_era_custodes_in_protopower_armor/?rdt=40821" rpl="" style="background-color: white; border-radius: 2px; border: var(--line-a-focus) solid transparent; font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, "Helvetica Neue", Arial, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol", sans-serif; font-size: 12px; margin: calc(-1 * var(--line-a-focus)) calc(-1 * (var(--spacer-a-px) + var(--line-a-focus))); padding: 0 var(--spacer-a-px); text-align: start; text-decoration-line: none; text-wrap: nowrap;">Wolfdawgartcorner</a> </span></td></tr></tbody></table><div><b><u>Special Variants:</u></b></div><div><br /></div><div>Predator Model: A model designed for stealth missions. FS +6, DR 1, STR 13, DEX 17, CON 15, Usable 3/Day. Comes equipped with active camoflague, an advanced hacking suite, noise dampeners and special gripper gloves that can adhere to any mostly-flat surface. Grants advantage on all checks made to sneak, hide and hack into systems. The gripper gloves also grant the ability to effortlessly climb any surface that is not deliberately made slippery, such as with grease, water or an energy shield. </div><div><br /></div><div>Terminator Pattern: A model designed for the most dangerous of combat situations. FS +10, DR 4, STR 18, DEX 16, CON 18, Usable 2/Day. Comes equipped with a Flamethrower, Striker Gauntlet, Machine Gun, and a Rocket Launcher with 4 warheads. Also equipped with a Teleporter that allows it to teleport as a free action, but this cuts the amount of time it can be used by 10 minutes. </div><div><br /></div><div>Starshell: A model designed for void-battles, boarding actions and built to survive atmospheric re-entry. FS +8, DR 3, STR 15, DEX 18, CON 16, Usable 2/Day. Comes equipped with a Rocket Launcher and six warheads, a Grenade Launcher and 12 grenades, Jump Jets, SRAMP Gun, an Assault Rifle and a Wrist Blade. In Zero-G, the Starshell can fly as fast as a Starfighter and usually carries Anti-Armor warheads to shoot down enemy fighters and Starshells, or to punch holes in capital ship armor in Void Actions. Also, grants immunity to fire damage at full health and Resistance at all other times. Note that your immunity to fire damage still won't protect you from a capital ship's laser weapons or the nuclear fire of a star though. </div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZQVCZpvnGSjeRFrMxY87Hq4VB8h6PnH6z0mnPlLEQCYnc28-kLyBRF2o6IC2nhCgkcL724IBQfmds9cGHL9eln2W2k3MNADdBANn5HAxlqWhoHVndkdSYBTc5N3iwIDAdARhI9vPVZkynYphn2eyu39AeJwi-Hl39ZJM2FMEXSMhS1tiE_UsRJjTZlyUe/s1131/Power%20Armor%204.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1131" data-original-width="800" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZQVCZpvnGSjeRFrMxY87Hq4VB8h6PnH6z0mnPlLEQCYnc28-kLyBRF2o6IC2nhCgkcL724IBQfmds9cGHL9eln2W2k3MNADdBANn5HAxlqWhoHVndkdSYBTc5N3iwIDAdARhI9vPVZkynYphn2eyu39AeJwi-Hl39ZJM2FMEXSMhS1tiE_UsRJjTZlyUe/s320/Power%20Armor%204.jpg" width="226" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a class="user-link _277bf" data-icon="https://a.deviantart.net/avatars-big/b/i/biagiodalessandro.jpg?5" data-isgroup="0" data-userid="6146805" data-username="BiagioDAlessandro" data-usersymbol="regular" data-useruuid="bd9541f7-0cff-4707-a698-e5ae6f8b5f92" href="https://www.deviantart.com/biagiodalessandro/gallery" style="background-color: #06070d; border: 0px; font-family: devioussans02bold, "Helvetica Neue", Helvetica, Arial, "メイリオ, meiryo", "ヒラギノ角ゴ pro w3", "hiragino kaku gothic pro", sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-size: 16px; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_12F3u" style="border: 0px; color: inherit; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">BiagioDAlessandro</span></a></td></tr></tbody></table><br /><div style="text-align: center;">"Fuck it, we ball."</div>Yami Bakurahttp://www.blogger.com/profile/17266174008401745128noreply@blogger.com1tag:blogger.com,1999:blog-7473866157250794633.post-57787530827024348282024-02-25T08:51:00.000-08:002024-02-25T08:51:27.235-08:00OSR: Vampire Class 2.0<p>A long time ago, I made a playable <a href="https://www.remixesandrevelations.com/2018/04/gvm-vampire.html">Vampire</a> class. I was very proud of it at the time, but it hasn't aged well. This is a new version, much improved. </p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjlEZH4CGIpPLQ_MOGAcB9GgMrGzmOT0dbUl9LhhOnHiGSA-VAceAVVoQEeKgJW-ypJcHKhJDW65DpbH-M-6reIvMQLxE5jg1mNW2yu22LXeWGtToaJj1DJbhfWnA2aca9Ayni0l_6qPjJ2Gm5-BFT41tJFS9vx5OUSkt6YCotiSS1QE7pgSxEmN6rMVSWV/s960/Vampire%201.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="960" data-original-width="576" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjlEZH4CGIpPLQ_MOGAcB9GgMrGzmOT0dbUl9LhhOnHiGSA-VAceAVVoQEeKgJW-ypJcHKhJDW65DpbH-M-6reIvMQLxE5jg1mNW2yu22LXeWGtToaJj1DJbhfWnA2aca9Ayni0l_6qPjJ2Gm5-BFT41tJFS9vx5OUSkt6YCotiSS1QE7pgSxEmN6rMVSWV/s320/Vampire%201.jpg" width="192" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><div class="d30Ee" style="background-color: #06070d; border: 0px; color: #c9cacf; display: flex; flex-direction: column; font-family: sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; vertical-align: baseline;"><div class="_2_1tx" style="border: 0px; color: inherit; display: flex; flex-direction: column; flex: 1 1 auto; font: inherit; justify-content: center; margin: 0px; padding: 0px; vertical-align: baseline;"><div class="_31DYV" style="align-items: center; border: 0px; color: inherit; display: flex; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><div class="_4GWw7 _22pif" style="border: 0px; color: var(--green5); display: inline-flex; font: var(--f-16-bld); margin: 0px 16px 0px 0px; padding: 0px; vertical-align: baseline;"><a class="user-link _277bf" data-icon="https://a.deviantart.net/avatars-big/k/o/kolokas.jpg?7" data-isgroup="0" data-userid="10491171" data-username="kolokas" data-usersymbol="core_access" data-useruuid="8e44ae43-665d-4f70-882e-24e402c998a5" href="https://www.deviantart.com/kolokas/gallery" style="border: 0px; font: inherit; margin: 0px; overflow: hidden; padding: 0px; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_12F3u" style="border: 0px; color: inherit; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"> by kolokas</span></a></div></div></div></div><div class="_1mcmq" style="align-items: flex-start; background-color: #06070d; border: 0px; color: #c9cacf; display: flex; flex-direction: column; font-family: sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; padding: 0px 0px 0px 94px; text-align: start; vertical-align: baseline;"></div></td></tr></tbody></table><div><div><span style="color: #cccccc; font-family: Merriweather, Georgia, serif;"><span style="font-size: 14px;"><i>“Nightwalking men always have a hunger on them [...] They never stop taking and they don't know about enough. They mortgaged their souls away and now they eat and eat and never know how to stop.”</i></span></span></div><div><span style="color: #cccccc; font-family: Merriweather, Georgia, serif;"><span style="font-size: 14px;"><br /></span></span></div><div><span style="color: #cccccc; font-family: Merriweather, Georgia, serif;"><span style="font-size: 14px;">- Grady Hendrix, The Southern Book Club's Guide to Slaying Vampires</span></span></div></div><div><br /></div><div><b>Vampire:</b></div><div>Starting HP: 1/3 Con</div><div>Fighting Spirit: +2 FS per Vampire level</div><div>Atk Modifier: +1 per level (max +5)</div><div>Starting Equipment: Casual clothes, coat, vial or bag of blood, dark glasses, false wax teeth (to hide your fangs), club or dagger</div><div><br /></div><div><div>1:</div><div>Sanguine Thirst, Bite, Blood Points, Degeneration</div><div>2: </div><div>Sensory Enhancement, Predator's Stare, Sunlight Sensitivity </div><div>3: </div><div>Regeneration, Blood Resonance</div><div>4: </div><div>Preternatural Speed, Sunlight Vulnerability</div><div>5: </div><div>Inhuman Strength</div><div>6: </div><div>Cessation of Concern, Coffin Home, Immortal Heart</div><div>7: </div><div>The Long March, Prince of the Dark</div><div>8: </div><div>Banquet of Blood, Injury Unmade, Perpetual Sleep</div><div>9:</div><div>Undying Thirst</div><div><br /></div><div>1:</div><div><br /></div><div>Sanguine Thirst: You hunger for Blood. You gain the Conviction, "I thirst for blood." Whenever you are presented with an opportunity to consume blood, you must successfully save to resist. Each day you go without drinking blood, you gain a -1 penalty to your save. If this penalty ever equals or exceeds your COG score, you automatically fail. If you still haven't drank any blood, you fall into a coma. You will remain in this coma for X days, where X is your CON modifier. Should you receive no blood within that time, you die. </div><div><br /></div><div>Bite: You grow a quartet of fangs, two on the upper jaw and two on the lower. These fangs grant you a Bite Attack that does 1d6 damage and allows you to drain blood from a creature. However, because of their vulnerable place, you make Bite attacks at disadvantage except against opponents who are restrained, grappled or otherwise helpless. </div><div><br /></div><div>Blood Points: Whenever you consume blood, you can drain 1 HD per round. If you reduce a creature to 0 HD using this method, it dies. When drinking blood, you must make a saving throw to break off and stop. When you consume blood, you gain +X Blood Points, or BP, where X is the amount of HD you drained from a creature. You can spend Blood Points to assuage your Thirst for the day, as consuming a blood point counts the same as drinking blood. You can store a number of BP equal to your CON score. </div><div><br /></div><div>Degeneration: Vampirism is a progressive disease. If you don't exercise discipline, it can ruin you entirely. Depending on your background or whatever you did before becoming a Vampire, you start with a number of Corruption Counters (CC). See the Soul Purity table below for your starting amount of CC. Whenever you lose control of your thirst and lash out as a result of 'Sanguine Thirst', consume blood sufficient to equal twice your total BP capacity, or do something sufficiently heinous (Referee's Discretion applies), you gain 1d3 Corruption Counters. These cause effects based on the Vampiric Corruption table (see below). </div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg1naksnSQUxnBB9ySgXhyl70aHaWGlg2cbTggjNzVxP6v92MDhRmSsBQhLt4VCarNl00ALiSxkRHaa-Wl_wvoCkP45zfUDau7gluIK_AHMkmw6eAZ_T19Bcikh4vnCvbMRxMKrU8UBuATvxzANSa12JYJxKGOT1YJzUtXsUVTvkPa-ZEtVblipJCOTmPYL/s648/Screenshot%202024-02-24%20163444.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="307" data-original-width="648" height="152" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg1naksnSQUxnBB9ySgXhyl70aHaWGlg2cbTggjNzVxP6v92MDhRmSsBQhLt4VCarNl00ALiSxkRHaa-Wl_wvoCkP45zfUDau7gluIK_AHMkmw6eAZ_T19Bcikh4vnCvbMRxMKrU8UBuATvxzANSa12JYJxKGOT1YJzUtXsUVTvkPa-ZEtVblipJCOTmPYL/s320/Screenshot%202024-02-24%20163444.png" width="320" /></a></div><div><br /></div><div>2:</div><div><br /></div><div>Sensory Enhancement: By spending 1 BP, you can enhance one of your senses, gaining advantage on any checks or saves based on that sense for 1 minute. However, if exposed to a powerful stimulus that affects an enhanced sense, you must save or be stunned. </div><div><br /></div><div>Predator's Stare: You can make your eyes change into Hunter's Eyes as a free action. If you meet the eyes of a human or another creature that Vampires preyed on extensively in the past, that creature must save or be frightened of you. Creature frightened this way lose their next action as they freeze- an involuntary fear response to facing a predator. Creatures that pass their saves may act as normal.</div><div><br /></div><div>Sunlight Sensitivity: Your skin and eyes become sensitive to direct sunlight. You have disadvantage on all checks and saves made in direct sunlight. </div><div><br /></div><div>3:</div><div><br /></div><div>Regeneration: By spending Blood Points, you can heal from injuries. As an action, you can spend BP to heal 1d4 HP per BP spent. You can also use BP to repair Horrible Wounds. For each BP spent, you can reduce a Horrible Wound by 1. </div><div><br /></div><div>Blood Resonance: The blood of mortals is tinged with the emotions and feelings of the state they were in prior to feeding. </div><div><br /></div><div>Mortals that were angry or enraged have blood filled with vigor, for one hour after feeding off them you gain +1 to STR checks and saves, as well as to Atk and Damage rolls.</div><div><br /></div><div>Mortals who were sad or miserable have blood filled with shadow and sorrow, for one hour after feeding on them you gain +2 to DEX checks and saves, as well to attempts to sneak and hide.</div><div><br /></div><div>Mortals who were excited, aroused or happy have blood filled with light and warmth, for one hour after feeding on them you gain +3 to CHA checks and saves, as well as to rolls made to seduce, charm or flatter. </div><div><br /></div><div>4:</div><div><br /></div><div>Preternatural Speed: You can move at unnatural speed. By spending BP, you can accelerate your natural rate of movement. For each BP spent, you add +X to DEX checks and saves, Defense rolls and Pursuit rolls.</div><div><br /></div><div>Sunlight Vulnerability: Sunlight sears your flesh. Each round you begin in direct sunlight you take 1d6 radiant damage. </div><div><br /></div><div>5:</div><div><br /></div><div>Supernatural Strength: You can enhance your strength. For each BP spent, you add +1 to STR checks and saves, Attack and Damage rolls. </div><div><br /></div><div>Scion of the Dark: You are recognized by other creatures of darkness as one of them. Undead, Ghosts and other things that prowl the shadows will treat you as an ally unless you prove otherwise. </div><div><br /></div><div>6: </div><div><br /></div><div>Cessation of Concern: Your mortal body's needs diminish. If you spend a Blood Point, you do not need to eat or drink. </div><div><br /></div><div>Coffin Home: If you need to, you can willingly slip into a torpor like state where your consumption of blood is extremely slow. While in this hibernation state, you consume 1 BP every 3+CON score months. You can be awakened from this state by fresh blood- otherwise you will wake when your supply of BP is down to less than your COG modifier. </div><div><br /></div><div>Immortal Heart: If your heart is pierced or has something driven through it, as long as that obstruction remains, you will fall into the torpor-like state as described in "Coffin Home". When your heart is pierced, you consume blood at a rate of four times more slowly than you would if you had entered that state of torpor willingly. However, unless the object piercing your heart is removed, you cannot reawaken. </div><div><br /></div><div>7: </div><div><br /></div><div>The Long March: You become a true Undead. You no longer need food, water, sleep or air. You do not age and cannot age. You become immune to cold, necrotic and poison damage. You no longer need anything but blood to sustain yourself. </div><div><br /></div><div>Prince of the Dark: When faced with creatures of Darkness, such as Undead, Ghosts, or other creatures given over to the Powers of Darkness (Referee's Discretion applies) you can attempt to charm such creatures as an action. Such creatures, if they do not already serve a dark master and fail a save, will recognize your power and accept you as their new Lord. Charmed creatures will be loyal to you, though they will not accept suicidal or commands they believe to be foolish, unless you can phrase them intelligently, and will remain your servants as long as they aren't abused or endangered too much. You can have a number of Charmed servants equal to 2*Level in HD. </div><div><br /></div><div>Each time you do something that negatively affects your servants in a way that isn't unavoidable or inevitable, they get a new save. On a successful save, they realize they're getting a bad deal and might either desert you or remain as secret traitors, waiting for an opportunity to stab you in the back. </div><div><br /></div><div>8: </div><div><br /></div><div>Banquet of Blood: You can now have up to 2*CON score BP stored with you.</div><div><br /></div><div>Injury Unmade: Your Regeneration now heals 1d6 HP per BP spent. You can also heal Horrible Wounds by 1d4 per BP spent. </div><div><br /></div><div>Perpetual Sleep: If you fall into a torpor like state due to lack of blood, see "Coffin Home", you can remain in that hibernation state indefinitely with no negative consequences. You will still consume blood while in this state, but it will be much slower. As such, you will always awake with 1 BP, regardless of the amount of time that has passed.</div><div><br /></div><div>9:</div><div><br /></div><div>Undying Thirst: You gain a Specific Death Condition. Unless destroyed via immolation by sunlight or by one of the conditions below, you will not die. Roll 1d6 to determine the only other way you can be killed. If you receive a result that would kill another character, you instead fall into a death-like state that is seemingly identical to death. You, however, can be revived by a drop of fresh blood, which will cause you to reanimate at 1 HP with no Horrible Wounds. However, after being revived, you will have disadvantage on all rolls and have all your ability scores reduced by half. Only time and consumption of blood will enable you to recover your full strength. </div><div><br /></div><div><b>Besides through sunlight, you can only be killed by...</b></div><div><b><br /></b></div><div><b>1d6</b></div><div>1- Staking you through the heart, ripping out your fangs, then burying you in a silver-lined coffin. </div><div>2- Removing the head, removing your heart and stuffing your neck-stump with garlic and thyme. </div><div>3- Cutting your body into four pieces, burning it to ash and scattering those ashes at a crossroads.</div><div>4- Crucifying you and draining you of all your blood, then once you stop moving, casting you into a mighty river.</div><div>5- Impaling you with a stake made from a hawthorn tree and burying your corpse in holy ground.</div><div>6- Cutting you down with a holy weapon and having a virtuous soul sacrifice themselves by burning themselves alive on a pyre with your corpse. </div></div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRKv2C_8ZDQZLSgaJUwU9jBR9yozogkV_JtMsop6FaB2r9hKn9efO9clqh9FI8kAxGtRpMsHddgG_hnG6lXX8lRuEVJ8hRS788ZRdBj3dJ-tbZ6ZVNQcGsEN7qI-5X9B0p_H2z4-5nS3j4QEk39temhI0L2US3E12KylbRFn-SoR-ICn2t1ubjWwiyFI1Z/s1003/Vampire%202.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1003" data-original-width="828" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRKv2C_8ZDQZLSgaJUwU9jBR9yozogkV_JtMsop6FaB2r9hKn9efO9clqh9FI8kAxGtRpMsHddgG_hnG6lXX8lRuEVJ8hRS788ZRdBj3dJ-tbZ6ZVNQcGsEN7qI-5X9B0p_H2z4-5nS3j4QEk39temhI0L2US3E12KylbRFn-SoR-ICn2t1ubjWwiyFI1Z/s320/Vampire%202.jpg" width="264" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><div class="d30Ee" style="background-color: #06070d; border: 0px; color: #c9cacf; display: flex; flex-direction: column; font-family: sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; vertical-align: baseline;"><div class="_2_1tx" style="border: 0px; color: inherit; display: flex; flex-direction: column; flex: 1 1 auto; font: inherit; justify-content: center; margin: 0px; padding: 0px; vertical-align: baseline;"><div class="_31DYV" style="align-items: center; border: 0px; color: inherit; display: flex; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><div class="_4GWw7 _22pif" style="border: 0px; color: var(--green5); display: inline-flex; font: var(--f-16-bld); margin: 0px 16px 0px 0px; padding: 0px; vertical-align: baseline;"><a class="user-link _277bf" data-icon="https://a.deviantart.net/avatars-big/i/r/irenhorrors.jpg?10" data-isgroup="0" data-userid="27913970" data-username="IrenHorrors" data-usersymbol="core_access" data-useruuid="6ec0d49d-038d-4900-b498-c8cc3863c8e8" href="https://www.deviantart.com/irenhorrors/gallery" style="border: 0px; font: inherit; margin: 0px; overflow: hidden; padding: 0px; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_12F3u" style="border: 0px; color: inherit; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">by IrenHorrors</span></a></div></div></div></div><div class="_1mcmq" style="align-items: flex-start; background-color: #06070d; border: 0px; color: #c9cacf; display: flex; flex-direction: column; font-family: sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; padding: 0px 0px 0px 94px; text-align: start; vertical-align: baseline;"></div></td></tr></tbody></table><div><b><u>Some Notes on Vampires:</u></b></div><div><br /></div><div>Vampirism is a sexually transmitted disease. You can catch Vampirism by having sex with a Vampire or exchanging bodily fluids with one. Letting a Vampire drink your blood straight from the source is also a good way to catch the disease. Health conscious or non-selfish Vampires will have their food sources bleed into goblets or vessels and then drink from those. </div><div><br /></div><div>Vampires can see their reflections in mirrors, unless those mirrors are silver. Most mirrors in the 21st century are not made using silver, so they work on Vampires just fine. </div><div><br /></div><div>Vampires are not repelled by garlic, they just hate strong smells and pungent odors. Vampires love eating garlic in front of people to scare the crap out of them. </div><div><br /></div><div>Vampires aren't inherently evil. But becoming a Vampire is often the result of evil actions. Additionally, as Vampires can live for a very long time, spending decades or centuries seeing other humans as food will definitely warp your sense of morality over time. That being said, the transition from human to Vampire depends on the condition of the afflicted's soul. See below. </div><div><br /></div><div>Vampires have to eat and drink and do everything humans when they are young, but as they age they lose their other needs until they require only blood.</div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjdYwxehDlUriyud3g0Sy7aNlnatv6Sq-pyIpIX9kHIn12B6qo5RdmP_aEkQ1M6dCxg9Ducsj_JcU5tXjA-MLITGLxY-GEEC5M2XCmuYW23FpLMQrdaQfhEHFvO4ukRoAy9fBKmFlKbBcb4lJXXmKr8xoZrwcDc-wNPOEgbqVQZp-jly1TKekICAFJIFzA0/s1118/Vampire%203.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1118" data-original-width="828" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjdYwxehDlUriyud3g0Sy7aNlnatv6Sq-pyIpIX9kHIn12B6qo5RdmP_aEkQ1M6dCxg9Ducsj_JcU5tXjA-MLITGLxY-GEEC5M2XCmuYW23FpLMQrdaQfhEHFvO4ukRoAy9fBKmFlKbBcb4lJXXmKr8xoZrwcDc-wNPOEgbqVQZp-jly1TKekICAFJIFzA0/s320/Vampire%203.jpg" width="237" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a class="user-link _277bf" data-icon="https://a.deviantart.net/avatars-big/m/a/manzanedo.jpg?13" data-isgroup="0" data-userid="16881359" data-username="Manzanedo" data-usersymbol="regular" data-useruuid="7800898c-4551-4a81-a4c7-4e21132a6da1" href="https://www.deviantart.com/manzanedo/gallery" style="background-color: #06070d; border: 0px; font-family: devioussans02bold, "Helvetica Neue", Helvetica, Arial, "メイリオ, meiryo", "ヒラギノ角ゴ pro w3", "hiragino kaku gothic pro", sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-size: 16px; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_12F3u" style="border: 0px; color: inherit; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Manzanedo</span></a></td></tr></tbody></table><div><b><u>Vampire Progression:</u></b></div><div><br /></div><div>Vampires usually develop their abilities over long periods of time. </div><div><br /></div><div>However, not all Vampires can survive long-term. The oldest Vampires call themselves the Purebloods, but this is a bit of a bitter joke on their part. The truth is that Vampirism is a disease that does not target the body, but the soul.</div><div><br /></div><div>Over time, depending on a Vampire's behavior, he can slowly erode his soul until he degenerates into a mindless beast called a Strigoi. Strigoi are like Vampires, but they have lost all reasoning functions. They are essentially animals, little smarter than dogs. As such, Strigoi can vary in strength as they still possess the abilities they did when a Vampire, but lack the intelligence to use them as effectively, relying instead on muscle memory and brute instinct. They also cannot use the Kindred Arts, if they knew how before they degenerated into a Strigoi. </div><div><br /></div><div>Strigoi tend to not survive very long once they are created through the degeneration of a Vampire, as their only drive is to feed and survive. As such, it is very easy to trick them with a trap that a Vampire would never fall for, or for them to pursue prey into a situation that they cannot survive. Even if neither of those scenarios occur, a Strigoi can still starve to death if it ends up trapped in a place it cannot easily escape without blood. </div><div><br /></div><div>While most Vampires are disturbed by Strigoi, some choose to make use of them. If you know how, Strigoi are easily tamed and controlled by a more powerful Vampire. As they are incredibly limited, Strigoi do grow stronger over time like Vampires, but it takes them much longer. </div><div><br /></div><div>Additionally, after a sufficient amount of time, a Strigoi will accept a Vampire's leadership as natural and inevitable and remain loyal, even if the Strigoi one day becomes as powerful as the Vampire. And even should the Strigoi rebel, a Vampire has countless other options that a Strigoi simply does not, as while a Strigoi can be strong and fast and tough to kill, a Vampire is so much more than a beefy predator. </div><div><br /></div><div>Consult the tables below to see how you a Vampire degenerates and the effects it has on you.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgKtVRLllTAw6nUI9UnWvXS8a6xuchC2GAKz2pDSYJQH-kDBXrfXUungqAxnBZz-5kaAgkrq4qqhQn4khUAlwt-ylNx3hufjh6tN24JOy80yLKXdNo96HaQuAS55TaIscSfcxlnIj6k_Wnrixi35Hh2QKuZQXNJmXyw10oq1hUQGchOo67S7Np_w0emy7A9/s1890/Screenshot%202024-02-24%20163513.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="523" data-original-width="1890" height="89" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgKtVRLllTAw6nUI9UnWvXS8a6xuchC2GAKz2pDSYJQH-kDBXrfXUungqAxnBZz-5kaAgkrq4qqhQn4khUAlwt-ylNx3hufjh6tN24JOy80yLKXdNo96HaQuAS55TaIscSfcxlnIj6k_Wnrixi35Hh2QKuZQXNJmXyw10oq1hUQGchOo67S7Np_w0emy7A9/s320/Screenshot%202024-02-24%20163513.png" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh71U7wQ0AYg7-A9DkNrfVLBRUcsTEqsTQpKAi99ZinaVx890CrUc7NiuPJX-0DI2c-wr3vae9EqXYuaupGxWhOd3OvpsWPJ4EIEA4GUizBTlbXR83zXnq7lqFRpSmNBNusf6BvhAZVYnwRlmjVOt_v-x144XZwXJdp6PcFtcHbIkfHGPfODbmptUxvYaer/s1898/Screenshot%202024-02-24%20163544.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="388" data-original-width="1898" height="65" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh71U7wQ0AYg7-A9DkNrfVLBRUcsTEqsTQpKAi99ZinaVx890CrUc7NiuPJX-0DI2c-wr3vae9EqXYuaupGxWhOd3OvpsWPJ4EIEA4GUizBTlbXR83zXnq7lqFRpSmNBNusf6BvhAZVYnwRlmjVOt_v-x144XZwXJdp6PcFtcHbIkfHGPfODbmptUxvYaer/s320/Screenshot%202024-02-24%20163544.png" width="320" /></a></div><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDZEriwY7Dn6dZ6Xt4dEbKy7ZXSkNaXxiXM8xR9cxHCAaKuJN6GWqz0RJe3W9jCRIyiiQY5gtPIJUelM5AtvLn3H1HC15AQ4gS3Y8KU4a_lJ5kqLcwFrgYHcZuYOzaXQq8bE1wNFlKQ0dXuP9wc80ZhNKXM0FBzo1HDZsNUyqQz7JJ_d6-0zXxM3k-tgHK/s1000/Vampire%204.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1000" data-original-width="816" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDZEriwY7Dn6dZ6Xt4dEbKy7ZXSkNaXxiXM8xR9cxHCAaKuJN6GWqz0RJe3W9jCRIyiiQY5gtPIJUelM5AtvLn3H1HC15AQ4gS3Y8KU4a_lJ5kqLcwFrgYHcZuYOzaXQq8bE1wNFlKQ0dXuP9wc80ZhNKXM0FBzo1HDZsNUyqQz7JJ_d6-0zXxM3k-tgHK/s320/Vampire%204.jpg" width="261" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a class="user-link _277bf" data-icon="https://a.deviantart.net/avatars-big/p/h/phuthieu1989.jpg?3" data-isgroup="0" data-userid="30367440" data-username="PhuThieu1989" data-usersymbol="regular" data-useruuid="e1c59430-66b4-4148-afea-9f186def21c1" href="https://www.deviantart.com/phuthieu1989/gallery" style="background-color: #06070d; border: 0px; font-family: devioussans02bold, "Helvetica Neue", Helvetica, Arial, "メイリオ, meiryo", "ヒラギノ角ゴ pro w3", "hiragino kaku gothic pro", sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-size: 16px; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_12F3u" style="border: 0px; color: inherit; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">PhuThieu1989</span></a></td></tr></tbody></table><div><b><u>Vampire Society:</u></b></div><div><br /></div><div>Vampires don't call themselves Vampires- they referred to themselves as the Kin, the Kindred, the Embraced or the Gentle Beasts. </div><div><br /></div><div>Vampire Society is composed of Clans. Each Clan is an authoritarian structure where elder Vampires reign over younger Vampires. Clans vary in internal structure and ideology, and each impose different rules or restrictions on their members. Generally, Clans also hoard magical secrets and dole them out to loyal members to keep them loyal. However, generally Clans maintain a territory where they have dominion and maintain a stable of creatures, usually humans, that they keep for food. These humans are technically part of the Clan as well, though whether they are property or lesser members depends on the Clan.</div><div><br /></div><div>Vampires lose their ability to change and adapt as they age. Younger Vampires have the same capacity as humans, while older ones find their minds gradually stiffening until they find themselves faced with an alien world that no longer aligns with the notions they believed and cherished while alive. In time, this causes them to become alienated entirely from human society, until they can barely pass as anything other than a predator wearing a mask. </div><div><br /></div><div>This is most evident in the Ancients, the oldest living Vampires. Some of these beings have been alive for centuries and barely acknowledge the changes that have engulfed the human world. They distrust modern technology, don't understand contemporary culture and some are even dismissive of modern weaponry, as they remember a time when guns were crude and humans little more than scared rabbits running from the Kindred Wolves. </div><div><br /></div><div>Most Clans are not run by the Ancients, but by relatively young Vampires who were Embraced less than a century ago. These Mature Vampires, or Midbloods (as they hate to be called), are still capable of interfacing with human society and technology, albeit not as well as younger Vamps. These are the Vampires who puppeteer human endeavors, from corporations to crime families. The Ancients have their own organizations that stretch back to antiquity in some cases. The Mature, Fledglings and Newborns all fear the Ancients and the secret societies, cults and shadow governments that have persisted to the modern day. </div><div><br /></div><div><b>Vampire Ranking:</b></div><div><br /></div><div>- Newborn: From 0 days to 1 year.</div><div>- Fledgling: From 1 year to 5 years. </div><div>- Neophyte: From 5 to 10 years. </div><div>- Seasoned: From 10 to 30 years. </div><div>- Mature: From 30 to 70 years. </div><div>- Elder: From 70 to 150 years. </div><div>- Ancient: From 150 years or up. </div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhzN-5QgVc00zXMhPmBGn6lvKA6u1I0unCuVz1U6YXFsIukKq9E4AbV3pHr6RDl0BrmB1_ywusGBSBw0YUO41vDyo2Grh1kmCJJ1V3Jp1lj2PSbXAqeyq39a-Txpr9tj9ZJKjrCb2LMjhPewwBHal1qxoTVe8qdbe5ln6STsLfDm5bQOb9nGKU5Z2aOUl7z/s1160/Vampire%205.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1160" data-original-width="827" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhzN-5QgVc00zXMhPmBGn6lvKA6u1I0unCuVz1U6YXFsIukKq9E4AbV3pHr6RDl0BrmB1_ywusGBSBw0YUO41vDyo2Grh1kmCJJ1V3Jp1lj2PSbXAqeyq39a-Txpr9tj9ZJKjrCb2LMjhPewwBHal1qxoTVe8qdbe5ln6STsLfDm5bQOb9nGKU5Z2aOUl7z/s320/Vampire%205.jpg" width="228" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><div class="d30Ee" style="background-color: #06070d; border: 0px; color: #c9cacf; display: flex; flex-direction: column; font-family: sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; vertical-align: baseline;"><div class="_2_1tx" style="border: 0px; color: inherit; display: flex; flex-direction: column; flex: 1 1 auto; font: inherit; justify-content: center; margin: 0px; padding: 0px; vertical-align: baseline;"><div class="_31DYV" style="align-items: center; border: 0px; color: inherit; display: flex; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><div class="_4GWw7 _22pif" style="border: 0px; color: var(--green5); display: inline-flex; font: var(--f-16-bld); margin: 0px 16px 0px 0px; padding: 0px; vertical-align: baseline;"><a class="user-link _277bf" data-icon="https://a.deviantart.net/avatars-big/g/a/galder.jpg?13" data-isgroup="0" data-userid="2135882" data-username="Galder" data-usersymbol="core_pro_plus" data-useruuid="5a583a6c-cac4-44ca-aef7-6ae627f09696" href="https://www.deviantart.com/galder/gallery" style="border: 0px; font: inherit; margin: 0px; overflow: hidden; padding: 0px; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_12F3u" style="border: 0px; color: inherit; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"> by Galder</span></a></div></div></div></div><div class="_1mcmq" style="align-items: flex-start; background-color: #06070d; border: 0px; color: #c9cacf; display: flex; flex-direction: column; font-family: sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; padding: 0px 0px 0px 94px; text-align: start; vertical-align: baseline;"></div></td></tr></tbody></table><div><b><u>Blood Arts:</u></b></div><div><br /></div><div>The Blood Arts, also called the Kindred Arts, the Aristocratic Gift or Blood Magic for the crude is a method of casting magic for Vampires. It does not come naturally as a result of being a Vampire, but must be learned. These are mostly the purview of older Noble Vampires, who have had decades or centuries to master their powers and learn the limits of the Dark Kiss. </div><div><br /></div><div>How it works: A Vampire can spend BP like MD. Each BP counts as 1 MD for the purpose of casting spells. However, BP are always lost when used to cast magic. Vampires can trigger Chaos or Corruption on Doubles or Triples respectively, but they cannot trigger Doom. They are already damned, after all. </div><div><br /></div><div>Additionally, not all Vampire Nobles know all or even most of these arts, unless they are self-taught. Many of the Blood Arts are the specific purview of specific Vampire lineages or Clans, who hoard their power and only share it with their own members. That being said, these Arts are not tied to any specific clan and can be learned by those from outside. It's just that those who are within a clan can benefit from all of the clan's knowledge including their years of testing, research and other theorizing on the use and applications of the Art. </div><div> </div><div><b>Random Blood Art:</b></div><div><b>1d20</b></div><div>1- Addictive Fluids: See below</div><div>2- Baptism of Blood: See below </div><div>3- Beguiling Stare: As <i><a href="http://www.remixesandrevelations.com/2018/01/osr-psychomancers-lords-of-mind.html">Charm Person</a></i></div><div>4- Blood Mastery: See below</div><div>5- Command the Unclean: See below</div><div>6- Create Servant: As <i><a href="http://www.remixesandrevelations.com/2017/10/osr-necromancers-waker-of-ghouls.html">Create Servant</a></i></div><div>7- Darkness: See below </div><div>8- Enslave Undead: As <i><a href="http://www.remixesandrevelations.com/2017/10/osr-necromancers-waker-of-ghouls.html">Enslave Undead</a></i></div><div>9- Essence Rays: See below</div><div>10- Ethereal Beauty: See below</div><div>11- Face Dancer: See below</div><div>12- Freezing Touch: See below</div><div>13- Gaseous Form: See below</div><div>14- Hypnotic Eyes: As<i> <a href="http://www.remixesandrevelations.com/2018/01/osr-psychomancers-lords-of-mind.html">Hypnotic Laser</a></i></div><div>15- Invisibility: As <i><a href="http://www.remixesandrevelations.com/2018/01/osr-metamancers-masters-of-magic.html">Invisibility</a></i></div><div>16- Lordly Presence: As <i><a href="https://www.remixesandrevelations.com/2019/02/osr-morningstar.html">Baleful Charm</a></i></div><div>17- Pass without Trace: See below</div><div>18- Shadow Gate: See below</div><div>19- Spider Climb: As <i><a href="https://www.remixesandrevelations.com/2021/03/osr-spider-wizard.html">Spider Climb</a></i></div><div>20- Wild Shape: As <i><a href="https://www.remixesandrevelations.com/2019/03/osr-druid.html">Wild Shape</a></i></div><div><br /></div><div><b>New Spells:</b></div><div><br /></div><div>Addictive Fluids</div><div>----------------------------------------------</div><div>R: touch<span style="white-space: pre;"> </span>T: creature<span style="white-space: pre;"> </span>D: [dice] hours</div><div><br /></div><div>One creature's bodily fluids gain a mild anesthetic effect. Creatures exposed to them take -[dice] damage from non-magical sources as their sense of pain is dulled. </div><div><br /></div><div>For each [dice] past the first, select one of the options below:</div><div>- The affected creature's bodily fluids gain a soporific effect. Creatures exposed to them must save or enter a euphoric state. This halves their movement and causes them to act last in initiative.</div><div>- The affected creature's bodily fluids gain a hallucinogenic effect. Creatures exposed to them must save or suffer hallucinations for [dice] hours. Unless the creature exposed to the fluids is scared or distressed, these hallucinations are pleasant and cheerful, especially if paired with a soporific effect. </div><div>- The affected creature's bodily fluids gain a anti-coagulant effect. Creatures exposed to them take 1d4 damage for 1d4 rounds after taking damage from sharp weapons. Healing magic immediately ends this effect. </div><div><br /></div><div>Baptism of Blood</div><div>----------------------------------------------------</div><div>R: 10'<span style="white-space: pre;"> </span>T: creature<span style="white-space: pre;"> </span>D: special</div><div><br /></div><div>One creature within range must save. On a failed save, the creature falls under your control and becomes your servant. If a creature has drunk your blood within the last hour, it makes the save at disadvantage. While a creature is your servant, it will obey any order no matter how dangerous or insensible. Additionally, as a free action on your turn, you can look through your servant's eyes and see and feel everything your servant is. </div><div><br /></div><div>However, maintaining this hold costs you. For each day you maintain control of your servant, you must spend 1 BP. If you fail to spend this amount, your hold over your servant breaks and it is free to do as it wishes. </div><div><br /></div><div>Blood Mastery</div><div>------------------------------------------------------------------</div><div>R: 30'<span style="white-space: pre;"> </span>T: [dice] sources of blood<span style="white-space: pre;"> </span>D: 2[dice] rounds</div><div><br /></div><div>You gain command over [dice] sources of blood. These can be anything from a creature that has open wounds to a pool of blood. You can manipulate this blood, causing it to take the form of your choice. A construct's form can be anything, from a horse to sword. You can then direct these constructs of blood to act on your turn as a free action for the duration. After the duration ends they transform back into harmless showers of blood. </div><div><br /></div><div>If you take blood from a creature, that creature must be below full HP or have an opening through which blood could exit (Referee's Discretion). Drawing blood from a creature causes it to take [dice] damage.</div><div><br /></div><div>Blood constructs each have HP equal to [sum] divided as the Wizard chooses among them. All constructs must have at least 1 HP. Constructs have Atk modifiers equal to +[dice] and do 1d6+[dice] damage on a hit. Their Defense rolls are equal to their attack rolls. Blood constructs can also revert to liquid form, but can still move while in this form. </div><div><br /></div><div>Command the Unclean</div><div>‐------‐‐-------------------------------------------------------------------------</div><div>R: 100' T: space within range. <span style="white-space: pre;"> </span>D: [sum] minutes</div><div><br /></div><div>You can summon [sum] HD worth of bats, rats, spiders, wolves or any corrupted creatures that you know of in the area (Referee's Discretion applies). For creatures that are individually less than 1 HD, you summon a Swarm instead. These creatures appear within a space you designate. For the duration, these creatures obey your orders and act on your turn. They will not obey any order that is suicidal or nonsensical. After the duration ends they are free to act as they wish. </div><div><br /></div><div><div>Darkness</div><div>----------------------------------------------------------------</div><div>R: 10*[dice]' T: All the area within range D: [sum] minutes</div><div><br /></div><div>A cloud of thick darkness forms within range of the spell, emanating out from the caster. This darkness is inky and impenetrable. Dark-piercing sight cannot see through it. All sources of light within the darkness are suppressed and masked until the darkness is dispelled or the source of light leaves it. All light spells within this cloud automatically fail, unless they are cast with more [dice] than the caster of this spell used.</div><div><br /></div><div>This spell cannot be used in natural sunlight. If cast in a sunlit area, the darkness sizzles away like butter on a hot skillet. </div></div><div><br /></div><div>Essence Rays</div><div>----------------------------------------------------------------</div><div>R: 100'<span style="white-space: pre;"> </span>T: creature or object<span style="white-space: pre;"> </span>D: one action</div><div><br /></div><div>You fire two jets of pressurized fluid out of your eyes. These high-powered jets do 1/2[sum] damage, save for half, to anything they hit. You can target up to two creatures or objects with this spell. </div><div><br /></div><div>Ethereal Beauty</div><div>----------------------------------------------------------------</div><div>R: touch<span style="white-space: pre;"> </span>T: creature<span style="white-space: pre;"> </span>D: [dice] minutes</div><div><br /></div><div>One creature you touch gains the appearance of impossible beauty. Creatures that are capable of recognizing beauty (creatures with souls or not from an alien universe) must save to take any hostile action against such the target of the spell. Those who fail their save will want to just stare in awe, profess their love or furiously attempt to rationalize their feelings. Creatures who are attracted to others of the race and sex of the affected creature have disadvantage on their save, while if they were attracted to the affected creature personally, they also take a -[sum] penalty to their saves. Creatures have advantage on their saves if the affected creature has already taken a hostile action against them. </div><div><div><br /></div><div>Face Dancer</div><div>---------------------------------------------------------</div><div>R: self T: self D: [dice] hours</div><div><br /></div><div>You can change your face to look like a more beautiful version of your own, like the face of someone familiar to you, or something else entirely. This change lasts for the duration or until you dismiss it. This only changes your face, the rest of your body will still remain the same in appearance. </div></div><div><br /></div><div>Freezing Touch</div><div>-----------------------------------------------------------------</div><div>R: touch<span style="white-space: pre;"> </span>T: creature<span style="white-space: pre;"> </span>D: one action</div><div><br /></div><div>One creature you touch takes 1d6+[dice] ice damage and 2[dice] STR damage. If this damage reduces a creature's STR by 1/4, it immobilizes one of the creature's limbs for [dice] minutes. If this damage reduces a creature's STR by 1/2, it immobilizes 2 limbs. If it reduces a creature's STR by 3/4, it immobilizes three limbs. If it reduces a creature's STR to 0, it immobilizes the creature entirely for [dice] minutes.</div><div><br /></div><div>Pass Without Trace</div><div>------------------------------------------------------------</div><div>R: touch T: [dice] creatures D: [dice] hours</div><div><br /></div><div>[dice] creatures you touch receive a bonus to their stealth. If cast with 1 [dice], the affected creatures do not leave footprints or any sign they were in an area. At 2 [dice], they receive a bonus of +[dice] to their stealth rolls and to checks made to avoid being spotted or detected. At 3 [dice], they are invisible to any creatures more than 30' from them. At 4 [dice], they cannot be detected by divination magic for the duration. </div><div><br /></div><div>Shadow Gate</div><div>------------------------------------------------------------------</div><div>R: touch<span style="white-space: pre;"> </span>T: A created Shadow Gate<span style="white-space: pre;"> </span>D: one action</div><div><br /></div><div>You create a circle of power on a flat surface within range. By touching this circle, you can cause it to become a portal that connects to any other circles of power you have created within range. Depending on the amount of [dice] used to create it, the range of a circle of power can vary. </div><div><br /></div><div>With 1 [dice], it can connect to another circle within a building. With 2 [dice], it can connect to any circle you have established within a small town or neighborhood. With 3 [dice], it can connect to any other circle you have established within a city. With 4 or more [dice], it can connect to any circle you have established within 2[sum] days of travel of the circle you are currently touching.</div><div><br /></div><div>Circles of power created by this spell also do not last forever. A circle created with 1 [dice] lasts for [sum] hours. A circle created with 2 [dice] lasts [sum] days. A circle created with 3 [dice] lasts [sum] weeks. A circle created with 4 or more [dice] is permanent until dismissed by the caster.</div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi07Fovtwc-HXn8oauS1lM5dv6gQB3UZ9vCk2Y29bAVhSOKBIwcKe96fwZBUgzR0lXSydWsNHySKSH7Uyx_iOyi2MbSuXjPDva77XgRif7fL-fQWEQZASUaHUbu8u4WTqkzZ7DTB3OZ6IDE6numhzUTV3OYSVBBF_HPaKie6A1jZuoag5gKFtXeRZWEcAjy/s1050/Vampire%206.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1050" data-original-width="761" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi07Fovtwc-HXn8oauS1lM5dv6gQB3UZ9vCk2Y29bAVhSOKBIwcKe96fwZBUgzR0lXSydWsNHySKSH7Uyx_iOyi2MbSuXjPDva77XgRif7fL-fQWEQZASUaHUbu8u4WTqkzZ7DTB3OZ6IDE6numhzUTV3OYSVBBF_HPaKie6A1jZuoag5gKFtXeRZWEcAjy/s320/Vampire%206.jpg" width="232" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a class="user-link _277bf" data-icon="https://a.deviantart.net/avatars-big/n/i/nikitadmitriev.jpg?4" data-isgroup="0" data-userid="85323746" data-username="NikitaDmitriev" data-usersymbol="core_pro" data-useruuid="1ca37cbd-96e1-46c2-a7b8-6765844ac380" href="https://www.deviantart.com/nikitadmitriev/gallery" style="background-color: #06070d; border: 0px; font-family: devioussans02bold, "Helvetica Neue", Helvetica, Arial, "メイリオ, meiryo", "ヒラギノ角ゴ pro w3", "hiragino kaku gothic pro", sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-size: 16px; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_12F3u" style="border: 0px; color: inherit; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">NikitaDmitriev</span><span aria-label="Core Pro Member" class="_1qFwb QkAQm" role="img" style="border: 0px; color: inherit; cursor: pointer; display: inline-block; font-family: usersymbol-icons; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-size: 0.75em; font-stretch: inherit; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: inherit; line-height: 1em; margin: 0px 0px 0px 0.4em; padding: 0px; position: relative; vertical-align: baseline; z-index: 0;" title="Core Pro Member"></span></a></td></tr></tbody></table>Yami Bakurahttp://www.blogger.com/profile/17266174008401745128noreply@blogger.com0tag:blogger.com,1999:blog-7473866157250794633.post-33026517963646204382023-12-26T15:38:00.000-08:002023-12-26T15:39:14.360-08:00OSR: Psychic Powers<p>This post is inspired by the work of Red Kangaroo, specifically <a href="https://attnam.blogspot.com/2019/06/simple-psionics.html">this post.</a> </p><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwV3NYIhXZcQ9JeaqoB6XcTXfHNP_7EpNz0atg0rC5ssI3LRmEuGz0_cViqpN6ZIWA2dZ7NM8M3wIArUk3joDl-ksSWX1xWs_I-bPdedBFRtzpPMsca6hUCxDJ68fyGygidsWInPoUnO4vbnBa-13GB9alwCSBJ7HJLhLh7aNFDI6sBJ4CRLGsaYrH_Z5e/s2097/Psychic%20Powers%201.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2097" data-original-width="1497" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwV3NYIhXZcQ9JeaqoB6XcTXfHNP_7EpNz0atg0rC5ssI3LRmEuGz0_cViqpN6ZIWA2dZ7NM8M3wIArUk3joDl-ksSWX1xWs_I-bPdedBFRtzpPMsca6hUCxDJ68fyGygidsWInPoUnO4vbnBa-13GB9alwCSBJ7HJLhLh7aNFDI6sBJ4CRLGsaYrH_Z5e/s320/Psychic%20Powers%201.jpg" width="228" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a href="https://twitter.com/mashu_003/status/1304389729786327047?s=19">mashu_003</a></td></tr></tbody></table><p></p><p><b><u>Basic Rules:</u></b></p><p>You can gain Psychic Powers through a variety of means (see below). </p><p>When you want to use a Psychic Power, you must roll 1d20 and add the relevant modifier (usually COG). The Referee will assign a DC. If you succeed on the roll, you successfully do what you tried to do. Ex: A creature with telekinesis attempts to open a window with their powers. The DC for this is 10, as the window is locked and it will require a bit of finesse. He rolls and gets a 13, so he succeeds. </p><p>You have Mana Dice (MD) equal to your COG+CON modifier. You can roll these d6s to improve one of your d20 rolls to make your powers work better. When used, your Mana Dice burn out, but they come back after a long rest. You must choose to roll these dice when you make a d20 roll to use your powers, you cannot roll them afterward. Additionally, certain powers will require more MD to be able to affect more people or be more effective.</p><p>When you first unlock your Psychic Powers, roll on the table below. You gain that ability and can use it as an action. Whenever you achieve a new threshold of Psychic might, roll on the table again and unlock a new random power. Alternatively, you can choose to empower your existing abilities, gaining a +1 bonus to that specific ability whenever you use it. </p><p style="text-align: left;"><b>How to get psychic powers?<br />1d6</b><br />1- Unlock them through years of study, practice and meditation. This will require years of meditation, deprivation, fasting and likely, celibacy. Safe, but long and hard with no guarantee of success. <br />2- Almost die, but don't. Some speculate that all humans possesses latent psychic abilities. These people often also speculate that putting yourself in near-death situations can awaken these powers. They are occasionally right, but just as often they get people killed. <br />3- Get attacked by a psychic or have a sufficiently strong psychic use their powers on you, and don't die. The psychic energy within the minds of other psychics can sometimes kick-start your own psychic abilities, assuming you have the potential to manifest such abilities. This can be done very slowly and painlessly, or it can be quick, abrupt and dangerous. Make sure you're not dealing with a maniac before you ask them for this. <br />4- Consume certain chemicals, drugs or toxins that raise psychic potential. Certain chemicals are said to boost or bestow psychic potential and in some cases, this is actually true. Many of the substances alleged to do this however are often merely powerful hallucinogens or deliriants. <br />5- Try to get mutated in a beneficial way. Risky, for obvious reasons. <br />6- Get possessed or make a pact with a Astral creature (totally not a Demon). Trust me, this one has never back fired. It's foolproof! </p><p style="text-align: left;">There are <a href="https://attnam.blogspot.com/2019/06/what-to-do-if-you-have-no-psychic.html">other methods</a>, though they are less common and often have questionable results. </p><p style="text-align: left;"><b>Where do they come from?<br />1d6</b><br />1- From mutations. Hang out around enough exotic radiation and you might learn how to shoot lightning with your mind. Or you might turn into human soup- it's a bit of a crapshoot. <br />2- From evolution. Humanity is evolving into a psychic species. One day, we'll all be psychic. This is just a bit of growing pains as we figure it out. <br />3- From alien DNA. Aliens came and modified us with their DNA, granting us these abilities. My source? Uh, just trust me bro.<br />4- From God. God clearly gave us these powers, as he intended for us to have 'dominion over the Earth'. If you're of a more pagan persuasion, this could be powers granted by the gods or the magic from our ancestral legends. <br />5- From the Devil. These powers are evil and were given to us to ensnare us and lead us away from the truth! We must resist the temptation to use them and fight those who use their powers to oppress their fellow man. <br />6- Who knows? It's a mystery, man. Just don't worry about it. </p><p style="text-align: left;"><b>How to make them stronger? <br />1d6</b><br />1- Train with a stronger psychic. This will require finding and convincing them to train you. This will likely be hard and annoying and require something dangerous, seemingly pointless or both. <br />2- Vision Quest. Go out into the wilderness and don't eat or drink. Spend your time focusing your mind. Live like an Old Testament prophet fleeing his countrymen. Eventually, Angels or Gods might show up to teach you how to do something cool. <br />3- Do certain, highly dangerous drugs. You know those drugs that can boost or awaken psychic abilities? Take an irresponsible amount of those and call me in the morning. <br />4- Demon Pact. Sell your soul, baby! No possible downsides here. <br />5- Put yourself in dangerous situations. In a sufficiently dangerous situation, it is possible to have a Second Awakening, which dramatically boosts your powers. Of course, this doesn't always works and usually never more than once. <br />6- Kill another psychic and eat their power. This is obviously a very taboo option, but it definitely works. It's just much easier said than done, especially as you'll either need a bunch of weaker psychics or one that's stronger than you. </p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRM-HdAJrLhguMY7JqW-nrz4NZpDv2cP6VyUyO24HpEe0IYF4GQCa3SFX9sfAx6GMmUB9gNuZMjGuHZVKbP5US1vr4J5b-HWFZWbcU-3TlGP1oaKdsXnl_MZPIqoUMBjr0jZgOkZqauyg3e4yV2aRmkwrTnspYDWaAvE3290fl4bh0PSx2-T1n7OALWuvg/s800/Tatsumaki%201.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="698" data-original-width="800" height="279" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRM-HdAJrLhguMY7JqW-nrz4NZpDv2cP6VyUyO24HpEe0IYF4GQCa3SFX9sfAx6GMmUB9gNuZMjGuHZVKbP5US1vr4J5b-HWFZWbcU-3TlGP1oaKdsXnl_MZPIqoUMBjr0jZgOkZqauyg3e4yV2aRmkwrTnspYDWaAvE3290fl4bh0PSx2-T1n7OALWuvg/s320/Tatsumaki%201.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"> by Murata Yusuke, from <i>One Punch Man</i></td></tr></tbody></table><div><b>Random Psychic Powers:</b></div><div><b><br /></b></div><div><b>1d20</b></div><div>1- Mind Reading: By reaching out and touching a creature's mind, you can attempt to read a creature's surface thoughts. These are the thoughts that currently maintain the lion share's of the creature's attention. Creatures get a saving throw to resist their minds being read.</div><div><br /></div><div>2- Mind Control. You can attempt to take a control of a creature's mind and body. The creature must save. If the creature has more HD than MD used, it has advantage on the save. On a failed save, you take control of the creature. You can maintain control of a creature for as long as you maintain concentration. Should you attempt to do anything strenuous, take damage or otherwise become distracted, the creature under your control may attempt to break free by challenging you to a COG contest. On a success, it breaks free. You can release a creature as a free action. Your control is also automatically released if you fall unconscious or die.</div><div><br /></div><div>3- Sense Emotions: As an action, you can attempt to sense the emotions of a creature with a soul. That creature gets a saving throw to resist. If you are already talking with that creature, you can attempt to use this power as a free action on your turn. </div><div><br /></div><div>4- Emotional Projection: As an action, you can attempt to project an emotion onto up to a creature or a group of creatures. Creatures get a save to resist having their emotions strongly influenced. You can invest MD to affect more creatures or increase the effect. Each MD you spend lets you affect one more individual or another group of creatures, as long as the entire group is before you. Additionally, for each MD spent, individual creatures get a -[sum] penalty to their saves, while groups get a -[dice] penalty to it's save. </div><div><br /></div><div>5- Cast Illusion: You can weave an illusion. This illusion can be anything you imagine, but it cannot make sound or any type of stimuli beyond visual. This illusion lasts until you stop concentrating on it or if you invest MD it lasts for [dice] rounds.</div><div><br /></div><div>6- Invisibility: As an action, you can turn invisible. You can remain invisible until you take a strenuous action or break concentration. If you spend MD, you can remain invisible for [dice] rounds. If you spend MD, you remain invisible for as long as you keep spending MD. </div><div><br /></div><div>7- Attention Manipulation: As an action, you can make yourself harder to notice or harder to ignore. If you do the former, creatures must successfully save to notice you or pay any attention to you. Creatures have advantage on this save if you are doing something interesting or novel, while they have disadvantage if you are doing something to blend into the background, such as disguising yourself as a waiter at a fancy dinner party. If you make yourself harder to ignore, the opposite is true. Creatures must successfully save to avoid looking and focusing on you. Advantage is granted if you aren't doing something interesting or worth paying attention to, while disadvantage is imposed if you are doing something weird, novel or interesting. </div><div><br /></div><div>8- Telepathy: You can communicate mind-to-mind with any creature you can see, as long as that creature has a mind. You can also reach out and contact a creature if you know where it is. Creatures can try to shut you out and prevent communication by succeeding on a COG save. </div><div><br /></div><div>9- Telekinesis: You can move an object or person with your mind, as long as that person weighs less than or equal to something you could lift if your COG score replaced your STR score. You can also make attacks and use your Telekinesis in other ways. If you do, use your COG score, adding the relevant modifier to any check. If making an attack, you can include your Attack modifier as well. If any creature is grappled or restrained by your Telekinesis, they can make a STR check as opposed to your COG check, on a success, that creature can break free from your grip. </div><div><br /></div><div>10- Create Psychic Constructs: You can create constructs out of ectoplasm. These are objects created out of solidified mana. Constructs you create have 1d6+[sum] HP, where [sum] is from the amount of MD you spend to create a construct. You can also heal your constructs by feeding them MD on your turn as a free action. You can create anything you want and if your construct is capable of movement, manipulate it as an action on your turn. Constructs that can move must have joints, limbs and other means of mechanical movement, as they are technically solid. </div><div><br /></div><div>11- Pyrokinesis: You can cause objects to ignite as an action. Creatures get a save to resist bursting into flames. You can also control existing flames, shaping or moving them as an action.</div><div><br /></div><div>12- Cryokinesis: You can fire a beam that dramatically lowers the temperature, rapidly cooling them. This does 1d6+COG modifier cold damage. Creatures can either attempt to make a save to halve the damage or evade entirely with a successful Defense roll. If you add more MD, you can produce a wider and more powerful beam. Each additional MD adds +1d6 cold damage on a hit and also affects what you can freeze. O MD can freeze a bucketful of water, +1 MD can freeze a bathtub's worth, +2 MD can freeze a small swimming pool, +3 MD can freeze huge sections of a pool or lake. </div><div><br /></div><div>13- Transmute Material: You can transmute material, changing one substance to another. With a flat d20 roll, you can transmute a basket's worth of material, with 1 MD, you can transmute up a bucketful, with 2 MD, an amount up to a wagon load, with 3 or more MD, enough material to fill a small cottage. The DC for Transmutation varies depending on the amount and the substances being transformed. Turning something into a similar substance is much easier. Lead to Gold is much easier than Lead to Water. Ex: Transmuting Stone to Metal = DC 10; Transmuting Stone to Water = DC 16. </div><div><br /></div><div>14- Biokinesis: As an action, you can heal a creature for 1d6 HP by touching or being close to it. If you choose to spend MD, you can instead heal a creature for up to [sum] HP. </div><div><br /></div><div>15- Mind Blasts: You can fire mental blasts as an action that do 1d6+COG psychic damage. Creatures get a saving throw to reduce the damage by half. This damage cannot reduce a creature below 0 HP. If you spend MD, you can fire blasts that do 2[dice]+COG damage. </div><div><br /></div><div>16- Precognition: As an action, you can look into the future to see what is going to happen within the super-immediate future (next 15 seconds or less). This lets you add +COG modifier to any one d20 roll you personally make until your next turn. If you spend MD, you can instead add 2[dice] to any one d20 roll. Note that you may only add this bonus if what you are attempting is possible, if not, no bonus may be applied. </div><div><br /></div><div>17- Remote Viewing/Second Sight: Your mind functions like a Scry-glass, allowing you to look upon people or places far away from you. Use the rules for <a href="https://www.remixesandrevelations.com/2021/11/osr-crystall-balls.html">Crystal Balls</a>. </div><div><br /></div><div>18- Astral Projection: You can project your mind out of your body, allowing it to travel freely. While projected, your mind or Astral Self acts as a Ghost. It takes damage from sunlight, fire and magical sources of damage, but is invisible to most creatures, can pass through non-magical items and can fly. Additionally, there is a magical silver cord connecting your Astral Self to your body. If this cord is severed, and it can only be by a magical source, your Astral Self is separated from your body and you are considered "dead" by the laws of the universe, meaning Psychopomps will show up to arrest you and take you to the afterlife. </div><div><br /></div><div>19- Induce Physical Sensations: By focusing on a creature, you can cause that creature to feel a sensation. Creatures must save to resist being affected by this sensation. This sensation must be something you've experienced personally. If you spend MD, you can induce more powerful sensations or sensations you've never experienced. If you spend MD, creatures get a -[dice] penalty to their saves. </div><div><br /></div><div>20- Teleportation: You can, as an action, teleport up to the distance you could move in one round. You can teleport to anywhere you can see, or if you know a location intimately, you can teleport there blindly. You will always appear in the nearest unoccupied space to your destination. If you spend MD, you can either double the distance you could teleport or bring 1 object or creature with you, as long as that object or creature is your size or smaller. </div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8fYMcwwcFHQ4m-z9blmw9I63IMMsZ4XgcCvru2t5AXyvUmSs2lqgRJO6eYu-HpZgeddkftkasJwwdhJ1JxqdM8JTnbPc_1i5Xkw3R4CWxGa0X5vIkd-ZgNwYIq-bE3gSvv4xwRarPcLmw8C1CPeI9fQkWwhgBLB4a5Od5GfZp0KfgAa8f0xA8SL6tD7YB/s900/Psychic%20Powers%203.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="900" data-original-width="623" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8fYMcwwcFHQ4m-z9blmw9I63IMMsZ4XgcCvru2t5AXyvUmSs2lqgRJO6eYu-HpZgeddkftkasJwwdhJ1JxqdM8JTnbPc_1i5Xkw3R4CWxGa0X5vIkd-ZgNwYIq-bE3gSvv4xwRarPcLmw8C1CPeI9fQkWwhgBLB4a5Od5GfZp0KfgAa8f0xA8SL6tD7YB/s320/Psychic%20Powers%203.jpg" width="222" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><br /><div class="d30Ee" style="background-color: #06070d; border: 0px; color: #b1b1b9; display: flex; flex-direction: column; font-family: sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; vertical-align: baseline;"><div class="_2_1tx" style="border: 0px; color: inherit; display: flex; flex-direction: column; flex: 1 1 auto; font: inherit; justify-content: center; margin: 0px; padding: 0px; vertical-align: baseline;"><div class="_31DYV" style="align-items: center; border: 0px; color: inherit; display: flex; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><div class="_4GWw7 _22pif" style="border: 0px; color: var(--green5); display: inline-flex; font: var(--f-16-bld); margin: 0px 16px 0px 0px; padding: 0px; vertical-align: baseline;"><a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/p/e/petersheppley.jpg?6" data-isgroup="0" data-userid="71808330" data-username="petersheppley" data-usersymbol="regular" data-useruuid="20545a8f-3f45-4a0f-b810-53b32afddac2" href="https://www.deviantart.com/petersheppley/gallery" style="border: 0px; font: inherit; margin: 0px; overflow: hidden; padding: 0px; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_12F3u" style="border: 0px; color: inherit; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">by petersheppley</span></a></div></div></div></div><div class="_1mcmq" style="align-items: flex-start; background-color: #06070d; border: 0px; color: #b1b1b9; display: flex; flex-direction: column; font-family: sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; padding: 0px 0px 0px 94px; text-align: start; vertical-align: baseline;"></div></td></tr></tbody></table>Yami Bakurahttp://www.blogger.com/profile/17266174008401745128noreply@blogger.com0tag:blogger.com,1999:blog-7473866157250794633.post-40736263573392294352023-12-13T15:25:00.000-08:002023-12-13T15:26:03.652-08:00OSR: Githyanki<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXhv98Cb0BLe2iDmnYExrtjnlCUXXF-rqi3a1bZ_vMSLa2zVH4VN-D9W8tKFbvsgaiFb3S1oL3stCvS1GqBZL3iOIdZujDxymK6tFhxmzvnSPcIXU4fjuvfsTBjsPbKWIa-I9_yAvztK5sOf6MQAgp2oQJs2dzwl6aY9Rfvy3yA7XsFqIIb0H5go5Q2uYn/s1114/Githyanki%201.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1114" data-original-width="643" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXhv98Cb0BLe2iDmnYExrtjnlCUXXF-rqi3a1bZ_vMSLa2zVH4VN-D9W8tKFbvsgaiFb3S1oL3stCvS1GqBZL3iOIdZujDxymK6tFhxmzvnSPcIXU4fjuvfsTBjsPbKWIa-I9_yAvztK5sOf6MQAgp2oQJs2dzwl6aY9Rfvy3yA7XsFqIIb0H5go5Q2uYn/s320/Githyanki%201.jpg" width="185" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><div class="d30Ee" style="background-color: #06070d; border: 0px; color: #b1b1b9; display: flex; flex-direction: column; font-family: sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; vertical-align: baseline;"><div class="_2_1tx" style="border: 0px; color: inherit; display: flex; flex-direction: column; flex: 1 1 auto; font: inherit; justify-content: center; margin: 0px; padding: 0px; vertical-align: baseline;"><div class="_31DYV" style="align-items: center; border: 0px; color: inherit; display: flex; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><div class="_4GWw7 _22pif" style="border: 0px; color: var(--green5); display: inline-flex; font: var(--f-16-bld); margin: 0px 16px 0px 0px; padding: 0px; vertical-align: baseline;"><a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/m/i/mikhailsavier.gif?1" data-isgroup="0" data-userid="14240479" data-username="MikhailSavier" data-usersymbol="regular" data-useruuid="52f2d4e7-0165-4ded-989e-7bee457fe8b0" href="https://www.deviantart.com/mikhailsavier/gallery" style="border: 0px; font: inherit; margin: 0px; overflow: hidden; padding: 0px; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_12F3u" color="inherit" style="border: 0px; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">by MikhailSavier</span></a></div></div></div></div><div class="_1mcmq" style="align-items: flex-start; background-color: #06070d; border: 0px; color: #b1b1b9; display: flex; flex-direction: column; font-family: sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; padding: 0px 0px 0px 94px; text-align: start; vertical-align: baseline;"></div></td></tr></tbody></table><div>They are an old race, older than the most ancient stones. They are beyond time, each immortal and perpetual, a twisted race that long ago abandoned any trace of moral reasoning, creed or philosophy to justify their actions. They are a race of amoral Devils, coming to torment the world.</div><div><b><u><br /></u></b></div><div><b><u>Their Ancient Pedigree:</u></b></div><div><br /></div><div>An Age ago, the world was nearly destroyed. The flood-waters came and drowned everything, washing away the world that was, leaving a new, changed world behind. All previous civilizations were extinguished, their knowledge and technology lost. If not for the heroic intervention of the world's divine caretakers, it might have reverted to the primeval waters from which it first emerged.They are an old race, older than the most ancient stones. They are beyond time, each immortal and perpetual, a twisted race that long ago abandoned any trace of moral reasoning, creed or philosophy to justify their actions. They are a race of amoral Devils, coming to torment the world.</div><div><br /></div><div>An Age ago, the world was nearly destroyed. The flood-waters came and drowned everything, washing away the world that was, leaving a new, changed world behind. All previous civilizations were extinguished, their knowledge and technology lost. If not for the heroic intervention of the world's divine caretakers, it might have reverted to the primeval waters from which it first emerged. </div><div><br /></div><div>And it was in this virgin world, one where the mortals were little more than cave-dwelling savages who had just rediscovered fire than they came. A race from Beyond, a species that viewed itself as divine, all other species merely being expendable pawns, living tools through which they could exercise their will. This species came to conquer the world with endless armies of slave-races, other species from their own worlds which had been transformed into living weapons by the conquerors.</div><div><br /></div><div>One of these slave-races were called the Gith. They were an unexceptional race, though their true origins and history was long ago forgotten, even before they first set foot on our world. They, however, possessed a unique talent that none of their other captives possessed. When they first made land-fall into our world, the Gith were able to inhale the power of the winds of magic. This gave them a unique edge that other species could not- even their captors did not possess such abilities. </div><div><br /></div><div>As such, this newfound blessing convinced the Gith to try and make a stand for independence. This would not be the first time such a thing had been tried, their history was full of failed slave revolts, uprising and other attempts to throw off the shackles of their oppressors. But all had failed before now. So the Gith were hesitant to try again. But then they met a very unique person.</div><div><br /></div><div><b><u>The Stranger:</u></b></div><div><br /></div><div>He, or she, depending on the telling, came to the leaders of the Gith. He told them that he would give them a new weapon, one that would enable them to defeat the powers of their Masters and to free themselves from bondage. All they had to do was serve him and do exactly what he said. This new offer was viewed with great skepticism by the Gith. They suspected from the start it was either a trap or a Devil's bargain but in the end, they accepted. Better to die free than live in chains, after all.</div><div><br /></div><div>And so, the Gith were granted a new power: the gift of immortality. Now when a Gith fell, as long as they obeyed the instructions of the Stranger, they could return to life. Additionally, given their new status, their conquerors could no longer control them. As such, the Gith were quickly able to rise up and smash the rod of their task-master. His plan successfully implemented, the Stranger left, leaving a group of his subordinates called the Archons in his place.</div><div><br /></div><div>And with the help of the Archons and their immortality, the Gith freed themselves from bondage and broke the empire of their conquerors. That ancient race retreated- the only ones of their race that remained in our world were scattered remnants, the detritus left behind by a messy retreat.</div><div><br /></div><div>Yet their struggle was not finished, for the Gith suddenly found themselves bound to the Archons, who enslaved them through their own immortality. The Stranger's laughter echoed on through their minds as they realized they had traded one master for another. And so the Gith found themselves doing what they had done before, only now more effectively.</div><div><br /></div><div>This enraged them, so they began to plan and plot. When a great number of Gith were gathered together into one place, they rose up in revolt. But they did not fight in the world of flesh- they instead engaged in acts of mass suicide. Countless Gith souls suddenly entered the Spirit World. The Archons found themselves surprised, especially when they were attacked. The Gith attacked in a great horde, throwing themselves at their so-called Gods. The Archons, though vastly more powerful than any Gith, could not beat all of them. Many Gith were annihilated, their souls believed lost forever, but many more only suffered minimal damage. The Archons, meanwhile, were torn to pieces and shredded beyond repair, reduced to pale wraiths.</div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgikwvwNz01Q4KzN5suCUmEhv64l_srj8BPHHFzUi6_CAcjcGJ61-wL31dVfJ0GMnROWjfY0_vo1oaWcCwG-uGxEAVr-Kb-i53JuquCJmXvj5YTHBal-TrLZvE6z-SyHj3qdKqQ97-v9ivx5QJWERcYCoy9sHiPYudzQUVKvgMabrY1ME1pLzGasu5Y_YKJ/s900/Githyanki%202.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="900" data-original-width="547" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgikwvwNz01Q4KzN5suCUmEhv64l_srj8BPHHFzUi6_CAcjcGJ61-wL31dVfJ0GMnROWjfY0_vo1oaWcCwG-uGxEAVr-Kb-i53JuquCJmXvj5YTHBal-TrLZvE6z-SyHj3qdKqQ97-v9ivx5QJWERcYCoy9sHiPYudzQUVKvgMabrY1ME1pLzGasu5Y_YKJ/s320/Githyanki%202.jpg" width="194" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><div class="d30Ee" style="background-color: #06070d; border: 0px; color: #b1b1b9; display: flex; flex-direction: column; font-family: sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; vertical-align: baseline;"><div class="_2_1tx" style="border: 0px; color: inherit; display: flex; flex-direction: column; flex: 1 1 auto; font: inherit; justify-content: center; margin: 0px; padding: 0px; vertical-align: baseline;"><div class="_31DYV" style="align-items: center; border: 0px; color: inherit; display: flex; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><div class="_4GWw7 _22pif" style="border: 0px; color: var(--green5); display: inline-flex; font: var(--f-16-bld); margin: 0px 16px 0px 0px; padding: 0px; vertical-align: baseline;"><a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/d/1/d1sarmon1a.jpg?9" data-isgroup="0" data-userid="5883928" data-username="d1sarmon1a" data-usersymbol="core_access" data-useruuid="a3010458-0c1c-4088-8654-9decb9c4c805" href="https://www.deviantart.com/d1sarmon1a/gallery" style="border: 0px; font: inherit; margin: 0px; overflow: hidden; padding: 0px; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_12F3u" color="inherit" style="border: 0px; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">by d1sarmon1a</span></a></div></div></div></div><div class="_1mcmq" style="align-items: flex-start; background-color: #06070d; border: 0px; color: #b1b1b9; display: flex; flex-direction: column; font-family: sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; padding: 0px 0px 0px 94px; text-align: start; vertical-align: baseline;"></div></td></tr></tbody></table><div><b><u>The "Modern" Gith- the Githyanki:</u></b></div><div><br /></div><div>It was during the Second Rising that the Gith race suffered a great schism. While many did want to harm the Archons, some visualized the revolt against the Archons more as a prison break than an uprising. As such, many of the Gith who slew themselves that day did not fight, but instead fled into the depths of the Astral Sea. Among the Gith who fought and bled in the battle against the Archons, this is a crime that can and never will be forgiven. After all, time may heal all wounds, but what is time to immortals? </div><div><br /></div><div>These Gith renamed themselves the Githyanki, or the 'Gith who fight'. And fight they do. For in the most tragic of twists, the Githyanki have found themselves continuing in the path that they were set upon all those years ago. They still raid, pillage and enslave, only now they do it for themselves.</div><div><br /></div><div><b>What does a Githyanki raid look like?</b></div><div><br /></div><div>It is an ordinary day in your city. You are going about your business shopping in the market. Your wife needs you to buy cabbage for stew, so you're looking for a good deal. It is a day as mundane and normal as can be imagined. Then suddenly, the sky darkens. Those clouds up there, don't they look a bit funny?</div><div><br /></div><div>Then you realize they aren't ships, but strange flying craft. These craft descend on your settlment and disgorge dozens of alien-looking warriors wielding glittering blades. These aliens then proceed to put your town to the sword, slaughtering people indiscriminately, capturing some, cutting down others. They laugh and cackle as they fight. Even when killed, they howl with glee. The market is destroyed and countless lives are lost. </div><div><br /></div><div>Then, as quickly as they came, the alien warriors gather up their dead, the bodies of the enemy slain, the swords and jewels of their own fallen and their own living captives and put them all on their strange craft. Then, with nary a word, they take off and disappear into the sky, as quickly as they came. If it weren't for those who escaped and the damage to property, you would not believe that anyone had been there at all.</div><div><br /></div><div><b>But why?</b></div><div><br /></div><div>The Githyanki's immortality is powered by a series of great machines called the Lazar Engines. These devices enable the Githyanki to easily and quickly create new bodies for themselves should they perish. </div><div><br /></div><div>How the Githyanki's immortality works is that the Githyanki bound their souls to Soul-Gems, small, glowing stones that they wear upon their person or implant in their flesh. When a Githyanki dies, their soul instead of exiting the body, retreats to the Soul-Gem. As long as this Gem is then attached to a new body, the Githyanki can live again. </div><div><br /></div><div>So after a battle, the Githyanki will gather up their dead, or at least, the Soul-Gems of the dead, bring them back to their home base in the Astral Sea and make a new body for their fallen comrade. </div><div><br /></div><div>The reason why Githyanki raid is because of this and the Lazar Engines. Wondrous machines they are, but they exact a heavy toll. The Engines only work when fed the souls of living creatures and less frequently, their blood and flesh as well. As such, the Githyanki capture mortals to feed them to the Engines to bring their own dead back when they fall in raids, which requires them to raid more to get more fuel to feed the Lazar Engines so the can bring back their own dead who fall in raids so they have to raid more and so on. </div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKIWq6tTUAtCx3M0Ahf4dspwytwUE7kNOG_UDvKhPynBouaAj0HG6eX-yeRdu2FjFYmlsuau8ndrdBaftE7hSM6-8JychvYhgTbqkuCVUaAuqIr9O4lnSE5YdWiDkdu0fw5kZioNHkNgFl3_oasvJTk2fijVqhpsEFswua3ye74FFyA8nBhArJNiSH9Nmr/s859/Githyanki%203.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="859" data-original-width="600" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKIWq6tTUAtCx3M0Ahf4dspwytwUE7kNOG_UDvKhPynBouaAj0HG6eX-yeRdu2FjFYmlsuau8ndrdBaftE7hSM6-8JychvYhgTbqkuCVUaAuqIr9O4lnSE5YdWiDkdu0fw5kZioNHkNgFl3_oasvJTk2fijVqhpsEFswua3ye74FFyA8nBhArJNiSH9Nmr/s320/Githyanki%203.jpg" width="224" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/b/e/beckjann.jpg?10" data-isgroup="0" data-userid="10961550" data-username="Beckjann" data-usersymbol="regular" data-useruuid="8d4459f3-3499-460c-9365-cc6f90667f42" href="https://www.deviantart.com/beckjann/gallery" style="background-color: #06070d; border: 0px; font-family: devioussans02bold, "Helvetica Neue", Helvetica, Arial, "メイリオ, meiryo", "ヒラギノ角ゴ pro w3", "hiragino kaku gothic pro", sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-size: 16px; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_12F3u" color="inherit" style="border: 0px; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Beckjann</span></a></td></tr></tbody></table><div><b><u>Base Githyanki Statblock:</u></b></div><div><br /></div><div><b>All Githyanki have the following Traits:</b></div><div><br /></div><div>Soul-Gem: All Githyanki have a Soul-Gem implanted in their body. Should they die, their soul goes here, instead of past the Veil of Departure. This Gem can be used as a source of Mana, as per a Mana Crystal, and anyone who holds the Soul-Gem can telepathically communicate with the soul trapped within. </div><div><br /></div><div>Soul-Stealing Blade: All Githyanki wield Blades that have the power to steal Souls. Should a Githyanki Blade kill a creature, that creature's soul is instead captured by the Blade and stored in the gems implanted in the hilt. The amount of souls a Blade can wield depends on the type of Githyanki. </div><div><br /></div><div>Magic Resistance: Mana-based attacks and abilities are hard to use against Githyanki. When someone uses one of these against them, there is a X-in-20 chance that the mana-based ability (magic, psychic powers, bio-energy blasts) or attack does not affect them. This causes the attack or ability to slip around them and strike the nearest target. If there is no obvious choice, roll randomly. </div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHebnqAb8kJ2vbEVN6XK5tl3nv1iOcCqMu82RdvOtIDtwdMdRr896nHEHmv_84R3914_AFWD61kaq3aOyErcmRLpcEMTCm3184Gd2NF-2wrdlhc0cGRKX2gflbqPsisLpTr29vCvEpa5XCo3sC1_73nS8IjNFi-AQJFH_iIGjPXmVUG9gPVoOE9mO3a3mM/s930/Githyanki%204.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="930" data-original-width="576" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHebnqAb8kJ2vbEVN6XK5tl3nv1iOcCqMu82RdvOtIDtwdMdRr896nHEHmv_84R3914_AFWD61kaq3aOyErcmRLpcEMTCm3184Gd2NF-2wrdlhc0cGRKX2gflbqPsisLpTr29vCvEpa5XCo3sC1_73nS8IjNFi-AQJFH_iIGjPXmVUG9gPVoOE9mO3a3mM/s320/Githyanki%204.jpg" width="198" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a href="https://www.instagram.com/juskoart/">Joe Jusko</a></td></tr></tbody></table><div><b><u>Types of Githyanki:</u></b></div><div><br /></div><div><b><u>Githyanki Warrior</u></b></div><div><br /></div><div>These are the rank-and-file of the Githyanki, the grunts and foot-soldiers. They vary greatly in appearance, culture and behavior, though all of them pursue the goal of harvesting mortals and souls for the Lazar Engines. They are largely numb to pain and fear, jaded beyond imagination. They are the ones that most resemble the race they once were- dusky brown-yellow skin with long ears, broad foreheads and liquid eyes. However, these features have been teased and altered over time, usually unintentionally. They only barely resemble their old selves, having become exaggerated parodies of who they once were. They can be sensual looking, smooth curves and elegant muscle or they can be starved, wasted shells. Regardless of how they look, they have naked hunger in their eyes, an endless desire to fight on and survive, no matter the cost. </div><div><br /></div><div>They almost never wear any armor or much clothing. Their bodies are hardened against ordinary pain and discomfort- being cut is only an inconvenience, being stabbed only a sharp pain. They usually wear harnesses made of leather, usually made from the skin of slain captives. The noble of their race adorn these with precious metal studs or gemstones, while the lesser soldiers will mark themselves with war paint or adorn themselves with grisly trophies- skull helms, piercings made of bone, capes of dried skin. Some also differentiate themselves with more temporary marks- scarification of the face and limbs, tattoos, body-paint, anything that will make this current body resemble a unique creation and not a mass-produced product. </div><div><br /></div><div>They truly fear very little. These mostly tie to failures of Reincarnation, the fear of being trapped in a Soul-Gem, the decay of the mind into madness, being reincarnated into a terrible vessel, or any other error. Their ultimate fear, the one that all Githyanki but the truly insane dread, is the Final Death. All Githyanki know they are damned and know the suffering that awaits them beyond the Veil of Departure. As such, they will go to incredible lengths to save their kin from this fate, moving heaven and earth to ensure their slain kin make it back home to be reborn.</div><div><br /></div><div><b>Statblock Changes: </b></div><div><br /></div><div>Number Appearing: 1d6+2</div><div>Alignment: Lawful Evil</div><div>Languages: Gith, 1d4 Ancient Languages</div><div>Treasure: Soul-Stealing Blades and their Soul-Gems, plus their Armor</div><div><br /></div><div>Githyanki Warrior</div><div>HD 1d4+1</div><div>AR 2</div><div>Atk Soul-Stealing Blade (1d8+1) or Special Weapon (see below)</div><div>Mor 13</div><div>Saves (7+HD) or less</div><div><br /></div><div>Soul-Gem: See above.</div><div><br /></div><div>Soul-Stealing Blade: Githyanki Warriors wield Blades that can only contain up to 8 HD worth of soul(s). </div><div><br /></div><div>Magic Resistance: Githyanki Warriors have a 8-in-20 chance of resisting any spell or mana-based ability used against them. </div><div><br /></div><div>Tactics:</div><div>- Vary, see below</div><div><br /></div><div><b><u>To customize a Githyanki Warrior or group of Warriors, roll on the tables below:</u></b></div><div><b><br /></b></div><div><b>How do these Githyanki fight?</b></div><div><b><br /></b></div><div><b>1d3</b></div><div>1- With stealth and ambush tactics. They will sneak up on enemies, ambush them, set traps and generally be the most terrifying things you've ever seen. </div><div>2- With Shock and Awe. They attack suddenly in a blistering rush, designed to break the enemy in a single, decisive blow.</div><div>3- With a mad rush. They charge you across open ground. No tricks, no subversions. Just a brutal slug-fest, but they're immortal and you're not.</div><div><br /></div><div><b>How much do they remember?</b></div><div><b><br /></b></div><div><b>1d4</b></div><div>1- Very little. These Githyanki lack any real skill in fighting- they are little better than well-trained soldiers from the next city over.</div><div>2- Some. These Githyanki have an X-in-6 chance (where X is their HD) of knowing 1 Martial Maneuver.</div><div>3- Much. These Githyanki have an X-in-6 chance of knowing 1 Martial Maneuver and they also have the ability to Parry, reducing the damage taken by one successful attack against them by their weapon's damage di(c)e 1/round.</div><div>4- A lifetime of violence. These Githyanki know 1d3 Martial Maneuvers each and can Parry Attacks 1/Round.</div><div><br /></div><div><b>Do they carry any special weapons?</b></div><div><b><br /></b></div><div><b>1d20</b></div><div>1-2: No, they do not.</div><div>3-6: Nets and Bolas. Githyanki carrying Nets or Bolas can use one in place of their Attack or Action. For Nets, a creature and any adjacent creature must save or be caught in a net. Caught creatures cannot move and are considered prone, unless the Net was used as part of a booby-trap. Githyanki nets are made of metal and thus can only be cut by magic weapons, magic or torn apart by a DC 18 STR check. You can also escape from a non-booby trap net with a DC 15 DEX check, done as an action. Bolas target one creature- on a failed save, that creature is restrained and immobilized. Creatures can escape from bolas with a DC 16 STR check or by cutting through the rope. The rope has 1 HD and vulnerability to Sharp damage. </div><div>7-9: Bows and Arrows, with arrowheads smeared in poison. When armed with a Bow, Githyanki Warriors can make 2 Bow Attacks that do 1d6+1 damage, plus any effect from the poison. The poison they use does 1dX [1= 1d6 damage a round, until the affected creature passes a CON save or takes 3d6 damage; 2= Takes 1d6 DEX damage, if reduced to 0 DEX, creatures are paralyzed and cannot move; 3= Hallucinogens, creatures affected by it begins hallucinating for 1d4 hours; 4= Creatures hit must save or be overcome with furious battle-rage, those who fail go temporarily insane and must choose to Attack on their turn for 1 minute.] </div><div>10-12: Darts, smeared in poison. Githyanki armed with Darts can make 1 Dart Attack as a free action on their turn. Creatures must save or be hit by a Dart- Shields grant Advantage on this save. On a failed save, creatures take 1 damage and are affected by whatever poison is on the Darts. (see above for poisons). </div><div>13-14: Thunder Rods. A Githyanki carrying a Thunder Rod can make 1 Thunder Rod Attack, doing 1d6+1 damage plus 1d6 lightning damage (the bonus lightning damage doesn't count for the Atk roll). Creatures without HD who are hit by a Thunder Rod must save or be paralyzed for 1 minute. Creatures can repeat this save each round to try and free themselves. Creatures with metal armor make this save at disadvantage. </div><div>15-16: Stun Bombs. A Githyanki carrying a Stun Bomb can throw one in place of another Weapon Attack. Stun Bombs do 2d6 damage, save for half. Creatures that fail their save are also Stunned and cannot Attack, but can move at half-speed for 1 minute, or until they pass a CON save. </div><div>17-18: Gas Grenades. A Githyanki carrying a Gas Grenade can throw one in place of another Weapon Attack. Gas Grenades fill an area of 30' square, with a 10' high cloud of gas. This gas 1d4 [1= Laughing Gas, all who inhale the gas must save or lose their action, spending it laughing like a madman; Tear Gas, all who are exposed to the gas feel immense pain in their eyes and faces and start tearing up, these creatures make all Attacks at disadvantage; 3= Mustard Gas, all exposed to the gas take 2d6 acid damage, save for half; 4= Neurotoxin Gas, all who inhale this gas must save or be paralyzed for 1 minute after they stop being exposed to the gas.] </div><div>19: Arcquesbus. A Githyanki carrying an Arcquesbus can use it in place of another Weapon Attack. Arcquesbuses fire a 15' cone or a 30' line that does 2d6 psychic damage, save for half. This damage is non-lethal, creatures reduced to 0 HP are instead stunned for 1 minute or until they pass a COG save. The Githyanki can also switch it to do other types of Elemental Damage, but these are lethal. </div><div>20: Soul-Taker Whips. A Githyanki carrying a Soul-Taker Whip can replace one Weapon Attack with one use of a Soul-Taker Whip. These Astral Whips do 2d6 necrotic damage, on a hit. If they reduce a creature to 0 HP, the Whip latches onto the creature's soul and yanks it out of their body, effectively rendering the creature as 'Dead' and it's body as alive, but helpless and vulnerable to possession. </div><div><br /></div><div>For Nets, Bow and Arrow, and Darts, all Githyanki Warriors have a 50% of carrying one.</div><div><br /></div><div>For Thunder Rods, 1d4 of the Githyanki Warriors carry one.</div><div><br /></div><div>For Stun Bombs and Gas Grenades, 1d2 of the Githyanki Warriors carry some, and each only carries 1d4.</div><div><br /></div><div>For the Arcquebus and Soul-Taker Whip, only 1 of the Githyanki Warriors will carry one. </div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPQZwRYmdVMzMfhE1MxLWpf7QZ65Kb8jW8CcK8gEt3vkL2TjB-2vFnW79Le0gdJcUJDGtwd2v1OItj5YaFj-02uHfBaT4EVKFvibUYQMBjk449OafFyD5qPS7jh6rhvihPM3EXzIOxT2aUj1VBwOfWv3EqosXgPmgvbeFzGNi-hbz9MAyJLrxW89GDEuXX/s1242/Githyanki%205.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1242" data-original-width="827" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPQZwRYmdVMzMfhE1MxLWpf7QZ65Kb8jW8CcK8gEt3vkL2TjB-2vFnW79Le0gdJcUJDGtwd2v1OItj5YaFj-02uHfBaT4EVKFvibUYQMBjk449OafFyD5qPS7jh6rhvihPM3EXzIOxT2aUj1VBwOfWv3EqosXgPmgvbeFzGNi-hbz9MAyJLrxW89GDEuXX/s320/Githyanki%205.jpg" width="213" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><div class="d30Ee" style="background-color: #06070d; border: 0px; color: #b1b1b9; display: flex; flex-direction: column; font-family: sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; vertical-align: baseline;"><div class="_2_1tx" style="border: 0px; color: inherit; display: flex; flex-direction: column; flex: 1 1 auto; font: inherit; justify-content: center; margin: 0px; padding: 0px; vertical-align: baseline;"><div class="_31DYV" style="align-items: center; border: 0px; color: inherit; display: flex; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><div class="_4GWw7 _22pif" style="border: 0px; color: var(--green5); display: inline-flex; font: var(--f-16-bld); margin: 0px 16px 0px 0px; padding: 0px; vertical-align: baseline;"><a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/s/i/sickjoe.gif" data-isgroup="0" data-userid="4528437" data-username="SickJoe" data-usersymbol="core_plus" data-useruuid="e8fc7073-e9cd-4f78-8736-699085e7935a" href="https://www.deviantart.com/sickjoe/gallery" style="border: 0px; font: inherit; margin: 0px; overflow: hidden; padding: 0px; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_12F3u" color="inherit" style="border: 0px; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">by SickJoe</span></a></div></div></div></div><div class="_1mcmq" style="align-items: flex-start; background-color: #06070d; border: 0px; color: #b1b1b9; display: flex; flex-direction: column; font-family: sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; padding: 0px 0px 0px 94px; text-align: start; vertical-align: baseline;"></div></td></tr></tbody></table><div><b><u>Githyanki Butcher Fiends</u></b></div><div><br /></div><div>For every flawless Return, there are those who fail to come back. Whether it is the trauma of death(s), the bizarre geometries of the compressed soul, long imprisonment inside a Soul-Gem, a flawed vessel or simply the endless expanse of time, there are plenty of Githyanki who are damaged by the process of artificial reincarnation. Even at best, the process is flawed and confused, poorly understood and layered in superstition. The Priests who utilize and maintain the Lazar Engines are only vaguely aware of how they work and are simply doing their best. So it is no wonder that sometimes the process fails. Even the most flawless reincarnations can result in temporary disorientation, memory loss, body disphoria or dismorphia, suicidal tendencies and other bizarre conditions. So when the process fails, it often does so in dramatic fashion.</div><div><br /></div><div>The Butcher Fiends are the result of these failures. Some become Fiends overnight, reduced to shells of their former selves by trauma or flawed Returns, while others slowly degrade until they are little more than blood-crazed berserkers. Butcher Fiends rush into battle heedless of any form of danger, they have no sense of self-preservation. They do not acknowledge other Githyanki or their fellow Fiends in battle. They will step around their allies but only in the sense that you shift your feet to avoid tripping on a rock. </div><div><br /></div><div>They fight until they die and should they survive the battle, they become wild-cards. Some will attack anything near them, including each other, gleefully hacking each other to bits. Others will immediately kill themselves, whether with their own weapons or through some convenient hazard, such as a large fire or a cliff. Then there are those who will simply sit down and go into a catatonic state. These are the most stable ones and will simply sit until battle comes to them once more. Their kin will come and take them back to their holding pens, where they will obediently wait until called to battle once more. </div><div><br /></div><div><b>Statblock Changes: </b></div><div><br /></div><div>Number Appearing: 2d6+2</div><div>Alignment: N/A</div><div>Languages: N/A</div><div>Treasure: Soul-Stealing Blades and their Soul-Gems, as well as the trail of valuables they ignore or abandon as they cannot recognize their value</div><div><br /></div><div>Githyanki Butcher Fiend</div><div>HD 1</div><div>AR 0</div><div>Atk Soul-Stealing Blade (1d6+2)</div><div>Mor 20</div><div>Saves 7 or less</div><div><br /></div><div>Soul-Gem: (see above)</div><div><br /></div><div>Soul-Stealing Blade: Githyanki Butcher Fiends wield low quality Blades that can only contain up to 5 HD worth of soul(s). </div><div><br /></div><div>Magic Resistance: Butcher Fiends have a 5-in-20 chance of resisting any spell or mana-based ability used against them. </div><div><br /></div><div>Fearless: Githyanki Butcher Fiends are utterly relentless. They do not feel Fear and are immune to any effect that would cause Fear.</div><div><br /></div><div>Mad Behavior: Githyanki Butcher Fiends do not behave reasonably. If not presented with an obvious enemy to fight, roll on the table below:</div><div>The Butcher Fiend...</div><div>1d8</div><div>1-4: Stares off into space, doing nothing.</div><div>5: Begins randomly attacking an inanimate object. </div><div>6: Attacks the nearest Butcher Fiend.</div><div>7: Attacks the nearest creature.</div><div>8: Kills itself.</div><div><br /></div><div>Tactics:</div><div>- Rush in, charge the nearest enemy</div><div>- Attack until dead or the enemy is</div><div>- If no enemies visible, roll on the 'Mad Behavior' table</div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgV9BT_fq8DA0QlfxTNE6oizydZpFR5vH-5PTxOlQZlIuM0_BqY67ejNiUKNPoR_23JYwmP3ntk-GP1-GLvAIPD99Rpbh-n1yTTXsqvNecc6bnqdPrdOfW3UeqaG0lB922gzdiTdBmBoTzX0DS8uVooPke60yM7lj2ucrv6hbHTFDhV-RqNuSLmySyJeU8J/s1273/Githyanki%206.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1273" data-original-width="828" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgV9BT_fq8DA0QlfxTNE6oizydZpFR5vH-5PTxOlQZlIuM0_BqY67ejNiUKNPoR_23JYwmP3ntk-GP1-GLvAIPD99Rpbh-n1yTTXsqvNecc6bnqdPrdOfW3UeqaG0lB922gzdiTdBmBoTzX0DS8uVooPke60yM7lj2ucrv6hbHTFDhV-RqNuSLmySyJeU8J/s320/Githyanki%206.jpg" width="208" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><div class="d30Ee" style="background-color: #06070d; border: 0px; color: #b1b1b9; display: flex; flex-direction: column; font-family: sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; vertical-align: baseline;"><div class="_2_1tx" style="border: 0px; color: inherit; display: flex; flex-direction: column; flex: 1 1 auto; font: inherit; justify-content: center; margin: 0px; padding: 0px; vertical-align: baseline;"><div class="_31DYV" style="align-items: center; border: 0px; color: inherit; display: flex; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><div class="_4GWw7 _22pif" style="border: 0px; color: var(--green5); display: inline-flex; font: var(--f-16-bld); margin: 0px 16px 0px 0px; padding: 0px; vertical-align: baseline;"><a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/s/l/slaaneshg.jpg?11" data-isgroup="0" data-userid="39216296" data-username="SlaaneshG" data-usersymbol="core_access" data-useruuid="b0c6d666-9594-4f41-a3ba-9adcd0bd6507" href="https://www.deviantart.com/slaaneshg/gallery" style="border: 0px; font: inherit; margin: 0px; overflow: hidden; padding: 0px; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_12F3u" color="inherit" style="border: 0px; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">by SlaaneshG</span></a></div></div></div></div><div class="_1mcmq" style="align-items: flex-start; background-color: #06070d; border: 0px; color: #b1b1b9; display: flex; flex-direction: column; font-family: sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; padding: 0px 0px 0px 94px; text-align: start; vertical-align: baseline;"></div></td></tr></tbody></table><div><b><u>Githyanki Sage-Soldiers</u></b></div><div><br /></div><div>Despite it being the factor that enabled them to initially break free from their enslavement, the Githyanki are not big fans of sorcery and magic. They regard it with superstition, largely because of the events that led to them being stuck in the cycle of death and rebirth is only possible due to hyper-advanced sorcery. As such, those Githyanki who do have potential to wield magic are largely shunned by the non-casters among them, sent off to the priesthood to learn magic and to study the ancient arcane lore of the Gith. </div><div><br /></div><div>The most revered of their Sorcerer-Priests are the ones who guard and maintain the Lazar Engines, which is the highest calling in all Githyanki society, as it is the only thing standing in the way of the Final Death. However, there are many lesser Sorcerers who are given much lower tasks and less glorious duties. The most common of these are the common Sage-Soldiers, who accompany the Raiders on their endless quest for more blood and souls. These are Magi who though powerful and skilled by the standards of mortals, are not well-respected by their fellows, as all Githyanki have the ability to resist magic, making them less than intimidating against or towards other Githyanki, who are the true threat. Mortals in most cases are little more than livestock and not considered a real threat. Yes, a cow can trample and kill a farmer, but only if that farmer is being foolish.</div><div><br /></div><div>As such, when they are not using their magic to devastate concentrations of mortals or break open defenses, Githyanki Sage-Soldier are busy scouring the battle-field for injured Githyanki, to provide healing, and the dead, to snatch up lost Soul-Gems before they can be misplaced. </div><div><br /></div><div><b>Statblock Changes:</b></div><div><br /></div><div>Number Appearing: 1d3</div><div>Alignment: Lawful Evil</div><div>Languages: Gith, 1d4 Ancient Languages</div><div>Treasure: Soul-Stealing Blades and their Soul-Gems, plus their Spells and Spellbooks</div><div><br /></div><div>Githyanki Sage-Soldier</div><div>HD 1d3+1</div><div>AR 0</div><div>Atk Soul-Stealing Blade (1d8+1) or Spell</div><div>Mor 10</div><div>Saves (7+HD) or less</div><div><br /></div><div>Soul-Gem: See above.</div><div><br /></div><div>Soul-Stealing Blade: Githyanki Sage-Soldiers wield high-quality Blades that can only contain up to 10 HD worth of soul(s). </div><div><br /></div><div>Magic Resistance: Githyanki Sage-Soldiers have a 10-in-20 chance of resisting any spell or mana-based ability used against them.</div><div><br /></div><div>Spellcaster: Githyanki Sage-Soldiers have the ability to cast spells as an action. They have X Mana Dice (MD), where X is their HD. Their MD burn out on a "5" or "6" and on a roll of doubles or triples, they trigger Chaos. To determine what spells they know, roll on the table below. </div><div><br /></div><div>Tactics:</div><div>- Let your allies take any serious risks</div><div>- Pelt the strongest enemies with your strongest spells</div><div>- If you have any support Spells, use them to strength your allies</div><div>- Unless your allies need help, focus on recovering the Soul-Gems of the dead </div><div><br /></div><div><b><u>To customize a Githyanki Sage-Soldier, roll on the tables below:</u></b></div><div><b><br /></b></div><div><b>What do he use for protection?</b></div><div><b><br /></b></div><div><b>1d4</b></div><div>1- Regular Githyanki Armor, AR 2.</div><div>2- Heavy Githyanki Armor plus Shield, AR 4.</div><div>3- He has modified his body so he doesn't feel pain. He takes half damage from all non-magical sources. </div><div>4- He has the ability to regenerate- by spending MD, he can recover up to [sum] HP, which is the [sum] of all MD he chooses to roll. MD used like this are automatically expended.</div><div><br /></div><div><b>How many spells does he know?</b></div><div><b><br /></b></div><div><b>1d4</b></div><div>1- Only a handful, he knows 1d4+1 Spells.</div><div>2- Two fistfuls, he knows 1d6+2 Spells.</div><div>3- Many, he knows 1d8+4 Spells.</div><div>4- More than you can count, he knows 1d10+2 spells.</div><div><br /></div><div><b>What spells does he know?</b></div><div><b><br /></b></div><div><b>1d20</b></div><div>1- Break Metallic Fraternity</div><div>2- Call to Heroic Death</div><div>3- Chain Lightning</div><div>4- Fear</div><div>5- Fireball</div><div>6- Flesh to Stone</div><div>7- Force Cage</div><div>8- Healing Touch</div><div>9- Magic Missile</div><div>10- Prismatic Ray</div><div>11- Protection from Energy</div><div>12- Rogue Wave</div><div>13- Seal Shut the Tomb</div><div>14- Shackle the Spirit</div><div>15- Shield</div><div>16- Spell Deflection</div><div>17- Spell Collapse</div><div>18- Take Captive</div><div>19- Tasha's Hideous Laughter</div><div>20- Wall of Force</div><div><br /></div><div><b>Is there anything exceptional about him? </b></div><div><b><br /></b></div><div><b>1d6</b></div><div>1- Sadly, no. He is destined for madness or mediocrity.</div><div>2- He is an Adept at manipulating Souls, he has 1d4+1 Githyanki Butcher Fiends acting as his body-guards. These Butcher Fiends obey his order imperfectly, having a 50% of obeying his orders and a 50% of doing whatever they would ordinarily do.</div><div>3- He is a Necromancer and has 2d6 1 HD Undead serving him. These Undead all obey him unquestionably.</div><div>4- He is an Alchemist and carries 1d4 potions and 1d6 Anti-potions with him. </div><div>5- He has a Scry-glass. He uses this to gather information on his enemies and reports this to his allies.</div><div>6- He is afflicted with the disease of Vampirism. He takes 1d4 [1= No damage from the sun, but it gives him disadvantage on Atk rolls; 2= He takes 1 damage per round from sunlight; 3= He takes 1d4 damage a round from sunlight; 4= He takes 1d6 damage a round from sunlight] and he has the Vampiric Power of 1d4 [1= Entrancing Beauty, you must save to take harmful action against him; 2= Supernatural Strength- he counts as having a STR of 18(+3) and makes all STR checks or saves with advantage. When grappling against Medium or smaller creatures, he also has advantage; 3= Transformation, he can transform into a bat, rat, wolf or cloud of mist; 4= Command of the Unclean- 1/Day he can summon a swarm of spiders, rats or bats to aid him in battle.] </div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmPVNEA3P2XnW-Roz3tCaYl9Kf_M4Zu4wp0mT5lQLs6GAv1Jj6Ap9ddX7qK4HwrfvR7YKRGEIs6NC98SOY-RntcawsLnEJwXybuGnNzmAppF0RZo0CSr9IAFkzqXMBvwoxaRWhCNto-3LuW-B1qUwEF7gG1eDd7CCV5FTDLz5759gwl_kBBd0u4bVgkYeW/s1020/Githyanki%207.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1020" data-original-width="669" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmPVNEA3P2XnW-Roz3tCaYl9Kf_M4Zu4wp0mT5lQLs6GAv1Jj6Ap9ddX7qK4HwrfvR7YKRGEIs6NC98SOY-RntcawsLnEJwXybuGnNzmAppF0RZo0CSr9IAFkzqXMBvwoxaRWhCNto-3LuW-B1qUwEF7gG1eDd7CCV5FTDLz5759gwl_kBBd0u4bVgkYeW/s320/Githyanki%207.jpg" width="210" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">artist unknown</td></tr></tbody></table><div><b><u>Githyanki Endless</u></b></div><div><br /></div><div>Gods of War, the Hands of Death, the Githyanki Endless are their leaders and masters. These are the Githyanki who have managed to (mostly) preserve their sanity over countless reincarnations. Most of the time, they leave the raiding for souls and meat to their lesser Lieutenants, not bothering to stir from their fortresses in the Astral Sea, where they endlessly scheme and plot against their ancient enemies, their former Oppressors, the traitor Githzerai and the rivals, the other Githyanki Endless. </div><div><br /></div><div>These struggles are often pointless and ceremonial, but the Endless carry them out with absolute sincerity. They fight circular wars, swear blood-feuds that they know in their hearts are pointless and engage in pointless ceremony and formality, all to distract themselves from the fact that they will have to do this forever. The endless yawning abyss of Time waits for them and they know that the only thing waiting them is the Final Death, either at the hands of an enemy, or more likely, at their own hand. On the worst days, even Death could be preferrable to the endless, weary misery of clinging to their pale existence. </div><div><br /></div><div>They only take to the battlefield under the most dire of circumstances or when there is an immense prize to be gained. They are cruel, cunning and rather unstable. After all, what is sanity in the land of the insane? </div><div><br /></div><div><b>Statblock Changes:</b></div><div><br /></div><div>Number Appearing: 1</div><div>Alignment: Any Evil</div><div>Languages: Gith, 1d10 Ancient Languages</div><div>Treasure: Soul-Stealing Blades and their Soul-Gems</div><div><br /></div><div>Githyanki Endless</div><div>HD 1d8+2</div><div>AR 3 [Masterwork Githyanki Armor]</div><div>Atk Soul-Stealing Blade (1d10+1) or Special Attack</div><div>Mor 16</div><div>Saves (7+HD) or less</div><div><br /></div><div>Soul-Gem: See above.</div><div><br /></div><div>Soul-Stealing Blade: Githyanki Endless wield masterwork Blades that can only contain up to 12 HD worth of soul(s). </div><div><br /></div><div>Magic Resistance: Githyanki Endless have a 12-in-20 chance of resisting any spell or mana-based ability used against them.</div><div><br /></div><div>Tactics:</div><div>- Observe the battle-field, search out weak points in the enemy force</div><div>- Strike ruthlessly, with overwhelming force</div><div>- Retreat if in danger of dying</div><div><br /></div><div><b><u>To customize a Githyanki Endless, roll on the tables below:</u></b></div><div><br /></div><div><b>How has he modified his body?</b></div><div><b><br /></b></div><div><b>1d8</b></div><div>1- He has modified his body so he doesn't feel pain. He takes half damage from all non-magical sources. </div><div>2- He has the ability to regenerate- by spending MD, he can recover up to [sum] HP, which is the [sum] of all MD he chooses to roll. MD used like this are automatically expended.</div><div>3- He has replaced parts of his body with artifice, making him less organic and much tougher. He has an AR of 4 and his artifice allows him to 1d6 [1= Jump up to [20*STR modifier]' horizontally or vertically; 2= Run as fast as a horse for 10 minutes a day; 3= Bend steel bars and lift anything as heavy or lighter than a horse over his head; 4= Have resistance to poisons, poison damage and disease; 5= He has a grappling hook built into his body, allowing him to grapple creatures from a distance or easily reach high places; 6= He has claws that give him the option of making 2 Claw Attacks (1d6+2/1d6+2) and give him advantage on climbing anything that isn't smooth as metal or harder than stone.] </div><div>4- He has tattooed himself with runes of protection to make his body stronger. This gives him 1d6 [1= Resistance to 1d4 types of Elemental damage such as Cold, Fire, Lightning, etc; 2= Gives him immunity to one type of Elemental damage; 3= The ability to do +1d6 elemental damage when he successfully hits with a melee attack; 4= The ability to walk on walls or the ceiling as if gravity was altered only for him; 5= A Damage Threshold of 2d4; 6= the ability to create a shield around himself, giving himself 1d8+1 FS, he can do this 1d3+1/times per day.]</div><div>5- He has allowed a Demon to possess him in exchange for more power. Generate a Demon using the tables in this post. The Endless has access to the Demon's Diabolic Gifts, but he must comply with it's will or it will restrict him from using it's powers or perhaps even leave him. </div><div>6- He has replaced his flesh with an entirely artificial body made by long-lost artifice. He does not have HD, instead he has 10 SHP and a Damage Threshold to match. Besides being immune to poison and disease, his body also has installed in it 1d4 [1= Jets and wings that allow him to fly and levitate; 2= Active Countermeasures that cause anyone who strikes him with a melee weapon to take 1d6 lightning damage; 3= Weapons that allow him to, as an action, fire a beam of elemental energy that does 2d6 damage, save for half, every 1d4 turns; 4= The ability to manipulate magnetic fields, allowing him to manipulate metal items with thought alone (telekinesis but only against metal items).] </div><div>7- He regularly consumes exilirs and potions that make him stronger, in exchange for requiring regular doses. This cocktail of potions allows him to 1d4 [1= 1d3 times per day, absorb up to 1d6 MD worth of mana from a spell, weakening it by that much. If this reduces a spell to 0 MD, it is as if it was never cast; 2= Exude an aura of impossible charisma, any who come into contact with him must save to attack or take harmful action against him; 3= He can transform his body into a liquid state but still move and act. While in his liquid state he cannot be hurt by anything that could not affect a puddle of oatmeal and he can slip through spaces that a viscous liquid could flow through. He can switch states as a free action on his turn; 4= 1d3 times per day, he can control the weather in the local area. If in the Astral Sea, he can summon storms of emotion, memory or nightmares.]</div><div>8- He can assimilate living creatures by touching them. By touching a creature he do 1d6 STR damage to that creature. If he reduces a creature to 0 STR, that creature will melt into a puddle, as if it had all it's bones removed. He can them absorb the creature's flesh, gaining access to all that creature's memories and abilities. This absorption process is not instanteous, it takes 1d3+1 rounds of uninterrupted concentration to pull off successfully. The Endless will forget any memories gained over the next 1d8 hours unless he writes them down and he will have the ability to do anything that the creature could do that was based off it's body- ie he could do a Fighter's Secret Techniques or Martial Maneuvers or the Rogue's sneaking abilities, but he couldn't access the Wizard's spells or the Prophet's Secret Name of God. The Endless will slowly forget these abilities over the next 1d6 days. Absorbing a creature will also cause the Endless to regain X HP, where X was that creature's remaining HP when it dissolved into soup. </div><div><br /></div><div><b>How does he fight?</b></div><div><b><br /></b></div><div><b>1d3</b></div><div>1- He is a spellcaster, utilizing magic with great proficiency. He has MD equal to his HD and knows 1d8+4 spells. </div><div>2- He is armed with ancient and terrible Artifice and Runic Weapons. He primarily wields a 1d4 [1= Sword that cuts through almost anything like the other substance is hard as soft butter; 2= A flamethrower that spews jets of burning oil; 3= A repeating crossbow that can fire poisoned, electrified, burning or explosive bolts; 4= A set of artificial tentacles attached to a metal frame he wears. The tentacles are strong enough to rip a man's limbs off, delicate enough to shuffle a deck of cards and can handle multiple actions simultaneously.] </div><div>3- He is a Master Martial Artist, having achieved the highest level of one of the Martial Schools. Select one from here. </div><div><br /></div><div><b>Does he have any special abilities?</b></div><div><b><br /></b></div><div><b>1d8</b></div><div>1- He has one of the Secret Names of God. Roll on this table to determine which Word he has. </div><div>2- He can is incredibly lucky. He has 1d8 Luck Points, which he can use to increase or decrease any d20 roll by 1. These are expended once used, but refresh after a long rest. </div><div>3- He can see the future. He has the ability to see the future as an Oracle.</div><div>4- He has multiple bodies that he can control individually or simultaneously. His main body hosts his Soul-Gem, but he has 1d4 Subordinate Bodies. These bodies obey his will and can each take an action. However, they only have half as many HD as the main body. However, they do not feel pain nor can they be affected by mental effects. However, if the connection between the main and the subordinate bodies is broken, they will drop onto the ground, limp and motionless. </div><div>5- He is a Shapeshifter. He can take the form of any creature whose heart he has eaten. He has 1d20 Animal forms that he can transform into as an action. Use the rules for the Druid's Wildshape. </div><div>6- He can fly. He has a 50% of having wings or an equal chance of being able to levitate. If he has wings his flight speed is double his walking speed and he cannot stay in the air unless he's moving. If he can levitate though, his flight speed equals his walking speed and he can hover. </div><div>7- He has a Specific Death Condition. He can only be killed if he is 1d8 [1= Buried Alive; 2= Decapitated; 3= Burned to Death; 4= After death, he is chopped into pieces and buried in at least four different places; 5= Slain with a holy weapon; 6= Killed by a Hero or someone with a Pure Heart; 7= Killed by an Immortal; 8= Eaten by a Dragon, or if after death, his body is fed to one.] Otherwise, he will return to life in 7 days. </div><div>8- He is actually not a Githyanki at all. He is actually a 1d6 [1= Demon; 2= Dragon with the ability to shapeshift; 3= Demigod or lesser God; 4= Archmagi; 5= Lich; 6= An Adventurer who has just gotten really, really lucky so far.] He has all the abilities listed above, but he will not reincarnate via the Lazar Engines- the Soul-Gem he has is fake, or it contains a soul other than his own. </div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDmxpsP-hfei60Y77mkXv-yPhQDhNffJ7Azfyls94SJ9crHeNpiZqrSTCnGjrkjq_jvtDz39PlIKyQovUSjBrCwQLVxy-xeKveypH9SsmQCyr9GnW-LroBuWw58mFqD9ycfW7oUPFi3PG67UD-h6NMTbef6uju1Ky1Kc-1bhm5DGO6ICEB1Kf6qmRjUjVs/s1000/Githyanki%208.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1000" data-original-width="1000" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDmxpsP-hfei60Y77mkXv-yPhQDhNffJ7Azfyls94SJ9crHeNpiZqrSTCnGjrkjq_jvtDz39PlIKyQovUSjBrCwQLVxy-xeKveypH9SsmQCyr9GnW-LroBuWw58mFqD9ycfW7oUPFi3PG67UD-h6NMTbef6uju1Ky1Kc-1bhm5DGO6ICEB1Kf6qmRjUjVs/s320/Githyanki%208.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a href="https://www.artstation.com/artwork/o8Q6w">Thiago Almeida</a></td></tr></tbody></table><div><b><u>Shade of the Archon</u></b></div><div><br /></div><div>None of the Githyanki really know what the Archons were. They have their theories and many will claim to know the truth, but in truth, none of them were ever sure. All that is known is that they were immortal spirits that were sent by the Stranger to "help" the Githyanki, but in time became their jailors. At one time, they and the Githyanki aided each other in the struggle against the Githyanki's oppressors. But when the Archons revealed themselves to be the enemies of the Gith, the Githyanki led the revolt that destroyed them. This led to the near-destruction of the Archons. However, despite what the Githyanki initally believed, the Archons survived. </div><div><br /></div><div>The Archons continued to exist, albeit in a much reduced state. They now exist with only fractions of their former power. Some of these Shades are animalistic and bestial in terms of intelligence, lacking any real cognitive ability. Others, meanwhile, are highly intelligent and weave intricate schemes. However, regardless of their own capabilities, all the Shades of the Archon seek to unite with their other fragments. Most of them believe, whether consciously or not, that if they can recover all their lost fragments, they will regain their former power. </div><div><br /></div><div>Many of the Githyanki believe this too, which is why they hunt the Shades. Some simply want to annihilate the Shades to prevent them from ever threatening the Githyanki again, while others want to bind and enslave the Archons, both as an act of revenge, but also to utilize the impressive power some of the Shades can wield. Others seek the Shades because they believe that the Shades might know the secret of how to repair the Lazar Engines or maybe even build new ones and that's not even mentioning some of the other secrets the Shade might know: how to achieve immortality apart from the Engines, the true identity of the Stranger and much, much more. </div><div><br /></div><div>As such, despite their impressive power, the Shades of the Archon hide and skulk in the darkest places of the world, plotting and scheming to regain their power so that they might finally take their vengeance, first on the Githyanki, then on all the worlds. </div><div><br /></div><div><b>Statblock Changes:</b></div><div><br /></div><div>Number Appearing: 1</div><div>Alignment: Any Evil</div><div>Languages: All Languages</div><div>Treasure: </div><div><br /></div><div>Shade of the Archon</div><div>Damage Threshold 1d6+4</div><div>SHP [See Damage Threshold]</div><div>Atk Varies, see below</div><div>Mor 14</div><div>Saves (7+SHP) or less</div><div>Immune to Cold, Poison, Radiant and Necrotic Damage</div><div>Immune to Non-Magical Weapons</div><div><br /></div><div>Damage Threshold X: A Shade of the Archon has a Damage Threshold equal to X. It only takes damage from sources if the amount of damage equals or exceeds that Damage Threshold. If a source of damage cannot equal or exceed the Threshold, instead ignore it, as if that source did no damage. It has Super Hit Points (SHP) equal to it's Damage Threshold. Should it's Damage Threshold be breached, reduce the amount of SHP the Shade has by 1.</div><div><br /></div><div>Ethereal: A Shade of the Archon is ethereal and entirely spiritual in terms of make-up. It has no physical, corporeal form. It cannot be hurt by non-magical weapons, cold, poison, necrotic or radiant damage. It can fly and pass through objects without a spiritual aspect to them (non-magical items). </div><div><br /></div><div>Extraplanar Existence: A Shade of the Archon cannot exist on a physical plane for longer than X rounds, where X is it's SHP, unless it inhabits a physical creature, willing or otherwise. Should the Shade be unable to find a corporeal vessel within the alloted time, it fades and is banished back to the Astral Sea. </div><div><br /></div><div>Illusory Appearance: As an action, a Shade of the Archon may create an illusion over herself to alter it's appearance. The illusory disguise can be anything the Shade imagines, though how realistic it is depends on the Shade's intelligence. Additionally, the illusion fails to stand up to physical inspection.</div><div><br /></div><div>Devour Soul: If a creature is slain around a Shade of the Archon and it is not possessing a body, it can devour that soul. This causes a Shade to regain X SHP, where X is the HD that creature had while still alive.</div><div><br /></div><div>Immortal: A Shade of the Archon is immortal, untouched by time and decay. They can only be permanently killed via their Specific Death Condition. They are immune to effects that would age them and any effects or abilities that could instantly kill them, such as 'Save or Die' effects. </div><div><br /></div><div>Specific Death Condition: A Shade of the Archon has a Specific Death Condition that varies depending on what it is. If it is not killed in that way, it returns to life in 1d20 days.</div><div><br /></div><div>Tactics:</div><div>- Try to deceive the enemy, pretend to be an ally or friend</div><div>- Offer to help in exchange for power and knowledge</div><div>- Strike only when or if you have all the advantages</div><div>- Retreat if battle is not beneficial</div><div><br /></div><div><b><u>To modify a Shade of the Archon, roll on the tables below:</u></b></div><div><b><br /></b></div><div><b>How many SHP does it have?</b></div><div><b><br /></b></div><div><b>1d6+4</b></div><div>5-6: If a Shade of the Archon has 5 or 6 SHP, it makes 2 Attacks that do 1d8 psychic damage. These attacks ignore non-magical armor. It has one Ancient Power.</div><div>7-8: If a Shade of the Archon has 7 or 8 SHP, it makes 2 Attacks that do 1d10 psychic damage. These attacks ignore non-magical armor. It has 1d3 Ancient Powers. </div><div>9-10: If a Shade of the Archon has 9 or 10 SHP, it makes 2 Attacks that do 2d6 psychic damage. It has 1d4+1 Ancient Powers. </div><div><br /></div><div><b>What does the Shade looks like in it's true form?</b></div><div><b><br /></b></div><div><b>1d8</b></div><div>1- A genderless, featureless humanoid creature made of translucent red crystal. It hovers and never touches the ground. It also seems to be draped in fine fabrics that billow behind it in a phantom wind. </div><div>2- An enormous, three-eyed crocodilian humanoid with black and green scales. It has six fingers and seems to wear tattered finery from a foreign culture. Wherever it goes, organics rot, food spoils and children are troubled by nightmares. </div><div>3- A statue of pale stone, depicting a humanoid of a race you've never seen. It never seems to move, though the statue's pose and expression shift subtly whenever you aren't looking directly at it. </div><div>4- A black sphere, ringed by three orbiting rings of metal. The smallest and closest is gold studded with rubies, while the second smallest is silver, adorned with blue sapphires and pearls, while the furthest and largest ring is dull iron, adorned with opals and moonstones. Gives people headaches when they're around it for too long. </div><div>5- A three-headed, six-armed woman with cobalt-blue skin, fangs, red eyes and three serpents protruding from her back like tails. One of her serpents has a venomous bite that is save or die, another's bite can cure any poison and the third can extend life by 1d100+10 years. All three serpents are identical. </div><div>6- An inhumanly beautiful man with tattered wings and open sores, with worms crawling around under his skin. Wherever he goes, you will hear the drone of insects, as if there is a swarm of locusts passing overhead. </div><div>7- A humanoid made of flowing water that emerges from an unknown source and flows downward, forming an androgynous shape adorned with jewelry made of ice. Wherever it goes, people are struck by intense melancholia and regrets over missed opportunities from the past. </div><div>8- A glowing sillohuete made of light, usually humanoid but occasionally takes on other forms. Always brightly illuminates the area, unless it doesn't want to. Can talk but prefers to communicate through images and flowing patterns of light and color. </div><div><br /></div><div><b>How intelligent is the Shade?</b></div><div><b><br /></b></div><div><b>1d6</b></div><div>1- Bestial. This Shade is little more than an animal. It is only about as smart as a particularly clever beast. </div><div>2- Very Stupid. This Shade is rather dim. It is intelligent, but only about as smart as the village idiot. </div><div>3-4- Smart as you. This Shade is as smart as a normal member of your species. </div><div>5- Smarter than you. This Shade makes you look dumb.</div><div>6- Brilliant. This Shade possesses a towering intellect that makes you look like a drooling imbecile. </div><div><br /></div><div><b>What is it's Specific Death Condition?</b></div><div><b><br /></b></div><div>The Shade of the Archon can only be permanently destroyed if you...</div><div><b><br /></b></div><div><b>1d8</b></div><div>1- Burn it to Death. You must have a sufficiently hot fire to do this- small flames will likely be insufficient.</div><div>2- Poison it. Normal poisons likely aren't going to cut it as it doesn't have a physical body. Only one that works on spiritual beings or immortals will work. </div><div>3- Kill it with a specific weapon. There's only one weapon in this world that can kill it and odds are, you don't have it.</div><div>4- Absorb it. Get someone to drink it's soul. This is extremely hazardous, as it could either result in being possessed or exploding into giblets if you do it wrong. </div><div>5- Bind it into a container and immerse that container in the River of Souls. </div><div>6- Feed it to another Spiritual Predator of equal or greater HD. </div><div>7- Scatter it to the four corners of the universe. This will require a vast magic ritual and the ability to channel or at least direct the Elemental Chaos or one of the Winds of Magic.</div><div>8- Kill it with a specific weapon. See above. </div><div><br /></div><div><b>What Ancient Powers does this Shade have? </b></div><div><b><br /></b></div><div><b>1d12</b></div><div>1- The Shade is immune to one type of Elemental Damage. Specifically, it is immune to 1d8 [1= Fire; 2= Cold/Ice; 3= Lightning; 4= Acid; 5= Necrotic; 6= Radiant; 7= Psychic; 8= Poison.] If you roll a result for something the Shade is already immune to, roll again.</div><div>2- The Shade is resistant to one type of Damage. Specifically, it is resistant to 1d3 [1= Blunt/Bludgeoning; 2= Sharp; 3= Falling.] If you roll a result twice, the Shade is immune to that type of damage from non-magical sources. </div><div>3- The Shade can regenerate from injuries. The Shade, if below maximum HP, recovers 1 SHP every round until it reaches maximum HP.</div><div>4- The Shade can heal injuries to itself or others. As an action, the Shade can heal a creature up to 3d6 HP. It can also choose to do less than this, or a specific amount, such as healing a creature for 5 HP. It can heal a creature X times per day, where X is it's SHP.</div><div>5- The Shade can bind the souls of the dead. Should a creature perish within 100' of a Shade, the Shade can force that creature into a contest of COG. If the creature is defeated by the Shade, the Shade can bind that soul to itself. The Shade can have up to 2X HD worth of souls bound to it, where X is it's SHP. These souls stat as ghosts with the HD they had while alive and must obey the orders of the Shade, only being able to disobey if they can pass a COG save. These souls can also be sent to animate corpses, raising them as Undead. </div><div>6- The Shade can know the fears of it's enemies. By looking into a creature's eyes, a Shade can determine that creature's worst fear and make itself appear as that.</div><div>7- The Shade can command light. As an action, the Shade can turn invisible and remain so until it makes an attack or takes a strenuous action. The Shade can also conjure illusions as an action, conjuring up to X independent illusions, where X is the Shade's SHP. These illusions remain until destroyed or dismissed by the Shade. Turning invisible counts as one of the Shade's illusions. </div><div>8- The Shade can change the size of objects. As an action, the Shade can make an object shrink or grow up to 3 size categories (miniscule, tiny, small, medium, large, huge, colossal). Creatures can attempt to resist this change by passing a save. The Shade can do this X times per day, where X is it's SHP. </div><div>9- The Shade can transmute matter. Roll twice on the following table. The Shade can convert the first material into the second and vice versa. The Shade can transmute an object or up to 100 pounds of this material X times per day, where X is the Shade's SHP. Ex: If the Shade can transmute water into smoke, it can turn smoke into water. 1d20 [1= Fire; 2= Smoke; 3= Air; 4= Water; 5= Oil; 6= Ice; 7= Glass; 8= Metal; 10= Stone; 11= Crystal; 12= Blood; 13= Flesh; 14= Wood; 15= Light; 16= Sound; 17= Shadow; 18= Bone; 19= Time; 20= Spirit.] If you get this result again, roll twice more on this table, rerolling any duplicates.</div><div>10- The Shade can fly. It has a fly speed equal to double the walking speed of a Medium creature and can hover. If it can already fly, reroll this result. </div><div>11- The Shade can move objects with it's mind. As an action, the Shade can manipulate an object using Will alone. Treat this like a STR roll, but using COG instead. The Shade has a COG of 10+X (max 18(+3)), where X is the Shade's SHP. The Shade can also manipulate up to 1/2/X items at one time using it's Will (telekinesis). </div><div>12- The Shade can curse creatures. As an action, a Shade can describe the fate of a creature that can hear and understand it. That creature is then cursed and the described fate will come true. However, if the cursed has his horoscope read or is seen by a priest, oracle, outsider or God, they can diagnose the curse and tell the cursed how to break it. </div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNckECGb004S4l_DxXbOFAgT9DQeYPSLPjY4kYE0ci7tJd0rQzaQTQAgDXNxZbgZHoK1-r2couxnT-whbbh7cTjrG-FdXIRIrsUZjBlKWtcBcS7ZYMmYKQkyOaDCe8sXH06OIAvE5aTbNgnoQ61IPEwa6JQgl2C1VfivUTuLgsAZDFpC0i_7KPql_EAKBc/s1010/Githyanki%209.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1010" data-original-width="600" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNckECGb004S4l_DxXbOFAgT9DQeYPSLPjY4kYE0ci7tJd0rQzaQTQAgDXNxZbgZHoK1-r2couxnT-whbbh7cTjrG-FdXIRIrsUZjBlKWtcBcS7ZYMmYKQkyOaDCe8sXH06OIAvE5aTbNgnoQ61IPEwa6JQgl2C1VfivUTuLgsAZDFpC0i_7KPql_EAKBc/s320/Githyanki%209.jpg" width="190" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/n/e/nectim.jpg?14" data-isgroup="0" data-userid="13081318" data-username="Nectim" data-usersymbol="regular" data-useruuid="b9dda501-713d-4cb1-87b2-5c676a268a81" href="https://www.deviantart.com/nectim/gallery" style="background-color: #06070d; border: 0px; font-family: devioussans02bold, "Helvetica Neue", Helvetica, Arial, "メイリオ, meiryo", "ヒラギノ角ゴ pro w3", "hiragino kaku gothic pro", sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-size: 16px; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_12F3u" color="inherit" style="border: 0px; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Nectim</span></a></td></tr></tbody></table><div><b><u>To customize a Githyanki raid, roll on the tables below:</u></b></div><div><br /></div><div><b>Where does the invasion occur?</b></div><div><b><br /></b></div><div><b>1d4</b></div><div>1- A small town or village.</div><div>2- A medium-sized town or city.</div><div>3- A large city.</div><div>4- A gathering of a large number of people for some temporary reason, such as a festival, feast day, etc.</div><div><br /></div><div><b>Where do they come from?</b></div><div><b><br /></b></div><div><b>1d4</b></div><div>1- From the bottom of a body of water, even if it doesn't seem like it could fit that many.</div><div>2- From out of abandoned buildings, long-disused doors, or other neglected places. </div><div>3- From the sky, swooping down like winged marauders.</div><div>4- Nowhere, they seem to just appear when you're not looking.</div><div><br /></div><div><b>What heralds their arrival?</b></div><div><b><br /></b></div><div><b>1d8</b></div><div>1- Several large rifts or portals opening in the air, along the ground, or etc. </div><div>2- The weather suddenly changes with no warning. </div><div>3- Weird Weather.</div><div>4- Eerie, alien music that seems to come from nowhere. </div><div>5- The sky "bulges" and wrinkles, as if it's an enormous piece of fabric that someone is shoving up against.</div><div>6- In the weeks/days/hours before it happens, those with the ability to see into the future suddenly have visions of a sudden, violent attack coming from nowhere</div><div>7- Ripples and disturbances in the Winds of Magic. Magic may suddenly be weaker, or stronger, or may act erratically for no explainable reason.</div><div>8- Nothing at all. </div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiScWL0ugcl9jWcR8GYGC-4BTMSez7T0bXI-0jkKpXDJGdgjNCn1U99GTPxcXIwTETm3PXu-ECnWubf27ry0ldiDjTCODd6n3Uenvnn54EIiwRvHTG4j4R4tNrxf-Pol8TIFHwnOunyk9PcmMKj4bCw9eOcxPcngmspoGkdXjgyfLrVyaMYiSQ1t75qyMub/s1164/Githyanki%2010.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1164" data-original-width="827" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiScWL0ugcl9jWcR8GYGC-4BTMSez7T0bXI-0jkKpXDJGdgjNCn1U99GTPxcXIwTETm3PXu-ECnWubf27ry0ldiDjTCODd6n3Uenvnn54EIiwRvHTG4j4R4tNrxf-Pol8TIFHwnOunyk9PcmMKj4bCw9eOcxPcngmspoGkdXjgyfLrVyaMYiSQ1t75qyMub/s320/Githyanki%2010.jpg" width="227" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><div class="d30Ee" style="background-color: #06070d; border: 0px; color: #b1b1b9; display: flex; flex-direction: column; font-family: sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; vertical-align: baseline;"><div class="_2_1tx" style="border: 0px; color: inherit; display: flex; flex-direction: column; flex: 1 1 auto; font: inherit; justify-content: center; margin: 0px; padding: 0px; vertical-align: baseline;"><div class="_31DYV" style="align-items: center; border: 0px; color: inherit; display: flex; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><div class="_4GWw7 _22pif" style="border: 0px; color: var(--green5); display: inline-flex; font: var(--f-16-bld); margin: 0px 16px 0px 0px; padding: 0px; vertical-align: baseline;"><a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/m/u/muju.jpg?8" data-isgroup="0" data-userid="2852001" data-username="muju" data-usersymbol="regular" data-useruuid="b60d4252-4c13-497c-a942-d98b23ae7e0f" href="https://www.deviantart.com/muju/gallery" style="border: 0px; font: inherit; margin: 0px; overflow: hidden; padding: 0px; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_12F3u" color="inherit" style="border: 0px; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">by muju</span></a></div></div></div></div><div class="_1mcmq" style="align-items: flex-start; background-color: #06070d; border: 0px; color: #b1b1b9; display: flex; flex-direction: column; font-family: sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; padding: 0px 0px 0px 94px; text-align: start; vertical-align: baseline;"></div></td></tr></tbody></table><div><b><u>Githyanki Culture:</u></b></div><div><br /></div><div>Githyanki, when not out raiding, generally live in the Depths of the Astral Sea inside Bubble Realms. These Realms act like tiny pocket worlds that the Githyanki live in when not on mission. These also act as places to hide in from fierce opposition and storage areas for captives and plunder. A Bubble Realm is usually maintained by a powerful creature such as an Elder Dragon or Deity, but in the case of the Githyanki, they have figured out how to replace this powerful soul with artifice.</div><div><br /></div><div>Inside these realms Githyanki tend to dwell in large communities organized along extremely strict lines, ruled by tyrannical elites and draconian laws. Theirs is a society with little room for advancement or individuality, as all Githyanki are dependent on their Priests, who are entrusted to maintain the Lazar Engines. Since refusing to cooperate will mean either a delayed reincarnation or being cast out to face the Final Death, Githyanki are extremely hesitant to break the rules of their community. </div><div><br /></div><div>Usually these tribes of Githyanki, also called Hosts, are led either by the highest rank Priest, sometimes called a Priest-King or by one of the Endless. The Endless are simply the Githyanki who have managed to survive for a long period of time without needing to reincarnate. They are very rarely Priests, as Priests are expected to stay behind and protect the Lazar Engines from enemies. </div><div><br /></div><div>The only time Githyanki are ever willing to rebel against their Priests or the Endless is when they join another Githyanki Host that is willing to cut them a better deal, either with a faster reincarnation for a beloved ally, for faster reincarnation in general or in some rare cases, if a Host's Lazar Engines stop working or don't work as efficiently, a working Engine.</div><div><br /></div><div><b>Immortal Occupations:</b></div><div><br /></div><div>The Githyanki are an incredibly jaded bunch. As long as nothing goes wrong, they will live forever, so they must find some way to occupy their time. Some choose to pursue mastery in a particular field, such as sword-smithing, knitting or dance, but this is not a common pursuit, as most Githyanki are so nihilistic that the idea of trying to create anything is little more than a bad joke. Additionally, with the memory loss that sometimes occurs because of reincarnation, you could easily lose progress or interest in your projects all together. </div><div><br /></div><div>Others choose to participate in the constant and endless struggle between the Githyanki Hosts for resources, status and glory. These are the so-called "Song Wars". Unlike the "Soul Wars" which are fought to keep the Lazar Engines fueled, Song Wars are sometimes fought for vital resources or other benefits, but just as much are fought for sheer entertainment.</div><div><br /></div><div>Among the elite of the Githyanki, it is most common to pursue grand, nigh-impossible goals such as uniting all Githyanki Hosts under one banner, conquering an entire civilization, exterminate or capture all the traitor Githzerai, kill a God, Ascend to Godhood, uncover cosmic or fundamental secrets about the universe, seek true immortality without the Lazar Engines, or bring about the annihilation of souls without allowing them to reach an afterlife. </div><div><br /></div><div>And there are still others. One Githyanki Host captured entire populations and had them breed and develop an entire civilization in a contained biosphere in a Bubble Realm. They then entered this society surreptiously in disguise and played among the population, either pretending to be normal, terrorizing them, or working their way to top of the bubble-society. Then when they grew bored, they exterminated all their captives and started over. </div><div><br /></div><div>Other Githyanki periodically wipe their own memories. This helps to keep life fresh while pretending them to succumbing to madness. </div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiV86-rXpH3OXUt_tNru1VmQ0LvDxHntkQompGaGMZaTEb51A_hwCpWxFp2Pdpa-nOdtkUSPnibz4vB13B3WISgdCNHjcaMFdsaSZUvoW5LQz6XZc3q_el8okoakzmJLzhFnPLweWG0nG4H8NXtiYNQb1BfczEm2l6W83k-NvdMI5mK6FmDYTlIByiGRBoC/s1100/Githyanki%2011.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1100" data-original-width="682" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiV86-rXpH3OXUt_tNru1VmQ0LvDxHntkQompGaGMZaTEb51A_hwCpWxFp2Pdpa-nOdtkUSPnibz4vB13B3WISgdCNHjcaMFdsaSZUvoW5LQz6XZc3q_el8okoakzmJLzhFnPLweWG0nG4H8NXtiYNQb1BfczEm2l6W83k-NvdMI5mK6FmDYTlIByiGRBoC/s320/Githyanki%2011.jpg" width="198" /></a></div><div><b><u>What do the Githyanki want?</u></b></div><div><br /></div><div>All Githyanki want to keep fueling the Lazar Engines so they can continue to live. Beyond this, however, they have other goals. </div><div><br /></div><div>Over time, the Lazar Engines slowly break down and eventually cease to function. The Githyanki haven't realized it yet, but they are slowly running out of Engines. Worse, they do not know how to repair the ones they have. While the Stranger did teach them basic maintenance, eventually the Lazar Engine will develop a problem that the Priests can fix. So the Githyanki want to find any working Lazar Engines left as well as learning how to repair the ones they have.</div><div><br /></div><div>Related to this goal, the Githyanki want to find the Archons and the Stranger. They want to do this not only because they believe that the Archons and the Stranger will have information they can use on how to repair/maintain the Lazar Engines, but also because they want to subject them to the same torments that the Githyanki suffered. </div><div><br /></div><div>And finally, the Githyanki want to find their traitor kin, the Githzerai, and make them suffer for "forcing" the Githyanki into this current situation. Of course, any intelligent observer could tell you that basically nothing about the current Githyanki is anyone's fault but their own. This is an obvious and widely ignored truth- the Endless and the Priests are perfectly content to blame everything wrong with the Githyanki on the Stranger, the Archons and the Githzerai. The common Githyanki are more than willing to go along with this, as doing otherwise would mean acknowledging the ghastly deeds they have committed and continue to commit to stay alive, which no Githyanki is willing to do. This thirst for vengeance allows them to gleefully commit the cruelest and most vile acts while pretending to be the righteous ones, the oppressed victims who only do what they do out of a desperate need to survive. </div><div><br /></div><div><b>Githyanki Plot Hooks:</b></div><div><b><br /></b></div><div><b>1d10</b></div><div>1- A Noble hires the party to investigate why a couple of his villages have suddenly disappeared. When the party arrives they find signs of battle, but no survivors, bodies or anything else that would mark the sign of a normal attack.</div><div>2- The King hires the party to go visit the powerful Oracle who left the nation years ago to meditate in seclusion and ask said Oracle about the disturbing visions that his his lesser Seers have been seeing.</div><div>3- The King has had disturbing dreams of some sort of incoming attack or catastrophe, but doesn't understand what it means. He has summoned all the court's astrologists, wise men and Sages to try and determine what his dreams mean. One Noble hires you to help him, as your client believes that the only person who can answer the question is currently locked up by a jealous rival. The Noble wants you to break this person out, as their current jailers are unlikely to do so, as it will benefit their boss' rival. </div><div>4- A Sage searching for the secret of immortality has heard tales of undying warriors who come from beyond the veil to fight in great battles. He hires the players to help him investigate these strange beings and see if it is possible to lure them to a location. </div><div>5- An isolated kingdom with a cyclical calender is about to celebrate a great holiday, as it is the end of the longest cycle of their calender. Their is going to be a tournament for prize money, games and festivities. Unfortunately, the fun is being ruined by one madman who is yelling in the streets about how the end is near. Go get rid of him. If they talk to the madman, he will tell them how every time this society reaches the end of the longest cycle, warriors from beyond the veil come and destroy this civilization, leaving the survivors behind to rebuild. These legends do exist in this culture's lore, but few people actually know or believe in them now. Secretly they are all true. The Githyanki are coming. </div><div>6- The party get kidnapped by Githyanki and are taken to a Githyanki Bubble Realm where they are put into a variety of fake cities and used to train Githyanki raiders who have forgotten some of their skills, or are hunted for sport. </div><div>7- The party wake up with amnesia, on a strange island inhabited by a friendly race. They must find a way to get their memories back and maybe escape the island, which the locals insist is impossible, though they are welcome to try. Secretly, the party were kidnapped by Githyanki and had their memories wiped. This island is located within a Bubble Realm and is meant to be a simulation of a normal society for the Githyanki to amuse themselves with. </div><div>8- A wealthy client has heard tell of a mystical device that can resurrect the dead. Unfortunately, this device was lost in the Astral Sea. Fortunately, he knows how to find it (don't ask how, he won't say). Help him recover it on an expedition across time and space. Unfortunately, this device is a Lazar Engine and the Githyanki desperately want it too. </div><div>9- The players get contacted by/find the shade of an ancient God. This God claims to have once been incredibly powerful, but it was betrayed by it's worshipers who stole it's power to make themselves immortal. The God wants you to help it regain it's former power. Unfortunately, it's former worshipers are still out there, looking to finish the job. Help protect the God's Shade until it can become strong again. Secretly, this 'God' is one of the Archons who oppressed the Githyanki all those eons ago. </div><div>10- The party is in a city when it is attacked by a Githyanki raiding party. The City's leaders are in a panic until a stranger shows up and makes them an offer. He offers to lead an expedition to chase down the Githyanki and retrieve as many of their kidnapped people as possible. The leaders of the City quickly put together a punitive expedition to try and do this, putting the stranger in charge, as per his request. Now, no one actually trusts the stranger that much, but doing anything is better than giving up on those who were taken. The party is asked to go along and if the stranger does anything evil, they are fully within their rights to stab him to death and bring the expedition home. </div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgf0eQiX1Scn1TiTQZfWEoePYqyHEyTn9_lbVDWfZjeHrOyvaM9gy6ga3o-m9YSztIdBAO0FOfZ2pGnefT8yug_fO6fOECOZmM11ZtgQfxWkUZV_8ld6Orh4fHhzk9cFbAveDzczcsc67DW66FryFbvtDtTZ3IAjoJ945mAoZdVn369iJbPx0c4KO6o6mL7/s1120/Githyanki%2012.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1120" data-original-width="827" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgf0eQiX1Scn1TiTQZfWEoePYqyHEyTn9_lbVDWfZjeHrOyvaM9gy6ga3o-m9YSztIdBAO0FOfZ2pGnefT8yug_fO6fOECOZmM11ZtgQfxWkUZV_8ld6Orh4fHhzk9cFbAveDzczcsc67DW66FryFbvtDtTZ3IAjoJ945mAoZdVn369iJbPx0c4KO6o6mL7/s320/Githyanki%2012.jpg" width="236" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/n/e/neuntoterx.jpg?15" data-isgroup="0" data-userid="21236713" data-username="Neuntoterx" data-usersymbol="regular" data-useruuid="d2596939-0720-41ec-a68e-8fed1e161774" href="https://www.deviantart.com/neuntoterx/gallery" style="background-color: #06070d; border: 0px; font-family: devioussans02bold, "Helvetica Neue", Helvetica, Arial, "メイリオ, meiryo", "ヒラギノ角ゴ pro w3", "hiragino kaku gothic pro", sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-size: 16px; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_12F3u" color="inherit" style="border: 0px; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Neuntoterx</span></a></td></tr></tbody></table>Yami Bakurahttp://www.blogger.com/profile/17266174008401745128noreply@blogger.com0tag:blogger.com,1999:blog-7473866157250794633.post-91684168772244470792023-12-11T05:03:00.000-08:002023-12-11T05:03:16.530-08:00OSR: Cultivation: The Pursuit of Enlightenment, Immortality and Stronger Punches<p>This post is mostly a series of unorganized ramblings and the crude outlines of several systems designed to facilitate the ultimate Wuxia game. It is inspired by <i>Legend of the Condor Heroes</i>, <i>Dragon Ball </i>(OG and Z), <i>Crouching Tiger, Hidden Dragon</i>, <i>Amazing Cultivation Simulator</i> and likely other things I can't remember. </p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUONT1DvFRaa0Z0HUYzEN8w_aJkDZz1E7UQvg9Mfn7qJn-GTpC_m6jd70KsdIqkPZvEwvcFTpYAHzRbJw1g53gc6siQeuQMRPdJ4-muUwuAm68Jg2nSbKol8niDjnw-D6Kj_pw38_WOUmisoqXkbEqxQMoaLTJ4_hy62etz-Zlu9J9hQcNTapD6nnRN6oV/s920/Cultivation%201.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="920" data-original-width="567" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUONT1DvFRaa0Z0HUYzEN8w_aJkDZz1E7UQvg9Mfn7qJn-GTpC_m6jd70KsdIqkPZvEwvcFTpYAHzRbJw1g53gc6siQeuQMRPdJ4-muUwuAm68Jg2nSbKol8niDjnw-D6Kj_pw38_WOUmisoqXkbEqxQMoaLTJ4_hy62etz-Zlu9J9hQcNTapD6nnRN6oV/s320/Cultivation%201.jpg" width="197" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">from <a href="https://web.archive.org/web/20180814111451/http://huaban.com:80/pins/296238557/zoom">here</a></td></tr></tbody></table><div><i>"Things need to to train to defeat the Gods: lots of scenic locations to train in. Also, noodles."</i></div><div><br /></div><div>- Unknown Commenter, under Kill Six Billion Demons</div><div><br /></div><div><b><u>The Make-Up of the World:</u></b></div><div><br /></div><div>The world is divided into 4 elements.</div><div><br /></div><div><b>Fire</b>: The sun, fire, passion, lust, creativity, selfishness, desire, inspiration, art(?), ambition, South</div><div><br /></div><div><b>Air</b>: Whimsy, fun-loving, easygoing, the sky, the Heavens, spirituality, language, humility, detachment, astrology, North</div><div><br /></div><div><b>Water</b>: Tides, emotions, feminine energies, the moon, flexibility, rapid changes, agreeability, weather, East</div><div><br /></div><div><b>Earth</b>: Fertility, growth, stability, truculence, stubbornness, honor, parents, legacy, tradition, the dead, West</div><div><br /></div><div><b><u>Elemental Interactions:</u></b></div><div><br /></div><div>The Science of this is called Za Wen. This is also referred to as 'The Art of Harmonics' or simply 'Harmonics'.</div><div><br /></div><div>Fire dominates Air, Air scatters Earth, Earth swallows Water, Water quenches Fire, and so on...</div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_6li8EzPucSZpI6VSjZbjCmyzW1ICC8URI396OGy6Xm89cr48EgZ-G5ZLUaT-bCKjW2RD06Iu9dyof53KneYGb-giwPAgGZ6RStPCPcMRhJ2ugnUy7kocauaY7KHflYLQqt2pXwVj9lrswei_REsq4tTVPdXpyensd3K95XTBM7jaKuOMXrRIPVN3cIne/s884/Cultivation%202.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="884" data-original-width="537" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_6li8EzPucSZpI6VSjZbjCmyzW1ICC8URI396OGy6Xm89cr48EgZ-G5ZLUaT-bCKjW2RD06Iu9dyof53KneYGb-giwPAgGZ6RStPCPcMRhJ2ugnUy7kocauaY7KHflYLQqt2pXwVj9lrswei_REsq4tTVPdXpyensd3K95XTBM7jaKuOMXrRIPVN3cIne/s320/Cultivation%202.jpg" width="194" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">author unknown</td></tr></tbody></table><div><b><u>Cultivation:</u></b></div><div><br /></div><div>Cultivation is the manner of transforming ordinary mortals into demigods.</div><div><br /></div><div>The methods of doing this vary, but can be broken down into two broad categories:</div><div>- Internal and External.</div><div><br /></div><div>Internal is based on the principle of Internal Alchemy- creating within yourself various substances and spiritual gifts to empower yourself. This is achieved through meditation, special diets and lifestyles, proper mindset and spiritual practices. This is also sometimes referred as the "Eastern" style practice. </div><div><br /></div><div>External styles break down into 2 main paths, the <b>Path of Earth</b> and the <b>Path of Heaven</b>. </div><div><br /></div><div>The Path of Heaven is a method through which one becomes a God through receiving worship. This is a very challenging route, as it requires people to worship something very lowly at the start. Many who walk the Path of Heaven are thus already advanced Cultivators or accidentally stumbled into it and found that they had started to gain divine attributes as people came to revere them. </div><div><br /></div><div>The Path of Earth is in ways, much simpler, but also more difficult. It involves the perfection of the physical form through rigorous physical training. And we are not just referring to ordinary training or the practice of martial arts- but the training and development of the entire body. From the toenails to the eyelashes, every part that can be improved will be.</div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDFj-H6aAzgLAjD1EKgp_r3MvKZTueOzEJwsnMNFQff0SL916Zs7fjPzWrAGKFdMkyoxBxsvPwm6uP2D6OapGnZcw57g0kMuZjZMNNaMnBUbsqu7BmUbk0eiUmEDxG7NewsCyxNdhQfLjZEPE4XyB_HUJeS2c4DuF84KnCtp_CsOEft0SbFoE7S338hPBs/s1131/Cultivation%203.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1131" data-original-width="800" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDFj-H6aAzgLAjD1EKgp_r3MvKZTueOzEJwsnMNFQff0SL916Zs7fjPzWrAGKFdMkyoxBxsvPwm6uP2D6OapGnZcw57g0kMuZjZMNNaMnBUbsqu7BmUbk0eiUmEDxG7NewsCyxNdhQfLjZEPE4XyB_HUJeS2c4DuF84KnCtp_CsOEft0SbFoE7S338hPBs/s320/Cultivation%203.jpg" width="226" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><br /><div class="d30Ee" style="background-color: #06070d; border: 0px; color: #b1b1b9; display: flex; flex-direction: column; font-family: sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; vertical-align: baseline;"><div class="_2_1tx" style="border: 0px; color: inherit; display: flex; flex-direction: column; flex: 1 1 auto; font: inherit; justify-content: center; margin: 0px; padding: 0px; vertical-align: baseline;"><div class="_31DYV" style="align-items: center; border: 0px; color: inherit; display: flex; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><div class="_4GWw7 _22pif" style="border: 0px; color: var(--green5); display: inline-flex; font: var(--f-16-bld); margin: 0px 16px 0px 0px; padding: 0px; vertical-align: baseline;"><a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/m/o/mondoart.jpg?4" data-isgroup="0" data-userid="11527867" data-username="MondoArt" data-usersymbol="core_access" data-useruuid="767b5044-b268-46af-bb89-3b23458a659f" href="https://www.deviantart.com/mondoart/gallery" style="border: 0px; font: inherit; margin: 0px; overflow: hidden; padding: 0px; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_12F3u" style="border: 0px; color: inherit; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">by MondoArt</span></a></div></div></div></div><div class="_1mcmq" style="align-items: flex-start; background-color: #06070d; border: 0px; color: #b1b1b9; display: flex; flex-direction: column; font-family: sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; padding: 0px 0px 0px 94px; text-align: start; vertical-align: baseline;"></div></td></tr></tbody></table><div><b>Internal Example: The Flying Fist Art</b></div><div><br /></div><div><b>Restrictions:</b></div><div>- Must be a man</div><div>- Must be celibate </div><div>- Must not eat meat from anything that does not fly</div><div>- Must not wear armor </div><div>- Must only use fists, swords, spears, bows or daggers</div><div>- It is recommended (but not required) to not associate with things tied to Fire or Earth (Political power, status in the world, money, strong passions, sex, women, merchants, etc)</div><div><br /></div><div><b>Rank 1: Initiate</b></div><div>- Gain Basic Monk powers</div><div>- Learn spells: Feather, Aerial Armor</div><div><br /></div><div>To Ascend to Level 2, meditate for at least six months, give away all unnecessary possessions (not necessary for survival) and defeat another initiate in a duel.</div><div><br /></div><div><b>Rank 2: Novice</b></div><div>- Gain the ability to jump up to 10*STR modifier' vertically or horizontally. </div><div>- Learn spells: Anti-Gravity, Rain Parts for the Wise</div><div><br /></div><div>To Ascend to Level 3, you must spend at least 1 year meditating, give away all material possessions and ride a wild flying beast that has not been tamed, such as a Pegasi, Griffon, Wyvern, etc.</div><div><br /></div><div><b>Rank 3: Neophyte</b></div><div>- Gain the ability to cast 'Feather' on yourself as a free action. This does not require you to spend MD, but you must have at least 1 MD remaining. </div><div>- Your fists do +1d4 bonus damage on a hit. They count as magical for the purpose of doing damage. </div><div>- Learn spells: Dynamic Entry, Fogbank, Gust of Wind</div><div><br /></div><div>To Ascend to Level 4, you must spend at least 2 years in meditation and training, do a great work on behalf of the poor for no reward and hunt down a criminal Martial Artist or a group of Criminals equal to your current strength. </div><div><br /></div><div><b>Rank 4: Brother</b></div><div>- Can communicate with Birds as if you shared a language</div><div>- Your fists now do +1d6 bonus damage on a hit.</div><div>- Learn spells: Animal Messenger, Alter Gravitic Direction, Fly</div><div><br /></div><div>To Ascend to Level 5, you must spend at least 10 years in meditation and training, do a great deed on behalf of the downtrodden, defeat a Beast of Evil that flies and is as strong or stronger than you, go on a pilgrimage to meet the Simurgh, Queen of Birds. Then you must undergo the Rite of Effervescence. </div><div><br /></div><div><b>Rite of Effervescence:</b></div><div>- Over the next 7 days, you must not eat or drink anything</div><div>- You must fight an increasingly dangerous series of beasts without help from anyone</div><div>- You must shed any remaining attachments you have to this world</div><div>- Then make your final roll, a COG check. Base DC is 22.</div><div><br /></div><div><b>Modifiers:</b></div><div>+1 if it is the right time of day, season or type of weather (Max +3)</div><div>+1 if you are in a space that has good Harmonics with Air</div><div>+1 per victory in the ritual combats (Max +7 for defeating all the beasts)</div><div>+1 if you fought the beasts with nothing but spells and fists</div><div>+2 if you fought the beasts with nothing but fists</div><div>+2 if you have no material possessions at all</div><div>+2 if you have done great deeds for no material or earthly reward</div><div>+3 if you have mentored a younger Brother in the way of the Flying Fist</div><div>+3 if you did what the Simurgh told you what to do</div><div>-1 if it is the wrong time of day, season or type of weather (Max-3)</div><div>-1 if you still have any material possessions</div><div>-1 if you are in a place with bad Harmonics with Air</div><div>-2 if you still have material attachments to the world</div><div>-2 if you have any material possessions at all</div><div>-2 if you are doing this for any reason beyond the pursuit of Lightness and Justice</div><div>-3 if you are overly concerned about dying</div><div><br /></div><div>If you roll below 22, you fail to Achieve a Golden Core. Instead, a false Core, or Lead Core forms in you. This prevents any further advancement and will weaken you overall. Usually if you get this result, Brothers of the Order will go off and seek death out of shame.</div><div><br /></div><div>If you roll 22 or above, you succeed on obtaining a Golden Core. Consult the following table to see what you obtain:</div><div><br /></div><div>Not that the Higher Cores obtain not only what is listed under them, but also all the benefits of the Lesser Cores. A Core that came from a roll of "37" has every power from "22-36" as well.</div><div><br /></div><div><b>I rolled...</b></div><div><br /></div><div><b>22-26: </b></div><div>- Immunity to Altitude Sickness</div><div>- Can hold Breath for up to 30 minutes- 10 if in combat</div><div>- You do not suffer the rigors of old age </div><div><br /></div><div><b>27-31:</b></div><div>- Resistance to Cold Damage</div><div>- Your natural lifespan is doubled</div><div><br /></div><div><b>32-36:</b></div><div>- Resistance to Thunder Damage</div><div>- You become immune to being Charmed, Frightened or affected by mental effects</div><div>- Your natural lifespan is tripled</div><div><br /></div><div><b>37-41:</b></div><div>- Resistance to Lightning Damage</div><div>- You can walk on clouds, smoke and fog as if it was solid ground</div><div>- You become Ageless, ceasing to Age from this point forward</div><div><br /></div><div><b>42-46:</b></div><div>- Immunity to Cold Damage</div><div>- 1/Day can alter the weather in the local area</div><div>- Gain the Specific Death Condition: Can only die through a heroic sacrifice or by being corrupted and destroyed in the pursuit of evil</div><div><br /></div><div><b>47-48:</b></div><div>- You become immune to inhaled poisons or toxins</div><div>- If you meditate for at least 10 minutes, you can recover 1 FS per minute or 1 HP per hour as long as you don't have any Horrible Wounds</div><div>- Your wounds quickly heal and close, you cannot bleed out if you pass a CON check</div><div>- 1/Day, You can compel the allegiance of Good and Neutral flying creatures</div><div>- 3/Day, can alter the weather in the local area</div><div>- Gain Access to Karma: You gain a number of points equal to your Righteous Deeds. These can be spent like Luck Points, but do not recover once spent. Doing more Righteous Deeds will earn you more Karma, while doing Wicked Deeds will lower it.</div><div>- If you tire of this world and have at least 1 Good Karma, you can Ascend to Heaven. This will remove this character from the game, but upon making your new character, will grant a Auspicious Turn upon the Zodiac. </div><div><br /></div><div>Additionally, regardless of what kind of Core you obtain, all those who pass through the Rite of Effervescence gain the following:</div><div>- Your fists now do +1d8 damage on a hit</div><div>- Learn spells: Hyperbaric Healing, Shredding Gale, Vortex Fist</div><div><br /></div><div>If you Ascended to Level 5, you have become a Master. You may now choose to Ascend to Heaven, either through your Karma or through death, or you may remain to try and improve further on Earth, an unlikely, but not impossible task. Some Masters will choose to stick around for a while to maintain the Monastery, train the new Initiates and keep the tradition alive until their is time for them to leave this world. </div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi6sIdNDeLFOMksSO-Dl960Sx68eYBsMgwVkEd5Kzf0qjWJjmBo3SiN8cJlZhgPubdYb-C8PP5axIgyOlG1Mlqqh0rAG0Hi7CwNB3DH2hEzMPmU67hH-EUmzt6I6YnfdB56mZQYyEE5gaS45QumGyM-59GJzKHHDGiOmirKZ_A4Yk5mEh-l4xzJMF6VtO0h/s1920/Cultivation%204.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="960" data-original-width="1920" height="160" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi6sIdNDeLFOMksSO-Dl960Sx68eYBsMgwVkEd5Kzf0qjWJjmBo3SiN8cJlZhgPubdYb-C8PP5axIgyOlG1Mlqqh0rAG0Hi7CwNB3DH2hEzMPmU67hH-EUmzt6I6YnfdB56mZQYyEE5gaS45QumGyM-59GJzKHHDGiOmirKZ_A4Yk5mEh-l4xzJMF6VtO0h/s320/Cultivation%204.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a href="https://www.artstation.com/artwork/lD52do">Kudos Productions</a></td></tr></tbody></table><div><b>External Cultivation- The Path of Heaven:</b></div><div><br /></div><div>You start a cult around yourself, deifying yourself as a God. The more worship you receive, the more powerful you become. Whenever you receive worship or sacrifices, these generate Qi. You can spend Qi to activate your Divine Virtue, grant Prayers and perform Miracles.</div><div><br /></div><div><b>Acquiring Qi:</b></div><div><br /></div><div>Qi comes from <b>Worship</b> and <b>Sacrifices</b>.</div><div><br /></div><div><b>Worship</b> comes from your followers. You gain 1 Qi per day for every 10 followers you have. </div><div><br /></div><div><b>Sacrifices</b> are things your followers give you. Living sacrifices grant Qi equal to their HD. You gain 10 Qi per HD of a sacrifice. Sacrifices that are not alive instead generate Qi based on monetary or emotional value, as the two are often the same in those tied too closely to the world. You gain 5 Qi for every 10 silver something is worth. </div><div><br /></div><div>Ex: A 3 HD bull grants 30 Qi. A 100 silver comb offers 50 Qi.</div><div><br /></div><div><b>Granting Prayers:</b></div><div><br /></div><div>You can always hear the prayers of your followers. When you receive a prayer, you can choose to grant it. This costs Qi. But when you grant a prayer, there is a chance that your follower thanks you for it or offers a sacrifice. There is also a chance that a follower can become a fanatic. </div><div><br /></div><div>All followers have a X-in-10 chance of thanking you with a prayer or sacrifice when you grant a prayer. The chance varies depending on how great the request is. Bigger prayers granted are much more likely to guarantee a return. </div><div><br /></div><div>Additionally, all followers have a chance to become fanatics. Fanatics have much more powerful belief and act differently to normal followers. Fanatics generate 1 Qi per day all by themselves and unlike other followers they will always obey what they perceive as divine edicts unless you deliberately snub or mistreat them.</div><div><br /></div><div>All followers have an 1d4 chance of becoming a Fanatic when a prayer is granted. This is their 'Chance of Fanaticism'. This chance is determined once. Each time you grant a follower's prayer, roll 1d20. If you roll that number of under, he becomes a Fanatic. This number also increases by 1d4 each time you grant a prayer. You only have 3 chances to turn someone into a Fanatic- after 3 granted prayers if he isn't a Fanatic, he never will be.</div><div><br /></div><div><b>Example Prayers:</b></div><div><br /></div><div>Alicia prays for a good grade on her exam. Grant Cost: 2 Qi. Alicia's chance of Fanaticism: 1-in-20.</div><div><br /></div><div>John prays that he wins big at the casino tonight. Grant Cost: 4 Qi. John's chance of Fanaticism: 3-in-20.</div><div><br /></div><div>Melissa prays that her crush, Holland, breaks up with his current girlfriend. Grant Cost: 6 Qi. Melissa's chance of Fanaticism: 7-in-20.</div><div><br /></div><div><b>Divine Virtues:</b></div><div><br /></div><div>These are natural traits you gain as you Ascend up the divine hierarchy and become more and more godlike. Gods aren't born, they're built, one prayer and 5-cent donation at a time.</div><div>Each time you achieve a certain level of Qi or a certain number of Followers, you can gain a Divine Virtue. </div><div><br /></div><div><b>Some Divine Virtues:</b></div><div><br /></div><div>Self-Sufficiency: You do not need to eat or drink. Costs 1 Qi per day. Unlocked at 20 total Qi or 30 Followers. </div><div><br /></div><div>Incorruptible Form: You cannot be affected by diseases or poisons that do not originate from a being as powerful as you. Costs 3 Qi per day. Unlocked at 50 total Qi or 70 Followers. </div><div><br /></div><div>Immortal Resiliency: You can heal or regenerate.</div><div><br /></div><div>Unbreakable Flesh: You can give yourself a Damage Threshold.</div><div><br /></div><div>Divine Beauty: You can make yourself impossibly beautiful.</div><div><br /></div><div>Mutable Form: You can shape-shift.</div><div><br /></div><div>Break the Shackles of Earth: You can fly.</div><div><br /></div><div>The Invisible Hand: You can move objects with your mind, telekinesis. </div><div><br /></div><div>The All-Seeing Eye: You can scry. </div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3-kaxgkvby7jbTNesHE_ijeQIcYzBQ8ckPy7VN5BYD0KLrB3skYnNvOhlPw5aaO9g6S_le_gxf4kOW0ne6mK6_5ahJMPTS9asanN8SXcd1ClG7N_JIjHtV6ff-cHp_qEtVhRg8P9D7ew8tzTQokTvrHTM1pn60CbKDCp6PHRhozzOjNe41wtCUX38OCuN/s1235/Cultivation%205.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1235" data-original-width="827" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3-kaxgkvby7jbTNesHE_ijeQIcYzBQ8ckPy7VN5BYD0KLrB3skYnNvOhlPw5aaO9g6S_le_gxf4kOW0ne6mK6_5ahJMPTS9asanN8SXcd1ClG7N_JIjHtV6ff-cHp_qEtVhRg8P9D7ew8tzTQokTvrHTM1pn60CbKDCp6PHRhozzOjNe41wtCUX38OCuN/s320/Cultivation%205.jpg" width="214" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/a/r/artfulbeast.jpg?10" data-isgroup="0" data-userid="18798333" data-username="ArtfulBeast" data-usersymbol="regular" data-useruuid="e4a97fb9-e186-433e-9e9f-7bc318d25ba1" href="https://www.deviantart.com/artfulbeast/gallery" style="background-color: #06070d; border: 0px; font-family: devioussans02bold, "Helvetica Neue", Helvetica, Arial, "メイリオ, meiryo", "ヒラギノ角ゴ pro w3", "hiragino kaku gothic pro", sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-size: 16px; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_12F3u" style="border: 0px; color: inherit; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">ArtfulBeast</span></a></td></tr></tbody></table><div><b>Miracles: </b></div><div><br /></div><div>Miracles are works of Divine Power that you can perform to benefit yourself and others. They are usually rather expensive but their effects are usually very impressive. Casting Miracles is the easiest way to gather more Followers as well as to prove your superiority over other Gods. </div><div><br /></div><div><b>Example Miracles:</b></div><div><br /></div><div>Blessing of Fertility: You bless one creature, increasing it's chance of conception by 50% per point of Qi spent. If you spend 3 Qi, then any children born will have special blessings such as high intellect, great artistic ability, a talent for martial arts, etc. </div><div><br /></div><div>Divine Provision: You conjure food from the ether. 1 Qi grants enough food to feed 10 people. </div><div><br /></div><div>Induce Flourishing: One acre of land planted with crops or plants that produce foodstuffs is suddenly ready for harvest. Costs 10 Qi per acre. If you spend an additional 5 Qi, it's a bumper crop. </div><div><br /></div><div>Fire from Heaven: You summon devastation from the sky that destroys a target of your choice using an appropriate method (fire, terrifying storm, meteor impact, etc). 1 Qi can instantly kill a mortal creature, 10 Qi can destroy up to 100 mortals, 30 Qi can destroy a small city, 50 Qi can destroy a large city or an equivalent area. </div><div><br /></div><div><b>Aspects:</b></div><div><br /></div><div>All Gods are tied to one particular thing or series of things. For example: War, Fertility, Weather, The Harvest. You start with one aspect. As you Ascend the divine hierarchy, you can gain new aspects. Aspects grant you discounts when performing Miracles. For example, a Harvest God will be able to provide his followers with a good harvest for less Qi than a War or Death God.</div><div><br /></div><div>You can gain Aspects in two ways, by doing lots of things in the world related to that thing, or by killing and eating other Gods related to that thing. If you want to be a War God, bless Warriors, Go to War, encourage your followers to spread your religion through force, etc.</div><div><br /></div><div>You can also steal Aspects from other Gods by defeating them and assuming their responsibilities. </div><div><br /></div><div><b>Defeating/Destroying a God:</b></div><div><br /></div><div>Firstly, you might just be able to kill them. Not all Gods are immortal and even the ones that are might still be able to die, it will just take more work. </div><div><br /></div><div>Secondly, if murder isn't an option, you can defeat a God by destroying his supply of Qi. Without worship and sacrifices, he won't have any Qi and thus will just be an ordinary creature, who you could then destroy. So kill his Followers, destroy his temples, humiliate his priests and steal his sacrifices. </div><div><br /></div><div><b>Becoming Immortal:</b></div><div><br /></div><div>As you gain more total Qi or gain enough total Followers, you ascend up the Divine Hierarchy. The higher you are, the tougher you are to kill.</div><div><br /></div><div><b>50 total Qi or 100 Followers</b>: You stop aging. As long as you spend 5 Qi per day, you won't age and can't be aged magically.</div><div><br /></div><div><b>100 total Qi or 200 Followers</b>: You become Ageless. You don't age and cannot be aged magically. </div><div><br /></div><div><b>200 total Qi or 500 Followers</b>: You gain the Specific Death Condition: I cannot die unless it is through heroic sacrifice or I become corrupt and am destroyed by a hero. If I do not die under one of these conditions, you return to life in 1d8+2 days. </div><div><br /></div><div><b>300 total Qi or 1,000 Followers</b>: You gain the Specific Death Condition: I cannot die unless I am killed by someone with equal than or greater HD than me, or by another God. If I do not die under one of these conditions, I will return to life in 1d6+1 days. </div><div><br /></div><div><b>500 total Qi or 3,000 Followers</b>: You gain the Specific Death Condition: I cannot die unless I am killed by another being with equal or greater power than me. If I do not die under one of these conditions, I will return to life in 1d4 days. </div><div><br /></div><div><b>100 total Qi or 10,000 Followers</b>: You gain the Specific Death Condition: I cannot die as long as I have at least 500 worshipers or receive 300 Qi worth of sacrifices in a month. If I do not die while one of these conditions is in effect, I return to life in 1 day.</div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJzfbIwjyZpxunp7NquVyawQXyXqnaX6z1wzx76HlW4hspYu1rYRWdEFg4mFOqnAxoVSru2KO9eW0CL6NhOTopBV8ZIWpGmmPh4cx_Q1z9RVyny0T_qs4eh2Z972Hs4BhGNC59G0NU8-9EaCtTUFBmfgjm6leZCHT2hHvfQ3XfS_UH7j-rhFoZQSnBdtEF/s1820/Cultivation%206.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1121" data-original-width="1820" height="197" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJzfbIwjyZpxunp7NquVyawQXyXqnaX6z1wzx76HlW4hspYu1rYRWdEFg4mFOqnAxoVSru2KO9eW0CL6NhOTopBV8ZIWpGmmPh4cx_Q1z9RVyny0T_qs4eh2Z972Hs4BhGNC59G0NU8-9EaCtTUFBmfgjm6leZCHT2hHvfQ3XfS_UH7j-rhFoZQSnBdtEF/s320/Cultivation%206.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a href="https://www.artstation.com/artwork/PmO2l1">Felipe Martini</a></td></tr></tbody></table><div><b><u>External Cultivation- The Path of Earth:</u></b></div><div><br /></div><div>External Cultivation following the Path of Earth is about the total mastery of one's physical form. It does this through the enhancement of the body through training and the synchronization of Soul and Body. </div><div><br /></div><div>As such, training in this method involves two methods- <b>Training</b> and <b>Modification</b>.</div><div><br /></div><div><b>Training</b> is as it says- repeating certain actions to improve your skill, as well as your body's ability to endure such activities. Examples for this include but are not limited to physical exercise, lifting weights, exposing oneself to extreme temperatures and ingesting small amounts of poison, just to name a few.</div><div><br /></div><div><b>Modification </b>involves the changing of one's physical body through the use of external surgery, meditation, consuming various substances such as toxins, poisons, narcotics, hallucinogens and various other methods. </div><div><br /></div><div><b>An Example: The Iron Oath Art</b></div><div><br /></div><div>Practitioners of the Iron Oath Art spend their time trying to increase the strength of their muscles, the toughness of their flesh and the endurance of their natural weapons.</div><div><br /></div><div><b>Muscles: </b></div><div><br /></div><div>Training- Spend your time doing hardcore physical training. Carry a piglet up a mountain each day. Do this until the hog grows to it's full size. When you can carry the full-sized pig, find a bigger animal or something heavier and start over.</div><div><br /></div><div>Modification- Cut yourself open and have them sew the muscle fibers from stronger creatures into your own. This is highly dangerous and extremely painful, of course. It will also require you to find said more powerful creatures and kill them to steal their muscle fibers. </div><div><br /></div><div><b>Flesh:</b></div><div><br /></div><div>Training- Subject your flesh to repeated physical trauma. Punch ironwood trees for hours a day. Hire someone to beat you with first a leather strap, then a stick, then an iron rod. Make the bludgeon harder and more dangerous as you can endure the former without flinching. Bathe in super-hot water. When that no longer bothers you, switch to boiling water. When you're used to that, try acid or molten metal.</div><div><br /></div><div>Modification- Take drugs or substances that damage your nerves and make it harder to feel pain. Consume metal, in powder, shavings or flakes. Tattoo yourself with ink made partially from the blood of mighty shellfish or creatures with tough hides.</div><div><br /></div><div><b>Natural Weapons:</b></div><div><br /></div><div>Training- Bite things until you can break them. Start with ice cubes, move up to nuts, then try soft metals like gold. Move up when you crush something between your molars.</div><div><br /></div><div>Modification- Replace your teeth with those of stronger predators or mighty herbivores. If you want claws, rip out your nails and replace them with metal or the claws of powerful beasts.</div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZ5SpclfycYkiPO8EuUH5UN95Yx3KnGvlw8ydMwTDw3jQYdxUKwB2ncTir29ZFaaQP54WgZSewOuJJHBvCEhYTA04w6xHSDHW3EtTgPVoIaQH7L_cfTsDwJBLNvtMcI050cwknfn6bb9s2Ut9E3_oZSmWoELHCvsbzbJOyKELTsgjdSbXeir8QuIg7lgDM/s872/Cultivation%207.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="872" data-original-width="800" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZ5SpclfycYkiPO8EuUH5UN95Yx3KnGvlw8ydMwTDw3jQYdxUKwB2ncTir29ZFaaQP54WgZSewOuJJHBvCEhYTA04w6xHSDHW3EtTgPVoIaQH7L_cfTsDwJBLNvtMcI050cwknfn6bb9s2Ut9E3_oZSmWoELHCvsbzbJOyKELTsgjdSbXeir8QuIg7lgDM/s320/Cultivation%207.jpg" width="294" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a href="https://www.deviantart.com/sandara/art/Forest-Shaman-66212376">sandara</a></td></tr></tbody></table><div><b>The Progress Track:</b></div><div><br /></div><div>A new member joins the Sect. He is known as an Initiate. The Initiate is given a series of challenges to complete. When he can complete them, he can move up the hierarchy. If he cannot, he should stop complaining and keep training.</div><div><br /></div><div><b>To Advance, an Initiate must be able to:</b></div><div>- Carry a full-sized pig up the mountain to Blueglass Pond and back within 6 hours</div><div>- Endure a beating with a wooden rod without crying out in pain</div><div>- Crush a peanut in his jaws</div><div><br /></div><div>Initiates that successfully Advance become Novices. </div><div><br /></div><div><b>To Advance, a Novice must be able to:</b></div><div>- Carry a full-sized cow up the mountain to the river's source and back within 3 hours</div><div>- Endure a beating with an iron rod without crying out in pain or suffering serious damage</div><div>- Crush a walnut in his teeth </div><div><br /></div><div>Novices that successfully Advance become Neophytes. </div><div><br /></div><div><b>To Advance, a Neophyte must be able to:</b></div><div>- Carry a water buffalo up to the mountain peak and back within 2 hours</div><div>- Endure a beating with a cat o' nine tails without crying out or suffering serious damage</div><div>- Crush a silver ingot in his teeth</div><div><br /></div><div>Neophytes that successfully Advance become Brothers. </div><div><br /></div><div><b>To Advance, a Brother must be able to: </b></div><div>- Carry a full-grown elephant up to the mountain peak and back within 1 hour</div><div>- Endure a mortal swordsman attempting to cut him for 1 minute without suffering anything beyond superficial damage or showing any signs of serious pain</div><div>- Crush an iron ingot in his teeth</div><div><br /></div><div>Brothers that successfully Advance become Masters. </div><div><br /></div><div><b>To Advance, a Master must be able to:</b></div><div>- Carry a hyper-dense object across the world to the end of the world</div><div>- Be struck by a fellow master at full power and not suffer serious injury or die</div><div>- Crush a piece of adamantium in his teeth</div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjMWiuCNpPyUk4aRdnPjomkL6kxatyFPVLwNlPoC-Gl8acHflr7SM7gdRgkK7GNWp0c41nFKitq3U-AeGyo_j1Icj9CPspoHSgpLO1oSb5YghWPghfc6uCJs_YQuQPIvXw4nfoNH7klUqPrtNOQ7JG7oFYAMLbEH9Y9MKDIIFw11Y-1YCPO926hzhjw0DUL/s828/Cultivation%208.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="828" data-original-width="828" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjMWiuCNpPyUk4aRdnPjomkL6kxatyFPVLwNlPoC-Gl8acHflr7SM7gdRgkK7GNWp0c41nFKitq3U-AeGyo_j1Icj9CPspoHSgpLO1oSb5YghWPghfc6uCJs_YQuQPIvXw4nfoNH7klUqPrtNOQ7JG7oFYAMLbEH9Y9MKDIIFw11Y-1YCPO926hzhjw0DUL/s320/Cultivation%208.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a href="https://www.deviantart.com/lucasparolin/art/Meditation-753394512">LucasParolin</a></td></tr></tbody></table><div><b><u>Mechanical Notes- How it Works:</u></b></div><div><br /></div><div>Cultivators following the Path of Earth, while capable of insane physical feats, cannot achieve these through sheer physicality alone. At a certain point, the limits of material become apparent. As such, the secret of how they work is that they super-charge their bodies and enhance their already extremely impressive abilities through the use of their Chi. A physical Cultivator without his Chi is a terrifying warrior, but one with his Chi is less an enemy and more an unrelenting force of total destruction, more comparable to a tsunami or a tornado.</div><div><br /></div><div>Physical Cultivators as such activate their abilities by entering a Trance State called, Sho-Ri or 'The Emptiness'. In this state, they can control their body manually and feed Chi directly to whatever part of their body they are currently trying to improve. </div><div><br /></div><div>It takes concentration to enter Sho-Ri. To do so, one must meditate for at least 1 minute or successfully pass a COG check. On a success, one enters this enlightened state, where the limits of the physical world become easier to ignore. However, one must be careful, as the flesh is seductive. Should one take significant damage, encounter a novel or dangerous or particularly potent stimuli or simply have their concentration lapse, the External Cultivator can easily be ejected from Sho-Ri.</div><div><br /></div><div>Additionally, while Sho-Ri allows one to bend the rules of the physical world, the laws of the world are not easily flouted. As such, each part of an External Cultivator's body has a Tolerance. Whenever you attempt to enhance it, you must roll under or equal to the Tolerance of that part of the body. Each time you enhance that part of the body, you add a +1 bonus to any Tolerance roll. Roll over it and you breach that body part's Tolerance, which results in taking damage and potential serious injury to that part of the body. </div><div><br /></div><div>As long as you do not breach Tolerance, any bonuses to a body part's tolerance disappear once the Cultivator has a chance to eat and rest for at least 8 hours, though it should be noted that many External Cultivators consume vastly more calories than a normal person and can sleep for up to a week if they get the chance. </div><div><br /></div><div><b>Example:</b></div><div><br /></div><div>Kongo Yala is a External Cultivator following the Path of Earth. As a Practitioner of the Iron Oath Art, he can enhance his Muscles, his Flesh and his Natural Weapons. </div><div><br /></div><div><b>Muscles:</b></div><div>- If he enhances his Muscles, he can act as if he had a STR ability score of 17(+2) and has advantage on all STR checks and ability scores. He can also pick up and throw anything less heavy than a horse. </div><div>- His Muscles have a Tolerance of 12. Current bonus: +2.</div><div><br /></div><div><b>Flesh:</b></div><div>- If he enhances his Flesh, he gains a Damage Threshold of 8. Any damage less than "8" is ignored as if it did not happen.</div><div>- His Flesh has a Tolerance of 10. Current bonus: +1.</div><div><br /></div><div><b>Natural Weapons:</b></div><div>- If he enhances his Natural Weapons, his bite attacks do 1d10+Atk damage and can bite through anything an axe could cut through, though he gets -4 to attack anyone with a bite attack if they aren't using a small weapon (dagger, shortsword, brass knuckles, etc). His claws do 1d8+STR+Atk damage on a hit and can cut through anything softer than metal.</div><div>- His Natural Weapons have a Tolerance of 13. Current bonus: +4. </div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9NZTAqVrDBjLBlnagkPiFvVWl5aPx69NHg9Wb6P9V6MbbHu1rZ4IhTn4b0anMwlraLpW_wYeTZdltWFnNoYBWNVGSaDq-JnGvgdbCLstziom3YaorqKMiBWXkEknA2_5OifU1cGMibnCkEKqFhyAaGKU_DuRuTqCXhlsUH-HsOdF-O9QOaEK_OLxNKw3h/s1051/Cultivation%209.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1051" data-original-width="761" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9NZTAqVrDBjLBlnagkPiFvVWl5aPx69NHg9Wb6P9V6MbbHu1rZ4IhTn4b0anMwlraLpW_wYeTZdltWFnNoYBWNVGSaDq-JnGvgdbCLstziom3YaorqKMiBWXkEknA2_5OifU1cGMibnCkEKqFhyAaGKU_DuRuTqCXhlsUH-HsOdF-O9QOaEK_OLxNKw3h/s320/Cultivation%209.jpg" width="232" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><div class="d30Ee" style="background-color: #06070d; border: 0px; color: #b1b1b9; display: flex; flex-direction: column; font-family: sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; vertical-align: baseline;"><div class="_2_1tx" style="border: 0px; color: inherit; display: flex; flex-direction: column; flex: 1 1 auto; font: inherit; justify-content: center; margin: 0px; padding: 0px; vertical-align: baseline;"><div class="_31DYV" style="align-items: center; border: 0px; color: inherit; display: flex; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><div class="_4GWw7 _22pif" style="border: 0px; color: var(--green5); display: inline-flex; font: var(--f-16-bld); margin: 0px 16px 0px 0px; padding: 0px; vertical-align: baseline;"><a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/t/h/the-last-phantom.jpg?4" data-isgroup="0" data-userid="32091409" data-username="The-Last-Phantom" data-usersymbol="core_plus" data-useruuid="ccf9f038-1d27-4ba1-9871-b0347320db46" href="https://www.deviantart.com/the-last-phantom/gallery" style="border: 0px; font: inherit; margin: 0px; overflow: hidden; padding: 0px; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_12F3u" style="border: 0px; color: inherit; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">by The-Last-Phantom</span></a></div></div></div></div><div class="_1mcmq" style="align-items: flex-start; background-color: #06070d; border: 0px; color: #b1b1b9; display: flex; flex-direction: column; font-family: sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; padding: 0px 0px 0px 94px; text-align: start; vertical-align: baseline;"></div></td></tr></tbody></table>Yami Bakurahttp://www.blogger.com/profile/17266174008401745128noreply@blogger.com0tag:blogger.com,1999:blog-7473866157250794633.post-19937502546278313522023-12-01T14:13:00.000-08:002023-12-01T14:13:05.691-08:00OSR: Yugoloths: Ripened Company<p><br /></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgje1asj7wFM3iqOKJZXnkGCvxk2_CXoiEm_7gR3zdmRKmTBT2HiPDMytkYAoUHR9tZbbBISv6JBQ5FxvZ1uVLlrlFJaj6ev_wKGXD5LeLjA9G_8f5vG-3cEkCZjNL0UOU66Ox4vJA_fhgiCRD8424S60Y3IcKzT8gqIJW7kGaM6fiUsDWjj8AnBR1BaQ27/s3009/Yugoloth%20Verdaloth%201.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="3009" data-original-width="1920" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgje1asj7wFM3iqOKJZXnkGCvxk2_CXoiEm_7gR3zdmRKmTBT2HiPDMytkYAoUHR9tZbbBISv6JBQ5FxvZ1uVLlrlFJaj6ev_wKGXD5LeLjA9G_8f5vG-3cEkCZjNL0UOU66Ox4vJA_fhgiCRD8424S60Y3IcKzT8gqIJW7kGaM6fiUsDWjj8AnBR1BaQ27/s320/Yugoloth%20Verdaloth%201.jpg" width="204" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a href="https://www.artstation.com/artwork/rrE62">Victoria Yurkovets</a></td></tr></tbody></table><p></p><p><b><u>Other Yugoloths:</u></b></p><p><a href="https://www.remixesandrevelations.com/2020/07/osr-yugoloths-shiver-squad.html">Shiver Squad</a>: Shock Troops</p><p><a href="https://www.remixesandrevelations.com/2020/10/osr-yugoloths-gelid-squad.html">Gelid Squad</a>: Silk-workers, infiltrators and spies</p><p><a href="https://www.remixesandrevelations.com/2020/11/osr-yugoloths-bluster-platoon.html">Bluster Platoon</a>: Magical powerhouses, negotiators and administrators</p><p><a href="https://www.remixesandrevelations.com/2021/02/osr-yugoloths-vernal-company.html">Vernal Company</a>: Amphibious Light Infantry</p><p><a href="https://www.remixesandrevelations.com/2021/04/osr-yugoloths-floral-squad.html">Floral Squad</a>: Magically gifted Lordlings rejected by their peers</p><p><a href="https://www.remixesandrevelations.com/2021/05/osr-yugoloths-sumhigh-squad.html">Sumhigh Squad</a>: Sappers and Siege Specialists</p><p><a href="https://www.remixesandrevelations.com/2022/12/osr-yugoloths-swelter-squad.html">Swelter Squad</a>: Magical Ninjas and Assassins</p><p>There is a City, much known, but widely feared, a glittering promise. Buried in an inhospitable desert, concealed by enormous, shifting dunes, it glints like a mirage, a glittering oasis of green and glass, shining spires rising out of the sand. One would think it a hallucination until you walk the streets, wide and paved, passing the performers, the singers and jugglers, the tumblers and dancers, the vendors hawking everything from grilled lizard on skewers to glossy robes in the finest fashions. It is a City of wonders and glorious excesses, where any injury can be healed, where immortality can be found, where any pleasure, no matter how depraved, can be indulged. It is a drunken, swirling fever dream; it is the City called Al-Kanari, Queen of Oasises, Jewel of the Desert, and it is the City of the Verdaloths. </p><p><b><u>The Verdaloths:</u></b></p><p>The Children of Sorrowful Jane, the Verdaloths were one of the few success stories the Sewing Circle had when creating the Yugoloths. Created to be healers and support units to their brothers, the all-female Verdaloths proved to be imminently capable at their jobs, healing and sustaining any Yugoloths they trained with. But when the Book of Names disappeared, the Verdaloths did not scatter to the winds. Instead, they traveled with their kin, supporting Yugoloth armies and providing vital support. They were prized by other Yugoloths, who spend large amounts of time and energy trying to court them. </p><p>It was that, most likely, that dashed the Sewing Circle's careful plans. For the Verdaloths possessed the one flaw that all Yugoloths possessed, the one thing they had learned from the Sewing Circle above all: greed. The Verdaloths slowly realized how valuable their powers were and how not only valuable they could be to other Yugoloths, but to outsiders. In fairness, it was probably only a matter of time before they followed their brothers and went rogue. </p><p>The Verdaloths left and as a group, went looking for a home. For a time they traveled, being greeted first with fear, then suspicion, then finally joyous celebration. They healed the sick, made the lame walk and the blind see. They were a blessing and people flocked to them. Not that they worked for free, of course. Even back then, getting a Verdaloth to heal you was expensive. But it was safe, effective and almost instanteous. Who wouldn't leap at such an offer? And so the Verdaloths became rich. But wealth attracts parasites and thieves, those who wish to take what you have. Additionally, when you're nomadic, it's hard to actually carry enormous quantities of wealth. There is a reason why nomadic people measure wealth in things that can move, like livestock. </p><p><b><u>The City:</u></b></p><p>So the Verdaloths concocted a plan. They could have easily settled in almost any city or nation, but they didn't want to be bound to anyone, nor have to follow anyone else's rules. So they went out into the badlands and found a tiny oasis out in the desert along a forgotten stretch of coast, visited only by the occasional smuggler's skiff and the herdsmen who brought their goats here to drink. There they built a City, a decadent, glowing metropolis where anything was for sale and nothing was off the table. </p><p>From there, the Verdaloths send out their emmissaries and their agents to promote business, collect debts and inspire people to come and visit them with tales of miracles. Injuries healed, lost limbs regrown, life extended, youth and beauty restored: all available, for an appropriate fee. </p><p><b><u>Verdaloth Organization:</u></b></p><p>Unlike their fellows, the Verdaloths do not hold to a more traditional military-esque hierarchy. They instead are divided up into Sororities, semi-autonomous orders that function like the halfway point between guilds, social clubs and secret societies. Together, these Sororities govern the City of Al-Kanari, feuding and squabbling with each other, usually only cooperating in the face of an external threat or a sufficiently large business opportunity. </p><p>The Sororities are each run by a Matriarch. Each Sorority assigns their leader a different title as befitting the traditions and culture of the Sorority. From there, each Sorority will have it's own focus; some focus on aesthetic improvements and the pursuit of beauty, while others work to develop new and more efficient biological weapons, some investigate diseases and their interaction with life and various other pursuits. </p><p>The Verdaloths who carry out this research are the upper-tier of the Sorority, the Elder Sisters. Below them you will find the common Sisters, who help the Sorority run it's various businesses in the City, as well as assisting their Elders with research and other things they need done. Finally, lowest of all are the Daughters, who are sent out into the world to handle commissions, drum up business and maintain the reputation of the Verdaloths as miracle healers and a worthwhile investment.</p><p>Most of the time, if you are not in Al-Kanari, any Verdaloths you will meet are either Daughters or low-ranking Sisters who are out on assignment. </p><p><b>A Note on Appearance:</b></p><p>Verdaloths are the masters of flesh and bone- as such, they often look radically different from their base forms or how they did when they were born. Verdaloths are hatched from eggs and emerge with an insectile appearance, resembling large grubs or larvae. They then pupate, emerging from their cocoons in humanoid forms, though they keep their insect features, such as antennae, carapace, a hard shell, compound eyes and the like.</p><p>Verdaloths do not usually show off their true forms, though most of them don't think of their bodies like other mortals would. To them, their bodies are naturally plastic, so changing them is not so great a burden. As such, Verdaloths will change their form to fit new stages in their life, a change in social status, on the orders of a higher-ranked Verdaloth, or for aesthetic or practical reasons. More information on how a Verdaloth might look can be found below or by a particular Verdaloth's profile. </p><p><b>A Note on their status as Yugoloths:</b></p><p>The Verdaloths are content to assist their kin for reduced prices, but they are largely uncaring toward the other Yugoloth factions. They have achieved wealth and power and now they are loathe to risk any of it. They are on cordial relations with their Mother, Sorrowful Jane, and will occasionally assist her with her plans, for a fee. </p><p>The location of their Book of Names is unknown. Some speculate that it was abandoned in the desert, or tossed into a deep gorge. Others speculate that it is hidden somewhere in Al-Kanari, as the Yugoloths are covetous and selfish above all, and would never abandon a potential attempt to dominate others. </p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEifA-IN6whv3el2qQ0g6FlhCZbe_JQ8GfLVq1dzYdSB8iCjIrytmzbRpoeUuuis5l9PC-Q3j1wQwQzQPGqZ4VQRiWK4oTNfgtVKWhGNjxyMZn_CghrYMWiwcxfx_SgEql_7ezy5cH1O4uh9kmd2lDGbVKZxOyZnmZyarmaBenU2rc9p375hF8dIpRfnwjLh/s897/Yugoloth%20Verdaloth%202.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="891" data-original-width="897" height="318" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEifA-IN6whv3el2qQ0g6FlhCZbe_JQ8GfLVq1dzYdSB8iCjIrytmzbRpoeUuuis5l9PC-Q3j1wQwQzQPGqZ4VQRiWK4oTNfgtVKWhGNjxyMZn_CghrYMWiwcxfx_SgEql_7ezy5cH1O4uh9kmd2lDGbVKZxOyZnmZyarmaBenU2rc9p375hF8dIpRfnwjLh/s320/Yugoloth%20Verdaloth%202.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/k/i/kiguri.jpg?7" data-isgroup="0" data-userid="772787" data-username="Kiguri" data-usersymbol="regular" data-useruuid="21c0430e-a6b8-46ab-8474-c251264cad15" href="https://www.deviantart.com/kiguri" style="background-color: #06070d; border: 0px; font-family: devioussans02bold, "Helvetica Neue", Helvetica, Arial, "メイリオ, meiryo", "ヒラギノ角ゴ pro w3", "hiragino kaku gothic pro", sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-size: 16px; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_12F3u" color="inherit" style="border: 0px; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Kiguri</span></a></td></tr></tbody></table><div>Number Appearing: 1 + X Bodyguards (see below)</div><div>Alignment: Lawful or Neutral Evil</div><div>Languages: The secret Yugoloth tongue, their Sororities' secret language, the lingua franca, 1d4 other local languages</div><div>Treasure: Varies depending on the Sorority and status of the Verdaloth (see below) </div><div><br /></div><div>Base Verdaloth Statblock:</div><div>HD Varies, see below</div><div>AR Varies, see below</div><div>Atk One weapon Attack or One spell, see below</div><div>Mor 8</div><div>Saves (7+HD) or less</div><div><br /></div><div>Innate Spellcasting: Verdaloths have Mana Dice (MD) equal to their HD. They does not trigger Chaos, but their MD do burn out on a 5 or 6. They know the spells <a href="https://www.remixesandrevelations.com/2019/02/glog-ifying-fifth-edition-spells-d.html">Alter Self</a>, <a href="https://www.remixesandrevelations.com/2017/10/osr-biomancers-fleshsculptors-bone.html">Healing Touch</a> and X other spells. To determine which, roll on the Verdaloth Spell table below. </div><div><br /></div><div>Regeneration: Verdaloths can absorb Mana to heal themselves. As a free action on their turns, they can convert MD to HP. They do this by rolling as many MD as they want. They then recover [sum] HP. MD used like this are automatically burned out. </div><div><br /></div><div>Reinforcements: All Yugoloths know at least one of the True Names of their kinsmen, usually a member of the same squad. However, because they will not compel their kinsmen to respond, and because most Yugoloths are selfish by nature, their kinsmen will not always respond. As an action, the Yugoloth can attempt summon that other Yugoloth to aid them in whatever the first Yugoloth was doing. </div><div><br /></div><div>Any member of Ripened Company has a 20% of being able to summon back-up from their own Sorority, or a 50% of summoning a Yugoloth from another unit. The Officers of Ripened Company have a 50% of summoning a Yugoloth from their own Sorority and a 80% of summoning a Yugoloth from another unit. </div><div><br /></div><div>Tactics:</div><div>- Hide behind your Bodyguards</div><div>- Avoid anything that could endanger you</div><div>- Only fight if the odds of actually being in danger are extremely low</div><div>- If in danger, run or if that's not possible, beg for your life</div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh-T3UvRqmbxXXrZwO5Q6I8BN5Ct3juU1jfIkNJ1h2Dk2uVidL68c7NlYjYL7gaC8iezKZsLznQKqhZWmAGVKJXmJwKWmiROXZmOOQm8Uh_GDqSQ6PNY7l7yG1D3MyVZ9CS1DuDCUgn7TCVwz0Nq_-wv0YGFuGLQ3tWb6p0zXIx9d9SS52rBBn4UMaE37IF/s900/Verdaloth%203.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="900" data-original-width="636" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh-T3UvRqmbxXXrZwO5Q6I8BN5Ct3juU1jfIkNJ1h2Dk2uVidL68c7NlYjYL7gaC8iezKZsLznQKqhZWmAGVKJXmJwKWmiROXZmOOQm8Uh_GDqSQ6PNY7l7yG1D3MyVZ9CS1DuDCUgn7TCVwz0Nq_-wv0YGFuGLQ3tWb6p0zXIx9d9SS52rBBn4UMaE37IF/s320/Verdaloth%203.jpg" width="226" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/m/a/maxa-art.gif?2" data-isgroup="0" data-userid="2100617" data-username="Maxa-art" data-usersymbol="regular" data-useruuid="53ecac37-f971-4bec-bf13-54323c1eb1f2" href="https://www.deviantart.com/maxa-art" style="background-color: #06070d; border: 0px; font-family: devioussans02bold, "Helvetica Neue", Helvetica, Arial, "メイリオ, meiryo", "ヒラギノ角ゴ pro w3", "hiragino kaku gothic pro", sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-size: 16px; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_12F3u" color="inherit" style="border: 0px; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Maxa-art</span></a></td></tr></tbody></table><div><b><u>To customize a Verdaloth, roll on the tables below:</u></b></div><div><b><br /></b></div><div><b>What is this Verdaloth's status?</b></div><div><b><br /></b></div><div><b>1d4</b></div><div>1- Daughter. One of the lowest members of her Sorority, this Verdaloth is busy dealing with the contracts that her superiors require her to carry out. She is overworked and busily getting disillusioned to the true state of her situation. She has 3 HD, AR 2 and 3 MD. </div><div>2- Sister. An occupant of a lowly rung of her Sorority, this Verdaloth has a bit more power than a Daughter, which she guards with every ounce of her strength. Unlike a Daughter, she is likely to have her own agenda, as well as rivals to contend against. She has 4 HD, AR 3 and 4 MD. </div><div>3- Exile. This Verdaloth does not belong to any Sorority, but was expelled from the company of her kin and her City. She was given some wild quest or scheme to accomplish. Should she be able to do so, she will be able to return as a full member of their society. Fail to do so and she will lanquish in the company of strangers forever. She has 1d4+2 HD, AR 1d3 and MD equal to HD. </div><div>4- Criminal. This Verdaloth has committed some sort of crime and is currently on the run from other Verdaloths and potentially, other Yugoloths. Roll 1d3 to see what identity she claims for herself. Regardless of what she claims, however, she is wanted by either her previous Sorority or if her crime is serious enough, the Matriarch Prime. She has 1d6+1 HD (min 3), AR 1d3+1 and MD equal to HD. </div><div><br /></div><div><b>What Sorority does/did she belong to?</b></div><div><b><br /></b></div><div><b>1d4</b></div><div>1- Aedic. Named after the mythical garden in which the first mortal souls dwell, this Sorority prizes the pursuit of grace and beauty. This Verdaloth is exquisitely beautiful, her form sculpted through magic. Though note that her ideal of beauty might be very different from yours. If she is idealizing the Wolfling's ideal of beauty, she is not likely to be super appealing to a Frogling or a Lizarian. If you are attracted to her (Referee's Discretion), you must successfully save to take harmful action against her. You automatically pass this save if she takes an action to harm you. </div><div>2- Eteros. This Sorority is the most research and scholarly oriented. Unlike their kin, they are devoted to the pursuit of knowledge, especially in the area of biology, medicine and magic. They seek to increase all these, in the hopes of increasing the power of Verdaloths in general and themselves in particular. Besides this, they are also devoted to the study of life extension, with the goal of finding and developing a cure for death: in a word, immortality. This Verdaloth's body is designed for survival- she has natural weapons, scales for protection and one of the following 1d4 [1= Wings, granting her the blessing of flight; 2= Gills, letting her breath underwater; 3= Thick natural armor, granting her the protection of medium armor even when naked; 4= Acid spit, letting her spray acid as an action (2d6 damage, 15' cone, save for half, usable every 1d4 rounds).] </div><div>3- Sinis. Unlike the other Sororities, Sinis teaches that all things in life are temporary. As such, those of Sinis change their forms like clothing, discarding and putting them on as needed. This Verdaloth will look like whatever would most benefit her in this situation, whether that be ugliness, beauty, strong natural defenses or simply looking plain and non-magical. She could be a vision of beauty, a hulking organic tank or a plain-looking farmwife. </div><div>4- Ulkara. This Sorority is dedicated to the acquistion of political power, status and wealth. As such, Verdaloths associated with it will grant themselves queenly guises, never pretending to be anything they are not, but also softening their image to make themselves seem approachable and not as alien. For example, in the land of the Froglings, a Verdaloth might give herself green skin or black spots on her brows to subtly mirror the amphibious folk that live there. ULkarans are always escorted by soldiers from the reigning authority, whether that be house troops from the local aristocrats, professional soldiers from the standing army or men hired from famous sell-sword companies. They find those with power and status and use them as shields, so threatening them means threatening very important, powerful people. </div><div><br /></div><div><b>How many spells does she know?</b></div><div><br /></div><div>Daughters know 1d3+1 other spells. </div><div><br /></div><div>Sisters know 1d4+1 other spells. </div><div><br /></div><div>Exiles know 1d3 other spells. </div><div><br /></div><div>Criminals know 2d4 other spells.</div><div><br /></div><div><b>What spells does she know?</b></div><div><b><br /></b></div><div><b>1d20</b></div><div>1- <a href="https://www.remixesandrevelations.com/2017/10/osr-biomancers-fleshsculptors-bone.html">Adrenaline Rush</a></div><div>2- <a href="https://www.remixesandrevelations.com/2019/02/glog-ifying-fifth-edition-spells-d.html">Anti-Life Aura</a></div><div>3- <a href="https://www.remixesandrevelations.com/2019/03/osr-minions-of-dark-powers.html">A Small Death</a></div><div>4- <a href="https://www.remixesandrevelations.com/2019/02/glog-ifying-fifth-edition-spells-d.html">Aura of Life</a></div><div>5- Birth Cancer</div><div>6- <a href="https://www.remixesandrevelations.com/2017/10/osr-necromancers-waker-of-ghouls.html">Bloody Feast</a></div><div>7- <a href="https://www.remixesandrevelations.com/2019/02/glog-ifying-fifth-edition-spells-d.html">Blindness or Deafness</a></div><div>8- <a href="https://www.remixesandrevelations.com/2019/03/osr-minions-of-dark-powers.html">Carnal Armor</a></div><div>9- <a href="https://www.remixesandrevelations.com/2019/03/osr-minions-of-dark-powers.html">Detonation Me</a></div><div>10- <a href="https://www.remixesandrevelations.com/2019/02/osr-handsome-wizards.html">Dr. Beau and Mr. Handsome</a></div><div>11- <a href="https://www.remixesandrevelations.com/2017/10/osr-electromancers-determinists-spark.html">Eliminate Pain</a></div><div>12- <a href="https://www.remixesandrevelations.com/2020/07/glog-ifying-fifth-edition-spells-e-h.html">Entangle</a></div><div>13- <a href="https://www.remixesandrevelations.com/2020/07/glog-ifying-fifth-edition-spells-e-h.html">Grasping Vine</a></div><div>14- <a href="https://www.remixesandrevelations.com/2017/10/osr-biomancers-fleshsculptors-bone.html">Induce Mutation</a></div><div>15- <a href="https://www.remixesandrevelations.com/2017/10/osr-electromancers-determinists-spark.html">Overdrive</a></div><div>16- <a href="https://www.remixesandrevelations.com/2017/10/osr-biomancers-fleshsculptors-bone.html">Regeneration</a></div><div>17- <a href="https://www.remixesandrevelations.com/2019/02/osr-handsome-wizards.html">Replacement Clause</a></div><div>18- Sculpt Flesh</div><div>19- <a href="https://www.remixesandrevelations.com/2017/10/osr-necromancers-waker-of-ghouls.html">Summon Plague</a></div><div>20- <a href="https://www.remixesandrevelations.com/2019/03/osr-minions-of-dark-powers.html">Wave of Mutilation</a></div><div><br /></div><div><b>New Spells:</b></div><div><br /></div><div>Birth Cancer</div><div>----------------------------------------------------</div><div>R: 10'<span style="white-space: pre;"> </span>T: creature<span style="white-space: pre;"> </span>D: one action</div><div><br /></div><div>One creature within range must save. Creatures with 3x or more HD than [dice] are immune. Creatures with more HD than [dice] may add the difference to their saves. Creatures with less subtract the difference. </div><div><br /></div><div>On a failed save, the targeted creature develops a cancerous tumor. This tumor will begin growing next round. Each round it will reduce the creature's STR, DEX and CON by [dice]. This will continue for 2[dice] rounds, until the tumor stops growing at an accelerated rate. It will then continue growing at a normal rate. Creatures reduced to 0 CON by the tumor die.</div><div><br /></div><div>If cast at 3 or more [dice], the caster can also cause a tumor to form but it grows at a normal rate. This makes the tumor virtually undetectable without magic.</div><div><br /></div><div>Note: The tumor continues to grow at a normal rate after the duration ends. If untreated, creatures with a tumor will live for a number of years equal to (remaining points of CON)-[dice]. A result of 0 or less means the creature has only 1d10 months left to live. This tumor can be treated via normal methods, such as surgery, powerful magic, exposure to radiation or drinking poisonous substances. And of course, the Verdaloths would be happy to remove it for you, for a small fee.</div><div><br /></div><div>Sculpt Flesh</div><div>------------------------------------------------------</div><div>R: touch<span style="white-space: pre;"> </span>T: creature<span style="white-space: pre;"> </span>D: [dice] rounds</div><div><br /></div><div>For the duration, you may manipulate the skin or flesh of living creatures as if it was clay. You can rearrange, reshape and alter the appearance of flesh.</div><div><br /></div><div>For every [dice] past 1, you may select one of the following options:</div><div>- You can alter the color of any skin you touch if you so choose for the duration</div><div>- You can change tissue types. You do this by reducing one of a creature's ability scores and moving those points to another ability score. This only works for STR, DEX and CON</div><div>- You can make any change to the creature's body done through another spell or magical source permanent</div><div>- You can manipulate bone as well, bending it without breaking it</div><div><br /></div><div><b>How many bodyguards does she have?</b></div><div><br /></div><div>Daughters have 2d4 Bodyguards. Bodyguards are hired by the Sorority the Verdaloth serves and are charged with protecting her and keeping an eye on her for her superiors. They will prioritze her safety above all, even her own will.</div><div><br /></div><div>Sisters have 1d6+3 Bodyguards. </div><div><br /></div><div>Exiles have 1d6 (exploding) Companions. Companions are those the Verdaloth travels with, but their relationship to her is more complicated. Her Companions are 1d6 [1= Her friends; 2= Her lovers; 3= Her family, biological or found; 4= Her bondsmen, they have enslaved her; 5= Her captors, they have kidnapped her or are holding her against her will; 6= Her business partners.] </div><div><br /></div><div>Criminals have 2d6 (exploding) Companions. </div><div><br /></div><div><b>What are her Bodyguards/Companions?</b></div><div><b><br /></b></div><div><b>1d12</b></div><div>1- Humans, on horseback and armed with short bows, lances and swords. Will attempt to run down or impale any enemies. Will use bows when retreating or to soften up tough enemies. </div><div>2- Oxmen, armed with huge swords, crossbows and bristling pikes, with tower shields. Will form a tortoise with the Verdaloth in the center and pelt enemies with crossbow bolts. </div><div>3- Orzane, armed with two-handed axes, hammers and maces. Will work themselves up into a furious rage and charge in a wild, blood-crazed rage. </div><div>4- Lizarians, who fight with nets, bolas, tridents and sword-breakers. Will work in small teams, restraining and pinning down enemies before stabbing them to death. </div><div>5- Morcai, who rush their enemies with spears and slings. They will spit poison into your eyes and bombard you with projectiles, while their spearmen rush and attack the blinded.</div><div>6- Crocolings, armed with swords, shields and javelins. They wil challenge their foes to individual duels and if they start losing, all abandon honor to gang up on the weakest one.</div><div>7- Coyoons, armed with crude bombs full of hallucinogenic powder, curved swords, bows and paralytic venom they smear their blades with. They will pelt you with poisonous projectiles, then only close when you look vulnerable. </div><div>8- Wolfmen, armed with short axes, javelins, spears and bows. They attack in a howling mass, seizing the weakest and hacking them to pieces before your eyes. Terrifying to horses and other herd animals.</div><div>9- Bearman, armed with clubs and huge hammers. Will just wade in and start swinging, counting on sheer strength and mass to win the day. </div><div>10- Dwarves, armed with axes, warpicks, hammers and the best crossbows you've ever seen. They will be wearing heavy armor and so will form an armored wedge that carefully advances, while crossbowmen pick off anyone who tries to flee or flank them.</div><div>11- Mixed unit, roll 1d10 1d4+1 times.</div><div>12- Modified Unit. Roll 1d10 again, but this group of Bodyguards has been modified with 1d6 [1= Thicker natural armor- +1 HD; 2= Enhanced Adrenal Glands- they don't take damage until next round and seem unable to feel pain; 3= Cat's Eye- they can see very well in the dark. This group usually travels and fights at night; 4= Poison glands- they do +1d6 poison damage on a hit, having smeared their weapons with their poison; 5= Quadrupedal- they have been transformed into bizarre parodies of a centaur, their lower bodies replaced with four limbs. This lets them move as fast as a horse and carry heavier loads, though they can't fit into tight spaces or most buildings; 6= Wings- they can fly.] </div><div><br /></div><div>All Bodyguards have 2 HD, AR 2, Atk Weapon (1d6+2), Mor 13, Saves 9 or less. </div><div><br /></div><div>All Bodyguard detachments of 4 or less are lead by a Bodyguard Sargent who has 1d3+1 HD, AR 3, Atk Weapon (1d6+3), Mor 12, Saves (7+HD) or less.</div><div><br /></div><div>All Bodyguard detachments of 5 or more are lead by a Bodyguard Lieutenant who has 1d6+1 HD, AR 4, Atk Weapon (1d6+4), Mor 14, Saves (7+HD) or less.</div><div><br /></div><div>The leader of the detachment always count as part of the total number of Bodyguards- it is not (X Bodyguards + the leader). </div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiWr55QVCk6D3Gy7nlNhy1EYdg0cc7b3SeNuxo_gPZgW7CG7PCo_2hiTOrGg7ynIPHp9vfUnDbb_N1NUcAUOQeedkVwpH2FcisU44diSlYJ9QqTse6lZBMMOkucDCH_Hf3FywLb7xhI4S5MCYnY2DDdQOpHB1ssmuw80dMkoUA_oIB3YxiLW-QwVXkA3W-3/s794/Verdaloth%204.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="744" data-original-width="794" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiWr55QVCk6D3Gy7nlNhy1EYdg0cc7b3SeNuxo_gPZgW7CG7PCo_2hiTOrGg7ynIPHp9vfUnDbb_N1NUcAUOQeedkVwpH2FcisU44diSlYJ9QqTse6lZBMMOkucDCH_Hf3FywLb7xhI4S5MCYnY2DDdQOpHB1ssmuw80dMkoUA_oIB3YxiLW-QwVXkA3W-3/s320/Verdaloth%204.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a href="https://www.etsy.com/ca/listing/1450346689/female-anthro-green-canine-wolf-dog?show_sold_out_detail=1&ref=nla_listing_details">SassyNugget</a></td></tr></tbody></table><div><b><u>Notable Members:</u></b></div><div><br /></div><div>You are not likely to encounter any of the high-ranking Verdaloths out in the wild as almost all of them spend all their time in the City of Al-Kanari. If you do so, this is for an event as important as the Coronation of a new emperor, the signing of a historic peace treaty or the outbreak of a major war. Such Verdaloths will also travel with great caravans of slaves, servants, retainers and soldiers. The following are a few of the Verdaloths you might find out in the wild or outside Al-Kanari.</div><div><br /></div><div><b>Yana Jadehair</b></div><div><b><br /></b></div><div><b>True Name: </b>Caremi [ka-rem-E]</div><div><br /></div><div>Appearance: Yana Jadehair usually takes on the form of whatever the majority race of the town or city she is visiting. She usually keeps some alien features to signal the fact she is not normal. Right now she has taken the form of an extremely beautiful (if you're into Canids and Mammal girls) Wolfman female with black and pale green fur, with silver highlights. She has also kept the anttenae and spines on her elbows and wrists from a previous form. She tends to dress in a very regal and feminine way in whatever the local fashion among rich woman is. </div><div><br /></div><div>Yana Jadehair is an ambitious young Daughter from the Ulkara Sorority. She is young and inexperienced but full of passion. She has a monstrous ambition and plans to rise to the top of her Sorority, maybe even to the status of Matriarch, or Gods Above, Matriarch Prime. She is idealistic and actually believes what her Elders tell her, that those who work hard and excel at their work will be rewarded, as well as the naive notion that the hierarchies within the Verdaloth Sororities are meritocratic and based on competence. </div><div><br /></div><div>In truth, none of these things are true. The internal hierarchies of the Sororities are a place of brutal office politics based on the most vile and dirty tactics, including violence, intimidation, black-mail, seduction and rarely, assassination. Those who ascend the ranks are rarely the most competent or hardest working, but the most vicious, cunning and deceitful. This is a truth that becomes blindingly obvious once you have spent enough time among the Elder Sisters of any of the Sororities. </div><div><br /></div><div>Of course, Yana does not know this. As such, she is currently taking to her work with zeal. Her current work is working as healer for an army under a general who is famous for winning many victories, even when outnumbered or outmatched. She has been doing this, but also has been contacted by a group of agents loyal to the King that the general works for, who are concerned about their Sovereign's relative lack of popularity, especially in contrast to how famous and well-liked the general is. They want her to kill the general and make it look like an accident. She is not entirely opposed to this, but is waiting for a sign to see which way she's going to move. After all, if the general revolts now, he might be able to take the throne. And regardless of whatever happens, she plans on standing with the winners. It should be noted that neither of these options are, or would be, sanctioned by her superiors back in Al-Kanari. </div><div><br /></div><div>Besides this, she is also looking out for opportunities to meet important or powerful people, potential money-making opportunities and potential alliances she can forge. She plans on being a big name one day, and as such, is looking out for any opportunity to advance herself. She would likely find a wandering group of mercenaries with no strong ties to anyone the perfect allies to recruit, for the deniability such a group could provide, as well as the potential to fleece them out of a little money for some easy healing.</div><div><br /></div><div>Weakness: Yana has a towering ambition. She will be great one day, she knows it. As such, she is not one for careful planning, maneuvering or patient steps. She would rather risk everything on the grand gamble, let her future be decided by a toss of the dice. She has confidence Fortune and Destiny are on her side. </div><div><br /></div><div>Along with all these other goals, her only other goal is to seduce the leader of her Bodyguards, a Wolfman by the name of Tenvir Swiftwind. Tenvir, unlike his charge, is a grizzled and experienced warrior and mercenary. He is very experienced with the horrifying internal politics of Al-Kanari and knows better than to attach himself to an ambitious young Verdaloth who is likely to end up crushed and or potentially killed. If that happens, he's not going to be dragged down with her. His only goal is to survive this current contract, only two more years left, then try to leave this accursed City and retire. </div><div><br /></div><div><b>Statblock Changes: </b></div><div><br /></div><div>She Has:</div><div><br /></div><div>HD 3</div><div>AR 2</div><div>MD 3</div><div><br /></div><div>Innate Spellcasting: Yana knows the spells Alter Self, Healing Touch, Anti-Life Aura, A Small Death, Birth Cancer and Wave of Mutilation.</div><div><br /></div><div>She has 7 Bodyguards. Her Bodyguards are led by a 7 HD Wolfman Bodyguard Lieutenant named Tenvir Swiftwind. Her Bodyguards are Dwarves, see "10". </div><div><br /></div><div><b>Yana's Treasure: </b></div><div><br /></div><div>Five pouches full of copper coins, gifts and payment from individual soldiers. Each pouch contains 3d6 coppers. (10 Coppers = 1 Silver; 10 Silvers = 1 Gold). She also has a trunk full of fine clothes, including a set of enemy uniforms carefully concealed under a mass of fancy dresses heavy with cloth-of-gold and other valuable things. </div><div><br /></div><div>She also is owed a larger sum on behalf of her Sorority, four chests of 280 Silver each. These are being kept under guard by her employers at the moment, but are near her. Note that no one will steal from these, as cheating a Verdaloth is a good way to find yourself in a "I have no mouth and I must Scream" situation and that's not even counting how if you steal or cheat from them, no Verdaloths will ever come to your aid. </div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgiSuzUomy3at6VaZ1e6P9Xpe7K95hZiYXHtmi_maTzYHK2LFTn4p0xJz5LEC4tbjSozvPi2Q_c_vsVuswqxDaOuS8l-wQKfRI9GtmpdFpu0-jg8MVekIM4SE-IXPjBCK6-GJztwFWR_LEz5FS6mVkDqngjUOG93KdUzGrGhaG-RiYEctd-aVcPaPHQCmlQ/s1070/Verdaloth%205.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1070" data-original-width="827" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgiSuzUomy3at6VaZ1e6P9Xpe7K95hZiYXHtmi_maTzYHK2LFTn4p0xJz5LEC4tbjSozvPi2Q_c_vsVuswqxDaOuS8l-wQKfRI9GtmpdFpu0-jg8MVekIM4SE-IXPjBCK6-GJztwFWR_LEz5FS6mVkDqngjUOG93KdUzGrGhaG-RiYEctd-aVcPaPHQCmlQ/s320/Verdaloth%205.jpg" width="247" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/r/e/remarin.png?10" data-isgroup="0" data-userid="14482823" data-username="Remarin" data-usersymbol="core_access" data-useruuid="e413e12a-cfd7-47c4-8f1b-842c5529b965" href="https://www.deviantart.com/remarin" style="background-color: #06070d; border: 0px; font-family: devioussans02bold, "Helvetica Neue", Helvetica, Arial, "メイリオ, meiryo", "ヒラギノ角ゴ pro w3", "hiragino kaku gothic pro", sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-size: 16px; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_12F3u" color="inherit" style="border: 0px; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Remarin</span><span aria-label="Core Member" class="_1qFwb TO7u3" color="inherit" face="usersymbol-icons" role="img" style="border: 0px; cursor: pointer; display: inline-block; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-size: 0.75em; font-stretch: inherit; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: inherit; line-height: 1em; margin: 0px 0px 0px 0.4em; padding: 0px; position: relative; vertical-align: baseline; z-index: 0;" title="Core Member"></span></a></td></tr></tbody></table><div><b>Caisha Stoneye</b></div><div><br /></div><div><b>True Name:</b> Abriesha</div><div><br /></div><div>Appearance: Caisha looks like a Coyoon female with golden fur and a mostly normal appearance with the exception of her eyepatch. However, she usually modifies one of her eyes depending on the circumstances- if trying to intimidate someone she might make it resemble a hollow cavity, or a tiny mouth; if trying to impress someone with her power, she might make it look like a glowing gemstone; if trying to seduce someone she might make it look like a different color than her other one, which is plain, ordinary brown. In the stories they tell about her, people attribute many powers to her concealed eye- some say that to look upon her concealed eye is to instantly die. Others say it lets her read the mind of anyone who she looks at it with, while others say it can see the future. None of these are true, but the stories are extremely common and widespread. Some of these stories also mention that she is a Verdaloth in disguise, while others, who are more used to the eccentric appearances of the Verdaloths, think that she is just a Coyoon Maga. </div><div><br /></div><div>Low-ranking Verdaloths often go on "Missionary Journies" or a "Healing Tours". These consist of her traveling to lands nearby Al-Kanari and telling everyone about the wonders available there to experience or for sale, the money-making opportunities and the other reasons to go. She will also heal those who need it, a few for free, while some for a discounted price. Her job is to drum up business and entice people to come. In the land around Al-Kanari, this is an uncommon, though not unheard of thing. Additionally, especially if you are moving along one of the primary caravan routes, it is not so rare to see a Verdaloth traveling with her escorts, whether to one of the stops along the way through the desert surrounding Al-Kanari or to the lands beyond. </div><div><br /></div><div>Caisha Stoneye is a Verdaloth taking advantage of this fact. She is a criminal fleeing the justice of her own people. Her crime is the theft of a certain Verdaloth's possession, namely one of her favored slaves. The slave in question is a young slave boy by the name of Ula and is known for his beautiful singing voice and pleasant face, both of which came about naturally. The Verdaloth who kept him used him for entertainment and as a personal servant, but Caisha became obsessed with him, seeing him as an unpolluted spring in the midst of a toxic morass. She "rescued" him and took him with her when she fled the City.</div><div><br /></div><div>Caisha was a Sister in the Ulkara Sorority, but she gradually became disgusted with their hunger for wealth and power above all other concerns. She, unlike so many of her Sisters, was burdened by an unfortunate malady: a conscience. She also felt plagued by her own guilt- there were plenty she could have helped, but instead she turned a blind eye to them. They could not have benefited her in any way, or even paid her. As such, they were nothing to her. But upon seeing Ula, she was struck by a desire to save him, to prevent him from suffering the same cruel fate as she did.</div><div><br /></div><div>To do this, Caisha left Al-Kanari and established her own criminal fraternity. She used her powers to act as an underground healer for criminals, no questions asked, all for reasonable rates. Then as she became trusted, she seduced certain key players to her side through money, power and beauty. Soon she established her own syndicate, one known as the Green Branch Brotherhood. They deal in all sorts of illegal goods, smuggling, theft and running protection rackets. She uses the ill-gotten gains from her schemes to maintain a quiet house for Ula. He and Caisha now live together, where he enjoys a life of music, education and art. </div><div><br /></div><div>Weakness: Caisha feels desperately guilty for her previous crimes. She wants to make up for them in any way she can. She knows how hypocritical her past and current actions are and is tangled mess of guilt, self-recrimination and earnest desire for redemption, even as she commits more wicked deeds. If she saw an opportunity for redemption, she would take it, unless it was obviously self-destructive or a blatant trap.</div><div><br /></div><div><b>Statblock Changes:</b></div><div><br /></div><div>HD 3 </div><div>AR 3</div><div>MD 3</div><div><br /></div><div>Innate Spellcasting: Caisha knows the spells Alter Self, Healing Touch, Carnal Armor, Eliminate Pain, Overdrive and Sculpt Flesh.</div><div><br /></div><div>She has 7 Bodyguards, all who are members of the Green Branch Brotherhood. They are Coyoons, see "7". They are led a 7 HD Lizarian named Avzov of House Kilpri. He has been modified by her to be even larger and bulkier than other Lizarians and thus is able to command the usually undisciplined and clannish Coyoons.</div><div><br /></div><div><b>Caisha's Treasure:</b></div><div><br /></div><div>In her headquarters, she has a stash of 200 Coppers hidden in her safe, along with 6 Silver and 1 Gold. </div><div><br /></div><div>The majority of her wealth is concealed in other concealed places, mostly concealed in buildings she owns and would have a reason to visit (such as her the servant's quarters of her house). This stashed wealth consists of 170 Silver.</div><div><br /></div><div>She also has an ultra-secret final stash of 120 Gold, concealed from everyone, buried under her house and extremely well concealed. Within her home she also has 2d4 pieces of art and other luxury goods that could easily sell for 3d10+10 Silver each. </div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpJdW_BlZ-6_Cgt_t8hHq_nQXMkXCfUszmejjL9mTTNQHwO1oYQNaoXEcDQjSPWgDnWFUu7go4pU11pBYWQC5PUHaM57w5WMjBBcxW3iXenC6z3ir7vs30MLbUYB5rNqHywnNTAFkNgsZFl4CBYAjGh2xZ_j2tbVAMarPRI1RZVgWeXkP3mQ_CZ_WahD4v/s1064/Yugoloth%20Verdaloth%207.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1064" data-original-width="827" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpJdW_BlZ-6_Cgt_t8hHq_nQXMkXCfUszmejjL9mTTNQHwO1oYQNaoXEcDQjSPWgDnWFUu7go4pU11pBYWQC5PUHaM57w5WMjBBcxW3iXenC6z3ir7vs30MLbUYB5rNqHywnNTAFkNgsZFl4CBYAjGh2xZ_j2tbVAMarPRI1RZVgWeXkP3mQ_CZ_WahD4v/s320/Yugoloth%20Verdaloth%207.jpg" width="249" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/m/a/materclaws.jpg?6" data-isgroup="0" data-userid="10686675" data-username="Materclaws" data-usersymbol="regular" data-useruuid="2adcfd24-1b3e-4a63-abaa-aa350be7f091" href="https://www.deviantart.com/materclaws" style="background-color: #06070d; border: 0px; font-family: devioussans02bold, "Helvetica Neue", Helvetica, Arial, "メイリオ, meiryo", "ヒラギノ角ゴ pro w3", "hiragino kaku gothic pro", sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-size: 16px; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_12F3u" color="inherit" style="border: 0px; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Materclaws</span></a></td></tr></tbody></table><div><b>Scarana Truegaze</b></div><div><br /></div><div><b>True Name:</b> Esha</div><div><br /></div><div>Appearance: Scarana resembles a large insectile creature, humanoid and covered in a mix of soft flesh and hard outer shell, with compound eyes, antennae and clawed, three-fingered hands. Her one concession to vanity is her hair, which is composed of a series of short, crystalline fibers closer to a bird's plumage than fur or hair. This is close to what Verdaloths naturally look like, though they rarely assume such forms. </div><div><br /></div><div>Scarana is a Daughter of Eteros, one of the Sororities that is dedicated not just to the pursuit of pleasure and beauty, but instead seek to advance the power of all Verdaloths through the use of rigorous, philosophic study. Scarana is one of the most dedicated of their young researchers, dedicating all the time she is not working on Sorority projects on her own research. Unlike many Verdaloths, she finds the lure of gold and carnal pleasures to be far less interesting than the pursuit of knowledge and through it, power. </div><div><br /></div><div>Scarana, like many of her fellows, is mostly busy doing grunt work for her Sorority, assisting Elder Sisters with their research as well as helping to run the various operations that keep Eteros flush with coin. When she is not doing that, however, she is dedicated to the holy grail of Verdaloth research: immortality. While all Verdaloths are interested in expanding the power of their Arts, as well as pursuing immortality, for Scarana it is an obsession. She is utterly devoted to the idea of immortality and is confident she can find it. </div><div><br /></div><div>Does she have the slightest clue of where to begin, or how to even start? No, she does not. However, she is determined and hard-working and is certain that it is possible, she just needs to find it. Whenever she travels she always seeks out scholars, archives, libraries and other sources of arcane and esoteric lore, seeking any information that could help her in her quest. She also wishes to meet a real immortal, so she can examine their body and see how it works. </div><div><br /></div><div>Weakness: Scarana is weaker than a lot of her kin when it comes to her innate magical abilities. She is not a cripple, but she is definitely weaker than most of Eteros' other Daughters. She knows this causes her superiors to overlook her and resents her more talented sisters. She has a massive chip on her shoulder and desires to prove her superiority over others, and will not overlook an opportunity to do so. She is easily angered and challenged, though she will avoid challenges she doesn't believe she can win, such as strength or swordsmanship. </div><div><br /></div><div><b>Statblock Changes:</b></div><div><br /></div><div>HD 3</div><div>AR 2 </div><div>MD 3</div><div><br /></div><div>Innate Spellcasting: Caisha knows the spells Alter Self, Healing Touch, Grasping Vine and Overdrive.</div><div><br /></div><div>Acid Spit: As an action, she can spit a 15' cone of acid that does 2d6 damage, save for half. This ability is only usable every 1d4 rounds.</div><div><br /></div><div>She has 7 Bodyguards, who are Wolfmen, see "8". Her Bodyguards are led by a 3 HD Bearman by the name of Wise Argol. </div><div><br /></div><div><b>Scarana's Treasure:</b></div><div><br /></div><div>100 Silver, stashed in a locked coffer. She also has a portable alchemical set for mixing potions, a set of chalk, and several books on the philosophy of magic, natural philosophy, biology and history. She also has several journals full of notes from unfinished experiments and notes on incomplete projects, such as the true identities of potential immortals. </div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtUdq9ikfBuhyWkK4eglTE3Q86_0w5R8-TI14U13Ve8im5UmR-p05gr0E7vsuCKrEgZHiy7oFZbvUQI6MqcqG6RxHnAwy2OvMKpERhE-PkeNr-z0Ip_ZIdtPc4ZIzEtxa3xpceaQuoO9KusyjtV_EfJVIaX3C182PFqhU-bThsO6kg8XN0u0_1Nt067hcJ/s1288/Yugoloth%20Verdaloth%209.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1288" data-original-width="828" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtUdq9ikfBuhyWkK4eglTE3Q86_0w5R8-TI14U13Ve8im5UmR-p05gr0E7vsuCKrEgZHiy7oFZbvUQI6MqcqG6RxHnAwy2OvMKpERhE-PkeNr-z0Ip_ZIdtPc4ZIzEtxa3xpceaQuoO9KusyjtV_EfJVIaX3C182PFqhU-bThsO6kg8XN0u0_1Nt067hcJ/s320/Yugoloth%20Verdaloth%209.jpg" width="206" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/p/l/plasmidhentai.png?6" data-isgroup="0" data-userid="41362870" data-username="Plasmidhentai" data-usersymbol="regular" data-useruuid="26bd0cc6-372c-4b26-8292-242c85e15d2a" href="https://www.deviantart.com/plasmidhentai" style="background-color: #06070d; border: 0px; font-family: devioussans02bold, "Helvetica Neue", Helvetica, Arial, "メイリオ, meiryo", "ヒラギノ角ゴ pro w3", "hiragino kaku gothic pro", sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-size: 16px; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_12F3u" color="inherit" style="border: 0px; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Plasmidhentai</span></a></td></tr></tbody></table><div><b>Verdaloth Plot Hooks:</b></div><div><b><br /></b></div><div><b>1d12</b></div><div>1- A wealthy client has a rare disease or malady that no healer can cure. He needs you to escort him across the desert to Al-Kanari as quickly as possible, as he believes (not incorrectly) that the Verdaloths should be able to cure him. </div><div>2- A group of Unclean (Lepers) are engaged in a crime spree, robbing and pillaging. They are doing this because they have heard there is a Verdaloth near and want to be cured: but they cannot afford the prices she charges.</div><div>3- When in court, the party is asked to steal a sample of hair or blood from the new heir, as the King is worried about the boy's paternity. He wants you to bring it to the Verdaloth he keeps on retainer and ask her to identify it for him, to see if she can identify if the boy is really his heir. </div><div>4- As above, except the King is also cheating on his wife with the Verdaloth, who looks like an insectine creature to the Court, but in private she takes on whatever form he wishes.</div><div>5- As above, except the Queen was unfaithful and wants you to secretly bribe the Verdaloth to confirm the boy's paternity and maybe subtly alter him a bit so he more resembles the Queen.</div><div>6- A Verdaloth scholar is seeking out information on immortality for her research. She is willing to pay you a handsome sum if you break into an well-defended and certainly booby-trapped arcane laboratory to steal anything useful and bring it to her. </div><div>7- A Verdaloth scholar is willing to pay you a princely sum if you will kidnap someone for her. The Verdaloth is interested in this person because she believes he is immortal.</div><div>8- A pair of armies are at war, but while one side has a Verdaloth, the other does not. The general hires you to sneak into the enemy camp and kidnap the Verdaloth, or at least keep her away from the battle-field for a while, so his men's morale doesn't collapse further.</div><div>9- One of the Kingdoms near Al-Kanari's Kings has suddenly died, leaving no clear successor. While all the most popular heirs are busy raising armies and trying to assassinate each other, a Verdaloth hires you to help her with a scheme; the deceased King conquered the Kingdom and destroyed the previous dynasty, with one exception: the last daughter of that old dynasty, who was born in captivity. The Verdaloth wants you to rescue her from the monastery she is being held prisoner in so they can groom her into a puppet ruler. Now the Verdaloth doesn't say it like that, "Restoring her to her rightful throne" would be how she put it, but that's what the Verdaloth wants. </div><div>10- In a Kingdom ruled by a drunkard King with many heirs, the seventh prince plans to eliminate his rivals and take possession of the throne. He plans on doing this by black-mailing the Verdaloth kept on retainer to help him fake a series of "accidents". The Seventh Prince hires you to help with these assassinations, offering a large sum of gold. He might also dispose of you once he's done with you, unless you prove particularly powerful or useful. </div><div>11- As above, except for the Verdaloth has hired you to steal the incriminating evidence from the Seventh Prince so that he cannot influence her anymore, thus allowing her to be free of his control.</div><div>12- The King's pet pegasus got loose and was eaten by a Giant Spider! The courtiers responsible for accidentally letting it escape are scrambling to fix this, as if the King finds out what happened to his favorite pet, he will probably hang the lot of them. They need the party to capture a horse that looks "exactly" like the Pegasus and then bring it to the next City over. The courtiers know there is a Verdaloth there and want the party to hire her to make the horse into a Pegasus. Whether or not she can actually do this is unknown, but they are prepared to pay dearly to avoid the noose. </div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgN0zXpWIVlCyjMix2ynmEqIVQ9YZFjasJKeHfTi708nP-pxi3Lx0EsWcKxA2oZyilYsjNM5OhmEZb_lBOk3jidr1e5IAjs4gwR9yDLgf97OnRcceITpPwyEei8_XqrUex8SS2uM2rHNF3RfLuGoM0C3YH0t-zJu1VzJiUB9Umvn8xz9IBvJnKbiFBfkcQs/s1061/Yugoloth%20Verdaloth%208.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1061" data-original-width="753" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgN0zXpWIVlCyjMix2ynmEqIVQ9YZFjasJKeHfTi708nP-pxi3Lx0EsWcKxA2oZyilYsjNM5OhmEZb_lBOk3jidr1e5IAjs4gwR9yDLgf97OnRcceITpPwyEei8_XqrUex8SS2uM2rHNF3RfLuGoM0C3YH0t-zJu1VzJiUB9Umvn8xz9IBvJnKbiFBfkcQs/s320/Yugoloth%20Verdaloth%208.jpg" width="227" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/r/y/ryzztan.gif?4" data-isgroup="0" data-userid="36701784" data-username="RyzzTan" data-usersymbol="regular" data-useruuid="a5dba867-b098-4291-a2be-b275f7496aab" href="https://www.deviantart.com/ryzztan" style="background-color: #06070d; border: 0px; font-family: devioussans02bold, "Helvetica Neue", Helvetica, Arial, "メイリオ, meiryo", "ヒラギノ角ゴ pro w3", "hiragino kaku gothic pro", sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-size: 16px; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_12F3u" color="inherit" style="border: 0px; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">RyzzTan</span></a></td></tr></tbody></table>Yami Bakurahttp://www.blogger.com/profile/17266174008401745128noreply@blogger.com0tag:blogger.com,1999:blog-7473866157250794633.post-74679763690235934612023-11-22T06:22:00.000-08:002023-11-22T06:22:22.692-08:00OSR: The 99 Names of God<p>This post is a companion piece to this one. When selecting which one of the Secret Names of God to give to a <a href="https://www.remixesandrevelations.com/2019/01/osr-bearers-of-word-god.html">Prophet</a> or which one the players find in some sort of random location, roll on the table below. </p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpZ1ELtyVRWdeO7WG3bLfKgILo_YVTCp3zdBakd8vIPGb3Qlvk8x_oK8UkJbMe4QdeRXwmbAJNSyhLpxoaNZXJ688xPfpx50AMdEi_j0IZY1xop5iRx0bhS7WHOnfVydeizlqGl23HEdO3yQ1i1CfqTnP0TcaJorh19tAwU7tzIMvoaSjuhMycmQDMQkme/s1035/99%20Names%20of%20God%206.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1035" data-original-width="827" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpZ1ELtyVRWdeO7WG3bLfKgILo_YVTCp3zdBakd8vIPGb3Qlvk8x_oK8UkJbMe4QdeRXwmbAJNSyhLpxoaNZXJ688xPfpx50AMdEi_j0IZY1xop5iRx0bhS7WHOnfVydeizlqGl23HEdO3yQ1i1CfqTnP0TcaJorh19tAwU7tzIMvoaSjuhMycmQDMQkme/s320/99%20Names%20of%20God%206.jpg" width="256" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><div class="d30Ee" style="background-color: #06070d; border: 0px; color: #b1b1b9; display: flex; flex-direction: column; font-family: sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; vertical-align: baseline;"><div class="_2_1tx" style="border: 0px; color: inherit; display: flex; flex-direction: column; flex: 1 1 auto; font: inherit; justify-content: center; margin: 0px; padding: 0px; vertical-align: baseline;"><div class="_31DYV" style="align-items: center; border: 0px; color: inherit; display: flex; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><div class="_4GWw7 _22pif" style="border: 0px; color: var(--green5); display: inline-flex; font: var(--f-16-bld); margin: 0px 16px 0px 0px; padding: 0px; vertical-align: baseline;"><a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/r/o/rob-joseph.jpg?7" data-isgroup="0" data-userid="15740357" data-username="Rob-Joseph" data-usersymbol="core_access" data-useruuid="b33922b4-be13-4878-8d61-75fa4c3a143a" href="https://www.deviantart.com/rob-joseph/gallery" style="border: 0px; font: inherit; margin: 0px; overflow: hidden; padding: 0px; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_12F3u" style="border: 0px; color: inherit; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">by Rob-Joseph</span></a></div></div></div></div><div class="_1mcmq" style="align-items: flex-start; background-color: #06070d; border: 0px; color: #b1b1b9; display: flex; flex-direction: column; font-family: sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; padding: 0px 0px 0px 94px; text-align: start; vertical-align: baseline;"></div></td></tr></tbody></table><div>At the beginning of time the Authority created the world and everything in it (according to the Church). It is this feat, among others, that prove to us that the Authority is the one true God, the God of Gods, the One who Upholds the Universe. </div><div><br /></div><div>Then, in His infinite wisdom and grace, the Authority created lesser beings known as the Gods, and allowed them to contribute to the Authority's creation. These beings then proceeded to make changes to the Authority's creation, filling it with all sorts of things, both beautiful and terrible. This is why the world is broken, for the Authority permitted the creation of things good and ill to demonstrate the truth to His children, both divine and mortal. </div><div><br /></div><div>To aid them in their creative process, the Authority also gave his divine children the Words of Authority, or as the Church knows them, the Secret Names of God. Each one of these Names, when spoken aloud has the power to alter reality in accordance with the will of the speaker.</div><div><br /></div><div>According to the Canon of the Church, there are 99 of these Names. Each one is sacred and if discovered, should be returned to the Church for everlasting spiritual (and potentially earthly) rewards. Not all the Names are in the possession of the Church or Gods aligned with the Church's Protector, Zulin, High King of Heaven. According to the bureaucracy of Heaven, the Church possesses 35 of the Names.</div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgX9adjx4-Nq2ouSiu7q7rodjJ_kjANGdTduXBvKam7stPr6RG5alVyqXxhiz2rHdkCFF3jeYY2oBNE9gN4TAZZKYTmsRicBcuk-O0E-EeZI48-09IBLFeGD1WfcpDyPMljtl2Jb7erdH7PggPNab2C86qzUmWeNJR9OgD7d3udD0Ocs4walYPFpR1UfiYL/s740/99%20Names%20of%20God%202.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="740" data-original-width="740" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgX9adjx4-Nq2ouSiu7q7rodjJ_kjANGdTduXBvKam7stPr6RG5alVyqXxhiz2rHdkCFF3jeYY2oBNE9gN4TAZZKYTmsRicBcuk-O0E-EeZI48-09IBLFeGD1WfcpDyPMljtl2Jb7erdH7PggPNab2C86qzUmWeNJR9OgD7d3udD0Ocs4walYPFpR1UfiYL/s320/99%20Names%20of%20God%202.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">from <a href="https://www.freepik.com/">freepik.com</a></td></tr></tbody></table><div><b><u>The Shattered God Heresy:</u></b></div><div><br /></div><div>It is common knowledge that the Authority rules through other Gods and other mortals. Church doctrine teaches this is because of free will. But in 670 AR (After Rebirth- the date when the Prophetess Hesaya was first reincarnated by her husband, Zulin), a Bishop of the Church named Oria put forward a novel and wild hypothesis. This new teaching was that the Authority had utilized all of His power to create the universe and thus could not act to influence the world. The Lost Words of Authority, the Secret Names of God, he said, were part of the Authority's soul and when he created the universe, his soul was fractured into all things. </div><div><br /></div><div>This teaching, known as the teaching of the Shattered God, the Shattered God Heresy or simply Orianism, gradually blossomed into a variety of competing teachings. Oria taught that the Authority need not be acknowledged as much as He was, and it was more important to pray to Zulin and Hesaya. He also taught that Hesayans should look to the teachings of other religions for advice on what to do and adopted many of these practices himself. </div><div><br /></div><div>Some of his disciples went further and claimed that the Authority is dead and the Heavens empty, or if they were not that extreme, they simply argued that the Authority was a <a href="https://attnam.blogspot.com/2018/12/class-cultist-of-thousand-gods-heresy.html">powerless shade</a> who could do nothing and was not worthy of worship. </div><div><br /></div><div>It was at this point than a Conclave of Bishops was called to discuss the issue. Luckily, this Conclave was called when the Prophetess was among us, so she was able to lend her authority to it. After many days of prayer and fasting and furious debate, the Bishops declared that Orianism was a heresy and that any who refused to recant would be excommunicated. </div><div><br /></div><div>Despite this threat, many heretics refused to recant and Oria himself fled the city, just ahead of the secular authorities who sought to arrest him for his many other crimes that he could now be prosecuted from, as he was no longer under the aegis of the Church. And though that was many, many years ago, it is said that there are still small communities of Orianists out in the wilderness, practicing their own, wildly divergent version of Hesayanism.</div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjiTK1Gtnz0f2x3yVpNZTyIGIyh9C0A8b2FvbdIGeGqxOvdrUJHHPWHIBn9HK8kBGmbNbUjb_KJcmczMUglTtmw1lCRCuchH5n1-16kka_EV0MKKa8QZohzKNX4jTz0I54erm2tAiS0pdPum7xqSi5I0XGS7DiijNt2hF-6hrzdW2WOqMFJ6HdDUjxztB3L/s828/99%20Names%20of%20God%203.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="828" data-original-width="828" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjiTK1Gtnz0f2x3yVpNZTyIGIyh9C0A8b2FvbdIGeGqxOvdrUJHHPWHIBn9HK8kBGmbNbUjb_KJcmczMUglTtmw1lCRCuchH5n1-16kka_EV0MKKa8QZohzKNX4jTz0I54erm2tAiS0pdPum7xqSi5I0XGS7DiijNt2hF-6hrzdW2WOqMFJ6HdDUjxztB3L/s320/99%20Names%20of%20God%203.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><div class="_1n9Q-" style="background-color: #06070d; border: 0px; color: #b1b1b9; display: flex; flex-direction: column; font-family: sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; vertical-align: baseline;"><div class="_2OiT4" style="border: 0px; color: inherit; display: flex; flex-direction: column; flex: 1 1 auto; font: inherit; justify-content: center; margin: 0px; padding: 0px; vertical-align: baseline;"><div class="nqRzh" style="align-items: center; border: 0px; color: inherit; display: flex; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><div class="_12zhi _1RAtP" style="border: 0px; color: var(--green5); display: inline-flex; font: var(--f-16-bld); margin: 0px 16px 0px 0px; padding: 0px; vertical-align: baseline;"><a class="user-link _2yXGz" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/g/e/genzoman.jpg?9" data-isgroup="0" data-userid="623166" data-username="GENZOMAN" data-usersymbol="regular" data-useruuid="8932fa02-b339-4e8c-99d6-115e7cd29415" href="https://www.deviantart.com/genzoman/gallery" style="border: 0px; font: inherit; margin: 0px; overflow: hidden; padding: 0px; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_1EV4L" style="border: 0px; color: inherit; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">by GENZOMAN</span></a></div></div></div></div><div class="jZaX5" style="align-items: flex-start; background-color: #06070d; border: 0px; color: #b1b1b9; display: flex; flex-direction: column; font-family: sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; padding: 0px 0px 0px 94px; text-align: start; vertical-align: baseline;"></div></td></tr></tbody></table><div><b><u>But how do they work?</u></b></div><div><br /></div><div>The Secret Names of God are a piece of knowledge that cannot be shared. If told to someone, you will forget and only they will know it. Words cannot be stolen or taken by force, only given and received. The most common way for a mortal to receive a Word is when a Prophet is loaned a Word by their God in order to accomplish a great feat or pursue a holy mission. The only other ways are if a mortal tricks a God out of a Word or finds one that was lost, though these cases are much less common than folk-lore would have you believe. </div><div><br /></div><div>When one possesses one of the Words of Authority, one can speak and alter reality based on what that Word is. </div><div><br /></div><div>Consider the Word "Speak". A Prophet with this Word can order anything he wishes to 'Speak'. When he does so, the Referee should assign a DC to the action based on how in accordance with what the Word is and how likely it is to work, how easy the task is, how likely his God is to grant his request, etc. </div><div><br /></div><div>For example, if the Prophet comes across a book written in a language he does not speak, he can command the book to "Speak in his language." If he succeeds, the book will either translate itself or it may speak aloud in the language the Prophet used and explain itself to him. Or if interrogating a prisoner who refuses to talk, the Prophet could try to order the prisoner to "Speak the truth" and force the prisoner to talk and tell the truth. </div><div><br /></div><div>Note that certain requests may be impossible, either because of the Word or because the God who gave the Prophet the Word he is using would not want it used for that purpose. For example, a Prophet could not use the Word 'Speak' to light up a dark room or if someone was keeping a secret that the Prophet's God didn't want getting out, the Word could not make the person reveal that secret. </div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhcbBECwKGUjWcQo0D2oNM2VdbeqTSZbQlElRgw8kWSDSDJ9Mwzym-cgqmHDd7gGbrFGRXohRK-f6tBylLyVi2toUNc3xg8jJ3lmBKLERkddjINHaYsZaA_b4gAM9e1UmEPyhnCoRUHKlafwNFLOPABpbYDvPk0N1DS9JytHAlSr_pW4yZmpFlVOXoNLhwE/s1200/99%20Names%20of%20God%204.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1200" data-original-width="800" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhcbBECwKGUjWcQo0D2oNM2VdbeqTSZbQlElRgw8kWSDSDJ9Mwzym-cgqmHDd7gGbrFGRXohRK-f6tBylLyVi2toUNc3xg8jJ3lmBKLERkddjINHaYsZaA_b4gAM9e1UmEPyhnCoRUHKlafwNFLOPABpbYDvPk0N1DS9JytHAlSr_pW4yZmpFlVOXoNLhwE/s320/99%20Names%20of%20God%204.jpg" width="213" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><div class="d30Ee" style="background-color: #06070d; border: 0px; color: #b1b1b9; display: flex; flex-direction: column; font-family: sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; vertical-align: baseline;"><div class="_2_1tx" style="border: 0px; color: inherit; display: flex; flex-direction: column; flex: 1 1 auto; font: inherit; justify-content: center; margin: 0px; padding: 0px; vertical-align: baseline;"><div class="_31DYV" style="align-items: center; border: 0px; color: inherit; display: flex; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><div class="_4GWw7 _22pif" style="border: 0px; color: var(--green5); display: inline-flex; font: var(--f-16-bld); margin: 0px 16px 0px 0px; padding: 0px; vertical-align: baseline;"><a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/b/a/balance-sheet.jpg?9" data-isgroup="0" data-userid="6855398" data-username="Balance-Sheet" data-usersymbol="regular" data-useruuid="4a78f565-0c85-448b-95c3-b1e7952d3c43" href="https://www.deviantart.com/balance-sheet/gallery" style="border: 0px; font: inherit; margin: 0px; overflow: hidden; padding: 0px; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_12F3u" style="border: 0px; color: inherit; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">by Balance-Sheet</span></a></div><button class="_3uGXj lhRPS vvI-A _1mjov _2N7EG _22XXy" data-hook="user_watch_button" style="align-items: center; background-attachment: initial; background-clip: initial; background-image: none; background-origin: initial; background-position: initial; background-repeat: initial; background-size: initial; border-color: initial; border-radius: 2px; border-style: none; border-width: initial; box-shadow: none; cursor: pointer; display: inline-flex; font: var(--f-14-bld); height: auto; justify-content: center; margin: 0px; min-height: 24px; overflow: hidden; padding: 0px; position: relative; text-wrap: nowrap; user-select: none; z-index: 0;"><div><br /></div></button></div></div></div><div class="_1mcmq" style="align-items: flex-start; background-color: #06070d; border: 0px; color: #b1b1b9; display: flex; flex-direction: column; font-family: sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; padding: 0px 0px 0px 94px; text-align: start; vertical-align: baseline;"></div></td></tr></tbody></table><div><b><u>The 99 Words of Authority:</u></b></div><div><br /></div><div>1- Speak</div><div>2- Seal/Close</div><div>3- Mend</div><div>4- Open</div><div>5- Release</div><div>6- Pass</div><div>7- Cut</div><div>8- Destroy/Kill</div><div>9- Burn</div><div>10- Purify</div><div>11- Corrupt/Degrade</div><div>12- Illuminate</div><div>13- Dismiss</div><div>14- Call/Bring [Forth]</div><div>15- Send</div><div>16- Solidify/Harden</div><div>17- Raise</div><div>18- Lower</div><div>19- Crush</div><div>20- Silence</div><div>21- Enrage/Rage</div><div>22- Calm</div><div>23- Purchase/Redeem</div><div>24- Steal/Take</div><div>25- See</div><div>26- Blind</div><div>27- Quicken</div><div>28- Slow</div><div>29- Stop</div><div>30- Make</div><div>31- Invigorate</div><div>32- Weaken</div><div>33- Connect</div><div>34- Bind</div><div>35- Consume</div><div>36- Conceal/Hide</div><div>37- Chill</div><div>38- Guard/Protect</div><div>39- Reveal</div><div>40- Restore</div><div>41- Distort</div><div>42- Alter</div><div>43- Progress</div><div>44- Move</div><div>45- Change</div><div>46- Return</div><div>47- Forget</div><div>48- Remember</div><div>49- Grow</div><div>50- Wrath</div><div>51- Sorrow</div><div>52- Truth</div><div>53- Peace</div><div>54- Command</div><div>55- Suffer</div><div>56- Wither</div><div>57- Vanish</div><div>58- Submit</div><div>59- Fight</div><div>60- Love</div><div>61- Repent</div><div>62- Pardon/Forgive</div><div>63- Storm</div><div>64- Expel</div><div>65- Freedom</div><div>66- Hate</div><div>67- Fill</div><div>68- Clear</div><div>69- Fear/Frighten</div><div>70- Dream</div><div>71- Wake</div><div>72- Save</div><div>73- Hold</div><div>74- Speed</div><div>75- Think</div><div>76- Seed</div><div>77- Build</div><div>78- Disassemble</div><div>79- Duplicate</div><div>80- Hear</div><div>81- Empty</div><div>82- Dissolve</div><div>83- Fuse/Combine</div><div>84- Fear</div><div>85- Charm/Seduce</div><div>86- Convert</div><div>87- Appoint</div><div>88- Delegate</div><div>89- Promote</div><div>90- Record</div><div>91- Dictate</div><div>92- Hold</div><div>93- Shrink</div><div>94- Remove/Remand</div><div>95- Teach</div><div>96- Appeal/Petition</div><div>97- Accuse</div><div>98- Bury</div><div>99- Breathe </div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiz0DAxu00H6r2bSq1o61-PWqMZIujtqq1IJQ9eCoxw0tL5exexXw7GHG8A2S8EoNxGybhSmD6gURDXgotPlvLSdzwpp526ZKBnE74X0ZcaIoP1qxeyy1-oRVNUlDkQ0ghwmqT7HcoNscctChLRccJ0uXtTauN78jp3aM4jJJOYdZYckcFEeV8iA-2-FH3b/s1023/99%20Names%20of%20God%205.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1023" data-original-width="800" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiz0DAxu00H6r2bSq1o61-PWqMZIujtqq1IJQ9eCoxw0tL5exexXw7GHG8A2S8EoNxGybhSmD6gURDXgotPlvLSdzwpp526ZKBnE74X0ZcaIoP1qxeyy1-oRVNUlDkQ0ghwmqT7HcoNscctChLRccJ0uXtTauN78jp3aM4jJJOYdZYckcFEeV8iA-2-FH3b/s320/99%20Names%20of%20God%205.jpg" width="250" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a href="https://www.deviantart.com/fangogogo/art/prophet-146512366">fangogogo</a><br /></td></tr></tbody></table>Yami Bakurahttp://www.blogger.com/profile/17266174008401745128noreply@blogger.com0tag:blogger.com,1999:blog-7473866157250794633.post-73161583084658336602023-11-11T16:55:00.000-08:002023-11-11T16:55:09.549-08:00OSR: Runesmiths and their Arts<p>This post is a companion post to this <a href="https://www.remixesandrevelations.com/2019/06/osr-false-magicians.html">post</a>.</p><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi6Buc2pCb8qOWbOHSvEVuKGO48Wf9JkBP98DpBvS2uiuJJw4A2amMWKETdFBvzgaW5GTxKMr-lTGF1al7EMsPg0Id5PNcHnUlZudI2kBExiRbc3NC2wWv_U5DbO8_XgqmRNmhmw7PLGnP31v3Hiw1mo4Ge_54HMLd7lskm3q9dinpveEvpYzXGyieowlaX/s1200/Runesmith%201.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="881" data-original-width="1200" height="235" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi6Buc2pCb8qOWbOHSvEVuKGO48Wf9JkBP98DpBvS2uiuJJw4A2amMWKETdFBvzgaW5GTxKMr-lTGF1al7EMsPg0Id5PNcHnUlZudI2kBExiRbc3NC2wWv_U5DbO8_XgqmRNmhmw7PLGnP31v3Hiw1mo4Ge_54HMLd7lskm3q9dinpveEvpYzXGyieowlaX/s320/Runesmith%201.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a href="https://zezhouchen.com/">Zezhou Chen</a></td></tr></tbody></table><p></p><p>Rune-Smithing is one of those pseudo-magical arts that is looked down upon by Wizards despite it's many, many uses. People are all for practicality, but nothing gets in the way of snobbery.</p><p><b>What are Runes?</b></p><p>Runes are symbols that, while not magical in and of themselves, when mana is channeled through them, produce magical effects. This makes them highly useful for a wide variety of purposes, from defense to weapon development to medicine and countless other purposes. </p><p><b>How does it work?</b></p><p>First, decide what runes you want to inscribe onto an object. Runes form a crude alphabet of sorts, so in theory you can do anything with them, but in practice the more complicated an effect, the more likely a Runesmith will get a weakened effect or it will simply not work at all. So general theory is to limit the number of Runes as much as possible to maximize the effect the Runesmith desires.</p><p>Then, inscribe the runes onto whatever object you are working with. Runes can take almost any form- they can be pounded into metal or chiseled out of stone, embroidered into cloth, carved out of wax or even written on paper. </p><p>Finally, charge the runed item with energy. For small items, the mana of the user is often enough. For larger items, it is much more common to use a Mana Crystal or Mana stone. Mana crystals are small stones that are charged with mana and used by Runesmiths to power their creation. In traditional Rune-Smithing, Mana Crystals are almost always real crystals or gemstones. White quartz and diamonds are the most prized, but many other types of crystals and all gemstones will work too. </p><p>In more recent times, some Rune-Smiths have started working with specially prepared glass spheres or cubes which they claim work as well (almost) as well as natural gemstones. Some Rune-Smiths have also found success with 'Mana Stones' made of platinum, gold, silver or other exotic materials. Usually these are designed like jewelry and often take the form of bracelets, bracers, necklaces or torcs. Since they almost always take circular shapes, these are sometimes called 'Mana Circlets' or 'Vita Circuits'. </p><p><b>Wow, that sounds amazing? Why doesn't everyone use Runed items?</b></p><p>Well for one, Runesmiths rarely share their knowledge. Just like the Wizards they envy and the other Sages they scorn, Runesmiths rarely share their secrets. Learning the language of Runes is a product of years of hard labor and is very rarely given away for anything but money and power. </p><p>Secondly, Rune-Smithing is very powerful and those with power want to keep it, so most Rune-Smiths serve either powerful organizations, ruling families or the State. Their knowledge is restricted and those caught illegally teaching it can and will be punished for their indiscretions. </p><p>Thirdly, Mana Crystals tend to be...reactive. A sharp impact, a sudden burst of magical energy ("I cast Fireball!") or excessive background magic can prematurely trigger either runes or Mana Crystals, causing wild and unpredictable effects. Sometimes this is as minor as some destroyed clothes and a close shave, while in other cases, it ends in the kind of hideous injuries that make industrial accidents look tame. </p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgl93k7eyFoEV5RNGssZIMkjlA-HgLI9FRgz8XYDnwiZheBshxebwvrFfrA7TBVeGzYD4__Sh9jUd28McZA8npFIWsZVRnWB0lyv8FE5wrYkumIMB6J9_Cpt1a6gPIeQ94HmVIBnQi9wTTxeDHBnXaer2T6EtG2xXg7osGzTgjGLil0agZXBmCipe87jje9/s900/Runesmith%202.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="707" data-original-width="900" height="251" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgl93k7eyFoEV5RNGssZIMkjlA-HgLI9FRgz8XYDnwiZheBshxebwvrFfrA7TBVeGzYD4__Sh9jUd28McZA8npFIWsZVRnWB0lyv8FE5wrYkumIMB6J9_Cpt1a6gPIeQ94HmVIBnQi9wTTxeDHBnXaer2T6EtG2xXg7osGzTgjGLil0agZXBmCipe87jje9/s320/Runesmith%202.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/k/o/kotnonekot.gif?7" data-isgroup="0" data-userid="9710929" data-username="KoTnoneKoT" data-usersymbol="regular" data-useruuid="4ff89fb1-e5d9-405a-9ec9-61680995a891" href="https://www.deviantart.com/kotnonekot/gallery" style="background-color: #06070d; border: 0px; font-family: devioussans02bold, "Helvetica Neue", Helvetica, Arial, "メイリオ, meiryo", "ヒラギノ角ゴ pro w3", "hiragino kaku gothic pro", sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-size: 16px; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_12F3u" style="border: 0px; color: inherit; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">KoTnoneKoT</span></a></td></tr></tbody></table><div><b><u>Common Types of Runes:</u></b></div><div><br /></div><div>Warding: Wards that are designed to keep certain things out. </div><div><br /></div><div>Protection: Wards that are designed to protect the wearer/user from something, such as from a type of elemental damage or possession. </div><div><br /></div><div>Enhancement: Wards that improve the item they are on. </div><div><br /></div><div>Destruction: Wards that channel mana to create a destructive effect. </div><div><br /></div><div>Concealment: Wards designed to hide something.</div><div><br /></div><div><b><u>Mana Crystals:</u></b></div><div><br /></div><div>Gemstones: Can store up to X Mana Dice, or MD, where X is the number you multiply 100 by to get the value of the stone in silver pieces. For example: A 400 silver piece stone can store 4 MD.</div><div><br /></div><div>Natural Crystals: Can store up to 10 MD. To determine how much any random Crystal can store, roll 1d10 upon acquisition. Note that the clearer a crystal, the more it can store. Opaque crystals cannot store mana. Examples: White Quartz stores 7-10 MD, depending on quality; Moonstone stores 5-8, depending on quality; Lapis Lazuli stores 4-7, depending on quality; Pink (Himalayan) Salt stores 2-4, depending on quality. </div><div><br /></div><div>Worked Glass: Depending on craftsmanship, stores 1-4 MD. These, while generally more fragile, can be easily purchased from other Runesmiths, Alchemists or glass-makers. </div><div><br /></div><div>Worked Gold, Silver or Platinum: Depending on craftsmanship, can store 3-8 MD. These are only made by other Runesmiths but can be purchased, but only for high costs. Price of materials is not included. </div><div><br /></div><div><b>How does this actually work?</b></div><div><br /></div><div>If your player is playing a Runesmith, he will have a number of Runic items and a number of Mana Crystals to power them. For example, our Runesmith is named Gin. Gin has a Razorsoul Sword and a Suit of Firebane Armor. He also carries three Mana Crystals, which we will assume are charged with power. Think of the amount of Mana he has stored as charges. If he has 3 Mana Crystals that can store 3, 5 and 7 MD each, he has 15 MD available. Each time he wishes to activate one of his Runic items, he must spend at least one of these MD. Once spent, these charges are gone and the Mana Crystals must be recharged in order for him to use his items again.</div><div><br /></div><div><b>How do I charge Mana Crystals?</b></div><div><br /></div><div>Firstly, you can donate your own Mana. If you have at least 1 level in Wizard, Sage or any other class that gives you access to your Mana, you can infuse a Mana Crystal with your Mana. Unless listed otherwise, you have MD equal to your COG+CON modifier. You can also get other Magi, Sages or friends to donate their Mana to you. </div><div><br /></div><div>Secondly, you can build Mana by wearing a Mana Crystal while doing something that requires effort. This can be anything you find difficult, from sewing to exercise to struggling through advanced mathematics. 1 hour of effort = 1 MD.</div><div><br /></div><div>Thirdly, you can tap a source of natural Mana. Sources of natural Mana include the Earth, the Sun, the Moon, Storms, the Ocean, the Stars, dimensional rifts and other locations where wild Magic is common. This energy is very volatile and extremely difficult to work with, but it can be harnessed using advanced equipment. This source is most commonly used to power large projects, such as an entire castle covered in Wards, as it's generally not worth the effort for anything smaller. Additionally, if any of the equipment you are using to tap a source of natural Mana breaks down, you can very easily cause the magical equivalent of a nuclear disaster.</div><div><br /></div><div>Runesmith organizations usually conceal the knowledge of how to build such devices from their members and outsiders, but will be willing to allow members to utilize them to charge Mana Crystals. Outsiders may also be allowed to use such devices, for an appropriate fee.</div><div><br /></div><div>Fourthly, and though this is (usually) forbidden and hilariously illegal, you can use blood sacrifice. Kill creatures and steal their life-force. This works on all living things, from beetles to people and everything in between. However, doing this tends to attract a lot of attention, especially from the local Witch-Finders and others charged with policing the use of Magic. Additionally, the Runesmith orders have no tolerance for such behavior and when they become aware of it, they will begin working to destroy the "Bloodsmith" or "Soulsmith". Your death will be long and painful if they catch you. </div><div><br /></div><div><b>A Note on Safety:</b></div><div><br /></div><div>Runes, when not charged with Mana, are just markings on whatever surface that you marked. They can be erased, scratched out or destroyed. Beware of this- if your Runic equipment suffers damage to it's Runic structure, that will quickly lead to problems. At best, this means that the item in question will cease working and will need to be fixed. At worst, it means that charging said item could trigger a new and unexpected magical effect. Hopefully, this is one of those cases where your Runic sword just glows and fizzles, instead of one where it suddenly explodes and takes your hand with it. </div><div><br /></div><div>Similarly, Runic items are made of normal materials. Unless covered in Runes of Protection and Charged with Mana, your Runic items are no harder than whatever you made them out of. Unlike a Magic Item, which is harder than normal and resists it's own destruction, Runic items are just tools that can do novel things.</div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAuGRfsBjVyOK23Lp_NaW3-OybDcooTJf6Ddo-riuxr8lagj3yJv1vpgD9BFcQRMgRmqcFHdFOOdHE0K5uQT7rbC5bCX7Mp7yXTFvy_3CeQDr2Li62OuAAmemApaQksczJTPGtvIvBqTQxbDOOuiKYyR3Rbo2oGqlrKkst768OSGLAr3c9vAXR93Yz4Lai/s1024/Runesmith%203.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="738" data-original-width="1024" height="231" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAuGRfsBjVyOK23Lp_NaW3-OybDcooTJf6Ddo-riuxr8lagj3yJv1vpgD9BFcQRMgRmqcFHdFOOdHE0K5uQT7rbC5bCX7Mp7yXTFvy_3CeQDr2Li62OuAAmemApaQksczJTPGtvIvBqTQxbDOOuiKYyR3Rbo2oGqlrKkst768OSGLAr3c9vAXR93Yz4Lai/s320/Runesmith%203.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">artist unknown</td></tr></tbody></table><div><b><u>Common Runic Items:</u></b></div><div><br /></div><div>Wands and Staves</div><div>Rarity: Common</div><div>Crafting DC: 10</div><div>Wands or Staves are common weapons used by Sages, Alchemists, Artificers and Runesmiths. Each one produces elemental damage of a specific type. Requires a chunk of that element or something charged with that element's energy in order to work. Damage rules can be found here. </div><div><br /></div><div>Anti-Scrying Charm</div><div>Rarity: Common</div><div>Crafting DC: 5+X (X equals the penalty you wish to impose)</div><div>A charm, usually a necklace of some kind that when active, makes the user harder to detect via divination magic or through the use of a Scrying Glass or similar device. Depending on quality, grants a +X penalty to anyone attempting to find you with magic, a Scry glass or similar device. Ex: If your Charm grants a +4 penalty to any such attempt, the DC to find you with divination magic increases by +4. </div><div><br /></div><div>Simple Charms: X = +4 to any DC. Require no special materials. </div><div>Advanced Charms: X = +6 to any DC. Require flawless jet or black pearls to craft.</div><div>Expert Charms: X = +8 to any DC. Hide the user from precognition or any visions of the future. Requires a body part from an anti-memetic creature or a creature that cannot be detected by Seers to craft.</div><div>Master Charms: X = +10 to any DC. Hides the user and anything near them from precognition or any visions of the future. Requires Voidstone to craft.</div><div><br /></div><div>Trueshot Charms</div><div>Rarity: Uncommon</div><div>Crafting DC: Varies</div><div>Single-use charms, usually drawn on pieces of paper and attached to projectiles. They boost the accuracy of said projectiles by a degree, depending on the level of complexity. </div><div><br /></div><div>Simple: +2 to Ranged Attack- Crafting DC 5</div><div>Advanced: +4 to Ranged Attack- Crafting DC 10</div><div>Expert: +6 to Ranged Attack- Crafting DC 13</div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEicGazprK9JIXwsqvg4uFD5jymx4Lxktlik0ylJ58tpw3tqc-rIvms-ebH4ZHK_pmFMBOl8QwAhn583N2E8PNYJk91WWUSkCaIUxCMZD6alquASUJlEsElWdFaRh1uwBfZfiSAlNIgHhRSQIZJg-U-MQrHGKvmL5zhIVLFWFUr1LXzb4zSYtOk4f4uIae6V/s575/Runesmith%204.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="575" data-original-width="264" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEicGazprK9JIXwsqvg4uFD5jymx4Lxktlik0ylJ58tpw3tqc-rIvms-ebH4ZHK_pmFMBOl8QwAhn583N2E8PNYJk91WWUSkCaIUxCMZD6alquASUJlEsElWdFaRh1uwBfZfiSAlNIgHhRSQIZJg-U-MQrHGKvmL5zhIVLFWFUr1LXzb4zSYtOk4f4uIae6V/s320/Runesmith%204.jpg" width="147" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/t/o/todge69.png?6" data-isgroup="0" data-userid="5217973" data-username="Todge69" data-usersymbol="regular" data-useruuid="3368cd18-e852-4c53-915c-177b5adf0b7e" href="https://www.deviantart.com/todge69/gallery" style="background-color: #06070d; border: 0px; font-family: devioussans02bold, "Helvetica Neue", Helvetica, Arial, "メイリオ, meiryo", "ヒラギノ角ゴ pro w3", "hiragino kaku gothic pro", sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-size: 16px; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_12F3u" style="border: 0px; color: inherit; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Todge69</span></a></td></tr></tbody></table><div>Healing Charms</div><div>Rarity: Uncommon to Very Rare</div><div>Crafting DC: Varies</div><div>The most prized of all the Runesmith's art, Healing Charms are prized by rulers and the powerful as a means of easing convalensence, guaranteeing health and preventing assassination. Depending on their effectiveness, they can either speed a length hospice stay, drive off diseases or make the wearer all-but immortal. </div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhW8z4vb3cXcC_CXK4AWSZi-O8YSLPI8co0b3E0JEVuKJqLMcj67FUQOksSAawdarCqL9LpE9J4xSpCGRsGxviFFHsZhzXqmvH_kguqVgxx9SP_Vauaz-sRzBOpIk_bJYDB00tIUb7ZwzcuSdjc99ZqjGecJ4r5K_UvrhWNYHe-ycD9ZHcmOL3ykmnOAKsn/s858/Screenshot%202023-11-11%20190800.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="294" data-original-width="858" height="110" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhW8z4vb3cXcC_CXK4AWSZi-O8YSLPI8co0b3E0JEVuKJqLMcj67FUQOksSAawdarCqL9LpE9J4xSpCGRsGxviFFHsZhzXqmvH_kguqVgxx9SP_Vauaz-sRzBOpIk_bJYDB00tIUb7ZwzcuSdjc99ZqjGecJ4r5K_UvrhWNYHe-ycD9ZHcmOL3ykmnOAKsn/s320/Screenshot%202023-11-11%20190800.png" width="320" /></a></div><div>Anti-Possession Charms</div><div>Rarity: Common</div><div>Crafting DC: 8+X (X is effectiveness)</div><div>Charms that are designed to make the wearer harder, if not impossible, to possess by ghosts, outsiders or other spiritual entities. Can be made of paper, sewn into fabric, pressed into metal or in the most serious cases, tattooed onto the skin. </div><div><br /></div><div>Common - Resistance to Possession - +2 to Crafting DC. Requires a white feather to craft. </div><div>Uncommon - Immunity to Possession - +4 to Crafting DC. Requires either a set of honest merchant's scales, a judge's badge of office or a lady's hankerchief to craft.</div><div><br /></div><div>Razorsoul Blades</div><div>Rarity: Uncommon</div><div>Crafting DC: 10</div><div>Blades that are enhanced with Runes that when Charged with Mana, they become sharper and harder. Depending on the quality of the blade used, the blade can tolerate only up to a certain amount of MD being used to charge it. Using more MD than the quality of the blade will tolerate causes a chance of a catastrophic failure. </div><div><br /></div><div>Common Blades - 1 MD - +1d6 damage </div><div>Fine Blades - 2 MD - +2d6 damage</div><div>Superfine Blades - 3 MD - +3d6 damage</div><div>Masterwork Blades - 1d4+2 - +Yd6 damage, where Y is the maximum the blade can tolerate</div><div><br /></div><div>Furious Heart Charms</div><div>Rarity: Common</div><div>Crafting DC: 8</div><div>Disposable, single-use bombs that when empowered with mana produce explosions. Can be made of ceramic, metal, paper, fabric or any other type of material. Furious Heart Charms can also be modified to do damage depending on what type of Runes they were inscribed with: the most common types are fire, cold, lightning, thunder, radiant or necrotic, but there are other less common types. </div><div><br /></div><div>Furious Heart Charms - Xd6 damage, where X is the number of MD spent to Charge the Runes.</div><div><br /></div><div>Enhancement Jewelry</div><div>Rarity: Uncommon</div><div>Crafting DC: Varies</div><div>Enhancement Jewelery or just Enhancement Jewels are pieces of Jewelry engraved with runes that enhance the physical abilities or properties of the creature that wears it when the device is Charged. There are various types- Physical Attribute, Attack and Vitality. </div><div><br /></div><div>Physical Attribute Jewels enhance the wearer's physical ability scores, such as STR, DEX or CON. Attack Jewels boost the wearer's Attack power and grant bonuses to Attack and Defense rolls. Vitality Jewels increase the wearer's total HP.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjWMlemGxLHx_6J7wl7XS4Sq_CQHRnVkMw1EUV_4JAzPHJ39DNhQYhAA8y0f0svTI08YVT6obMEz5UGjvrWW5Zsnc4joVvtsDIstBwqhkDK6WR_ZEqWsIHnBZLpuQpW_ZfMmS78W4zfk9PkICw94K4oqMjqMJ49s7vqhCcXyQIjbBazzCa19JlxaeAFK2nn/s1291/Screenshot%202023-11-11%20190932.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="335" data-original-width="1291" height="83" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjWMlemGxLHx_6J7wl7XS4Sq_CQHRnVkMw1EUV_4JAzPHJ39DNhQYhAA8y0f0svTI08YVT6obMEz5UGjvrWW5Zsnc4joVvtsDIstBwqhkDK6WR_ZEqWsIHnBZLpuQpW_ZfMmS78W4zfk9PkICw94K4oqMjqMJ49s7vqhCcXyQIjbBazzCa19JlxaeAFK2nn/s320/Screenshot%202023-11-11%20190932.png" width="320" /></a></div><div>Armor</div><div>Rarity: Varies</div><div>Crafting DC: Varies</div><div>Runic Armor is the prize and the obsession of Runesmiths the world over. For generations, the various Runesmith orders have competed to see who can create the ultimate fighting system. This obsession has led to an incredible variety of terrifying suits of armor, one for every occasion, based on a thousand different philosophies. The most common types are Spellbane, for fighting Magi and spell-casters; Elemental Endurance, for resisting powerful elemental effects; Manhunter, for stealth; and Iron Soldier, for the professional warrior.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjnDKupm3QlS2JHmVopZuiM-XfoJjet0NMXKOjjPllsEZkUuoFQJKaBQRvh7lVwDnpCfalkFIgzfdC0-gucYJ7fqXF9EYKxkjn5UaqxbVvT9ZJb2m3fTXCbaFEwuPL5WuPA3ubXciZPD67VEglVNhAIpRmxer8HYD-uVIWYvQE-HfLeW49vmRzAMMQ_DbV0/s1902/Screenshot%202023-11-11%20190949.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="489" data-original-width="1902" height="82" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjnDKupm3QlS2JHmVopZuiM-XfoJjet0NMXKOjjPllsEZkUuoFQJKaBQRvh7lVwDnpCfalkFIgzfdC0-gucYJ7fqXF9EYKxkjn5UaqxbVvT9ZJb2m3fTXCbaFEwuPL5WuPA3ubXciZPD67VEglVNhAIpRmxer8HYD-uVIWYvQE-HfLeW49vmRzAMMQ_DbV0/s320/Screenshot%202023-11-11%20190949.png" width="320" /></a></div><p> </p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj8Lfh6-7ZljGVROLqn2k5BKBoRbHUXfNPgbLA0C2pCHEj1DRXfkOcB55nHCi-vZ76yaX-5HE8eMeGB1Mz0nwWbDt79WUlWJUl80GdnIqTa3ZDP5JuHPJ-fDLjCSGim9RoYVWl9EADATDAk0CDFzDaqH7NZ870Gw_JI_2-PjTMgfGkxhA_n6YggcJnGLMLC/s1024/Runesmith%205.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="576" data-original-width="1024" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj8Lfh6-7ZljGVROLqn2k5BKBoRbHUXfNPgbLA0C2pCHEj1DRXfkOcB55nHCi-vZ76yaX-5HE8eMeGB1Mz0nwWbDt79WUlWJUl80GdnIqTa3ZDP5JuHPJ-fDLjCSGim9RoYVWl9EADATDAk0CDFzDaqH7NZ870Gw_JI_2-PjTMgfGkxhA_n6YggcJnGLMLC/s320/Runesmith%205.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><div class="d30Ee" style="background-color: #06070d; border: 0px; color: #b1b1b9; display: flex; flex-direction: column; font-family: sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; vertical-align: baseline;"><div class="_2_1tx" style="border: 0px; color: inherit; display: flex; flex-direction: column; flex: 1 1 auto; font: inherit; justify-content: center; margin: 0px; padding: 0px; vertical-align: baseline;"><div class="_31DYV" style="align-items: center; border: 0px; color: inherit; display: flex; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><div class="_4GWw7 _22pif" style="border: 0px; color: var(--green5); display: inline-flex; font: var(--f-16-bld); margin: 0px 16px 0px 0px; padding: 0px; vertical-align: baseline;"><a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/s/i/sinlaire.jpg?7" data-isgroup="0" data-userid="8160711" data-username="sinlaire" data-usersymbol="core_access" data-useruuid="6743ef14-3814-4dbf-891c-53bc08c057cf" href="https://www.deviantart.com/sinlaire/gallery" style="border: 0px; font: inherit; margin: 0px; overflow: hidden; padding: 0px; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_12F3u" style="border: 0px; color: inherit; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">by sinlaire</span></a></div></div></div></div><div class="_1mcmq" style="align-items: flex-start; background-color: #06070d; border: 0px; color: #b1b1b9; display: flex; flex-direction: column; font-family: sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; padding: 0px 0px 0px 94px; text-align: start; vertical-align: baseline;"></div></td></tr></tbody></table><div class="separator" style="clear: both; text-align: left;"><div class="separator" style="clear: both;"><b><u>Runesmiths vs. Artificers:</u></b></div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">The difference between Runesmiths and Artificers is small, thin and largely a matter of perspective. An uneducated person would insist there is none and they would be somewhat correct. The difference is that while Artificers generally investigate the use and building of Mana-based equipment and machinery, Runesmiths seek to study the full implementation of the language of Runes. So while Artificers must have working knowledge of the Runic tongue, they do not delve into it with the same level of depth. They are technicians, while Runesmiths all aspire, if not achieve scholarship. </div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">The other main difference is that while Artificers tend to spend their days plundering ancient tombs and rooting through piles of old scrap looking for useful things, Runesmiths tend to look toward the future. They build new things and unlike their cousins, who are often lone tinkerers or dwell in small collectives of scholars, Runesmiths tend to come from large organizations that either work directly for the State or work in close partnership with it. </div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">And while all Artificers can expect to get their hands dirty, not all Runesmiths do. While many must dirty themselves with the nitty-gritty of maintaining Runic equipment and supporting their patrons, the privileged few get to spend their lives in the ivory tower of academia, studying and learning Without any unpleasant intrusions from the real world and it's unpleasant realities.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"><b>Types of Runesmith:</b></div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">Academic Runesmith- The elevated royals of the Runesmiths, these lucky few spend their time in comfortable halls, studying ancient books and new treatises, studying the implementation of the Runic language, learning grammar and syntax, studying and experimenting to create new Runic technologies. They are the few, mocked by their envious cousins among the lesser branches of the field. Despite this, many of the great ideas of modern and ancient Rune-Smithing first emerged here and gradually trickled down to other types of Smith. </div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">Artisan Runesmith- The most common type, these are Runesmiths who serve in the large guilds or Runesmith organizations. They are most common in places and societies with more Runic technology. It is their job to facilitate, maintain and repair such technology. And while the organizations they serve are often powerful and influential, most of them are little better paid than craftsmen of any other type. </div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">War-Smith- A sub-set of above, these are Runesmiths who are permanently attached to the military or form their own special regiments. These Smiths aid the army through the building of war-machines and other devices that enable soldiers to fight better, harder and more easily. A War-Smith might be tasked to help build an enormous war machine, or to improvise a method of allowing an army to pass over a raging river after the enemy has destroyed the bridges. Unlike many other Runesmiths, War-Smiths are used to working with limited resources, improvising and taking wild gambles in the hope of success. If a Runesmith has abandoned conventional methods of advancement and gone off to become an Adventurer, odds are they got the idea from some time serving with the army. </div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">Artificer- Though most of them wouldn't consider themselves Runesmiths, nor would other Runesmiths, Artificers usually possess a working knowledge of Runes. Most of the ancient technology they study worked on Runic principles, which have remained relatively consistent over the centuries, due to the largely static nature of the Runes. Despite this fact, most Artificers lack any deep knowledge of Runes as a language, thinking of them largely in terms of inputs and outputs. </div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">Rune-Knight- Rune-Knights are elite soldiers who utilize specialized equipment to be terrors on the battle-field. Depending on what their War-Smiths can manufacture and maintain, a Rune-Knight can be anything from a powerful foe to a demigod of blood and iron. Most Rune-Knights are attached to larger forces, acting as Shock Troops or Rapid Attack forces, but in other cases a Rune-Knight might be a noble soldier, fighting alongside his house guard and retainers, maintaining his weapons through his personal wealth. </div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">Wandslinger- The lowest and most common branch, these are soldiers who have a basic knowledge of Runes and use them to effectively utilize Wands, Staves and other basic Runic technologies. While most of these types are drop-outs of more prestigious institutions or self-taught mavericks, some organizations or groups train small groups of elite soldiers to utilize Runic technology and Wizard Weapons to act as commandoes and special forces. And while other Runesmiths might scoff at them, Wandslingers can still be terrible enemies to face, especially when their limited technology is paired with elite soldiers and rigorous training. </div><div class="separator" style="clear: both;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgV8tZLnNVkDg3qEIe6By4-kuKCMLbdu3sGjB_YTlrS-yqArKfFXwLRx9OF_tAq5AJUxvOGlCo6-0NCuI98qAbeCIvG8hhhzJ2uVeh5wRvELMLnpJST5Dqd8g30YMy9mOCe1xxEeGOwIaGfOvsWZl8H6UmQjwM-CAh-6ljpSOS0x0WPihXTWtHf5pCMGDAs/s562/Runesmith%206.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="562" data-original-width="400" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgV8tZLnNVkDg3qEIe6By4-kuKCMLbdu3sGjB_YTlrS-yqArKfFXwLRx9OF_tAq5AJUxvOGlCo6-0NCuI98qAbeCIvG8hhhzJ2uVeh5wRvELMLnpJST5Dqd8g30YMy9mOCe1xxEeGOwIaGfOvsWZl8H6UmQjwM-CAh-6ljpSOS0x0WPihXTWtHf5pCMGDAs/s320/Runesmith%206.jpg" width="228" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a href="https://gothiccharmschool.tumblr.com/post/25609231404/yes-i-want-one">Jillian Venters</a></td></tr></tbody></table><div class="separator" style="clear: both;"><b><u>Make your Own:</u></b></div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">The following are rules for crafting your own Runic creations. </div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"><b>How big is it?</b></div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">- Small (Base DC 4)</div><div class="separator" style="clear: both;">- Medium (Base DC 6)</div><div class="separator" style="clear: both;">- Large (Base DC 8)</div><div class="separator" style="clear: both;">- Huge (Base DC 10)</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"><b>How many sentences would it take to describe what you're trying to do with the Runes?</b></div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">- One or less (+0)</div><div class="separator" style="clear: both;">- Two or Three (+2)</div><div class="separator" style="clear: both;">- Three to Five (+4)</div><div class="separator" style="clear: both;">- Six or more (+5)</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"><b>How many effects will it cause?</b></div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">- 1 (+1)</div><div class="separator" style="clear: both;">- 2 (+2)</div><div class="separator" style="clear: both;">- 3 (+4)</div><div class="separator" style="clear: both;">- 4 (+6)</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"><b>How complex are the effects?</b></div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">- Simple (+0)</div><div class="separator" style="clear: both;">- Slightly complex (+2)</div><div class="separator" style="clear: both;">- Complicated (+3) </div><div class="separator" style="clear: both;">- Complex (+4)</div><div class="separator" style="clear: both;">- Intricate (+5)</div><div class="separator" style="clear: both;"><b><br /></b></div><div class="separator" style="clear: both;"><b>How powerful is the effect(s) you are trying to create? </b></div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">- Weak (+0)</div><div class="separator" style="clear: both;">- Not Very (+2)</div><div class="separator" style="clear: both;">- Strong (+3)</div><div class="separator" style="clear: both;">- Very Strong (+4)</div><div class="separator" style="clear: both;">- World-Changing (+6)</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"><b>A few Examples:</b></div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">Robert Nimblehands wants to Ward a house against Undead. The house is a small family home (Large- Base DC 8); he only wants to cause one effect, to Ward off Undead (+1); the effect is simple (+0) but the effect has to be strong enough to protect the whole house and all it's entrances (+2). On top of all that, the Runic effect is easily described in one sentence (+0). So the total DC is 11. </div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">Alicia Silverwit wants to build a suit of powered armor to help her fight. It only needs to fit her (Medium- Base DC 6); she wants it to protect her from spells, enhance her strength and protect her (+4); the effects are complex (+4); and the suit has to be strong enough to actually accomplish her goals (+2). That being said, the Runic effects are extensive and not easily explained (+4). So the total DC is 20.</div><div class="separator" style="clear: both;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgSWbzuwXRhyphenhyphenwDbgHwtgduLrREo0nWEyE5Q5fVrVr97iDAIPzFqGjJeyS16sbBCrTfNNnhiXqGpHXpD8JfhpaiJLh6R27rovr5WHRIeFqdxjYEu4KaCwTDR6iRVkzHf96sPb1e8O3yEPMqdfADNBULNcjYxdonRL5Mles-9AOCw3bMtmGJtyLfkV3GvQkMW/s1920/Runesmith%207.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1080" data-original-width="1920" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgSWbzuwXRhyphenhyphenwDbgHwtgduLrREo0nWEyE5Q5fVrVr97iDAIPzFqGjJeyS16sbBCrTfNNnhiXqGpHXpD8JfhpaiJLh6R27rovr5WHRIeFqdxjYEu4KaCwTDR6iRVkzHf96sPb1e8O3yEPMqdfADNBULNcjYxdonRL5Mles-9AOCw3bMtmGJtyLfkV3GvQkMW/s320/Runesmith%207.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">artist unknown</td></tr></tbody></table><div class="separator" style="clear: both;"><b><u>Tables:</u></b></div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"><b>Damaged Rune Charging Table:</b></div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">Roll on this table if you're attempting to Charge and/or use a Damaged Runic construct. </div><div class="separator" style="clear: both;"><b><br /></b></div><div class="separator" style="clear: both;"><b>1d6</b></div><div class="separator" style="clear: both;">1- The item destroys itself violently, self-destructing. The item explodes, doing Xd6 damage, save for half, where X is the number of MD it was Charged with.</div><div class="separator" style="clear: both;">2- The item destroys itself, blasting mana everywhere. All Runic items within X*10' are triggered, where X is the number of MD it was Charged with.</div><div class="separator" style="clear: both;">3- The item breaks, destroying the Rune-net and rendering itself as scrap. </div><div class="separator" style="clear: both;">4- The item emits a stimulus, such as a cloud of smoke, a shower of sparks, a grating sound, but produces no other effect. </div><div class="separator" style="clear: both;">5- The item works at 50% effectiveness. </div><div class="separator" style="clear: both;">6- The item works as intended.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"><b>Mana Crystal Fracture Table: </b></div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">Roll on this table if a creature is carrying a bunch of Mana Crystals and one or multiple of them suffer a blow that may cause them to crack or break.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"><b>1d6</b></div><div class="separator" style="clear: both;">1- 1d6 Crystals immediately shatter. This causes an explosion that does Xd6 damage in an X*10' radius sphere, save for half. If you pass a CHA save, you have one round to throw the shattered Crystals before they explode. </div><div class="separator" style="clear: both;">2- 1d4 Crystals immediately begin venting mana. For X rounds, where X is the amount of MD contained in each Crystal, you create an aura of mana around you that automatically Charges and activates all Runic constructs within X*10' of the Crystals. Magi can also tap into this loose mana if they are within the affected area. </div><div class="separator" style="clear: both;">3- 1d3 Crystals crack. These Crystals, next time they are tapped for mana, force the user to save. On a failed save, they dump all of their mana at once. This may or may not benefit your Runic constructs, and it could damage them. </div><div class="separator" style="clear: both;">4- 1d3 Crystals begin overheating. Overheated Crystals are unstable and if you attempt to put more Mana into them or use them to Charge a Runic construct, they could explode or damage the Runic construct. Roll 1d6 to determine what happens: 1d6 (1-2: The Crystals explode (as "1"); 3-4: The Crystals damage the Runic construct, roll on the above table; 5-6: Nothing happens, the Crystals work, for now).</div><div class="separator" style="clear: both;">5- One Crystal begins venting Mana as 1dX [1= Light, the Crystal glows for X rounds; 2= Sound, the Crystal makes an irritating sound for X rounds; 3= Stench, the Crystal fills the air around itself with the stench of discharged Mana for X rounds; 4= Heat, the Crystal does Xd6 fire damage, save for half, to anything it touches.] X is the number of MD in a Crystal.</div><div class="separator" style="clear: both;">6- Nothing happens. You escape by the skin of your teeth.</div><div class="separator" style="clear: both;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhnyotTwaHJqE8GxWnmQqhXyr6IRTkuiwiR3LbJT0bPy_Uk2rhh49ve1JnuG3Tq2mTnJmq7RSG0urffuYbdJvZNBJHtCj8WIFcf79L2uUMlVfyblEuj4N4Uxm3vkcIwn8MJ8vPafW7MBRtrT_2H_OSiFNxTTlUlxyuB7qW1z5tbh9E9y3aej_BpxaZntL-Y/s707/Runesmith%208.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="707" data-original-width="500" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhnyotTwaHJqE8GxWnmQqhXyr6IRTkuiwiR3LbJT0bPy_Uk2rhh49ve1JnuG3Tq2mTnJmq7RSG0urffuYbdJvZNBJHtCj8WIFcf79L2uUMlVfyblEuj4N4Uxm3vkcIwn8MJ8vPafW7MBRtrT_2H_OSiFNxTTlUlxyuB7qW1z5tbh9E9y3aej_BpxaZntL-Y/s320/Runesmith%208.jpg" width="226" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">from <a href="https://imanasoh.tumblr.com/post/101194282489">here</a></td></tr></tbody></table></div>Yami Bakurahttp://www.blogger.com/profile/17266174008401745128noreply@blogger.com0tag:blogger.com,1999:blog-7473866157250794633.post-52431939544260005092023-10-25T04:17:00.000-07:002023-10-25T04:17:10.724-07:00OSR: Oni<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEil7QmJfXr0I0LpV709He19JhJaDljI5hgND2G4UKBpWvWiGd8MCDZ94aHq958OBgEga_D2QSEcptXA4a1oQn-J4TO6XDbjswNOKxuQmq9z-x_AE0R_YIelae0nNXRe-zvp2pZJuN1aVNhQO_fhaLpphEUPuJsZ1p42DnM2cdumHpk9wdWj8aQsQJLDUyR9/s1127/Oni%201.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1127" data-original-width="828" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEil7QmJfXr0I0LpV709He19JhJaDljI5hgND2G4UKBpWvWiGd8MCDZ94aHq958OBgEga_D2QSEcptXA4a1oQn-J4TO6XDbjswNOKxuQmq9z-x_AE0R_YIelae0nNXRe-zvp2pZJuN1aVNhQO_fhaLpphEUPuJsZ1p42DnM2cdumHpk9wdWj8aQsQJLDUyR9/s320/Oni%201.jpg" width="235" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/c/h/chunlo.jpg?11" data-isgroup="0" data-userid="3106474" data-username="ChunLo" data-usersymbol="regular" data-useruuid="414a66d5-fec6-4794-bffb-185b3a8f2ae8" href="https://www.deviantart.com/chunlo/gallery" style="background-color: #06070d; border: 0px; font-family: devioussans02bold, "Helvetica Neue", Helvetica, Arial, "メイリオ, meiryo", "ヒラギノ角ゴ pro w3", "hiragino kaku gothic pro", sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-size: 16px; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_12F3u" color="inherit" style="border: 0px; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">ChunLo</span></a></td></tr></tbody></table><div>Often called Phantom Ogres, though they are not related to those gluttonous, childlike monsters. </div><div><br /></div><div>Evil is a metaphysical force, just as Goodness and Virtue have weight. This is a common teaching of the Priests- it is only the uncommon religion that teaches that evil is not real, or that it is simply the absence of goodness. Some even argue that the final judgement in the afterlife is not a judgement, but a simple assessment of the soul. It is the Weight of sin that drags the wicked down into the pits of punishment, where the palaces of pain await them. Good souls, meanwhile, are free to ascend the Eternal Mountain atop the Rock of Eternity. </div><div><br /></div><div>As such, when an especially wicked person dies, that Evil must go somewhere. It does not simply die with them. Just as a good deed affects not only the person who does it but the person who experiences it, which further influences how he acts towards others, so too does evil remain. And in some cases, in a method similar to the creation of Ghosts, this evil will live on in the form of the Oni. </div><div><br /></div><div>As discussed in other places, Ghosts are what happens when a person dies and leaves behind enough of their essence to 'stain' the world around them. This stain then persists in the form of a pseudo-consciousness. Most Ghosts possess only limited sentience, some are not aware at all. For example, the ghost of a suicide might take the form of a figure seen leaping off a tall building. But when the place where he should have landed is inspected, there will be no body, nor any sign of a figure that matches the jumper's appearance entering the building and making their way to the roof.</div><div><br /></div><div>Oni are different in several ways. For one, all Onis are sentient. They are fully aware of themselves and possess free will, but as creatures born of wickedness, they tend to have very little in the way of impulse control and are consumed by their desires, but more on that later. They are also corporeal, despite how sneaky they are. And finally, unlike Ghosts, an Oni can plan and take different actions. They aren't stuck repeating the same behaviors over and over again or caught in a perpetual loop.</div><div><br /></div><div>Number Appearing: 1 (or 2, rarely)</div><div>Alignment: Any Evil</div><div>Languages: The Lingua Franca plus any languages their parent knew</div><div>Treasure: Varies, depending on the Oni and type</div><div><br /></div><div><b>Oni </b></div><div>HD 1d8+2</div><div>AR 1d3 [Natural Armor]</div><div>Atk Varies, see below</div><div>Mor 5+(1/2*HD)</div><div>Saves (7+HD) or less</div><div><br /></div><div>Born of Evil: Onis are created from especially evil creatures, usually upon the death of that creature. This creature is called an Oni's 'parent'. Onis have an X-in-10 chance of knowing any random piece of knowledge their parent knew. </div><div><br /></div><div>Shapeshifter: Onis are normally Large humanoids, but they can as an action, shapeshift into any Large of Medium humanoid. Their appearance can be anything they can imagine or can mimic a creature they have seen. Their stats remain the same in either form. </div><div><br /></div><div>Terrifying Strength: Oni are enormously strong, easily able to overpower creatures of the same size or smaller than themselves. Oni have advantage on all strength checks and on any grapple check made against another creature without supernatural strength. Additionally, for each size category an Oni is larger than a creature, the Oni adds +2 to any STR check made against that creature.</div><div><br /></div><div>Feast of Blood: If an Oni feeds on an intelligent humanoid, the Oni heals for a number of HD equal to that creature's HD. This meal takes at least 10 minutes. </div><div><br /></div><div>Tactics:</div><div>- Varies depending on the type of Oni</div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVzUYJQ1Vfmuu-WnzPTeLC1Wq2y0oyGNF45hS5Mmy7u-WMMY8moQ1BrbIfHLR85A2kiTEWE-vghNHCWeRrksCTz8-4EsFfQXYzsgpbhd6BxU0EJuNuuaPXObGcmsjBczI-J79FzX_ANMLvYbvByPGinLfuQcw7wkZ_z3JFj37qPT2fsD4Uz6aholJB5tyO/s1024/Oni%202.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="652" data-original-width="1024" height="204" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVzUYJQ1Vfmuu-WnzPTeLC1Wq2y0oyGNF45hS5Mmy7u-WMMY8moQ1BrbIfHLR85A2kiTEWE-vghNHCWeRrksCTz8-4EsFfQXYzsgpbhd6BxU0EJuNuuaPXObGcmsjBczI-J79FzX_ANMLvYbvByPGinLfuQcw7wkZ_z3JFj37qPT2fsD4Uz6aholJB5tyO/s320/Oni%202.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/k/y/kyveri.jpg?5" data-isgroup="0" data-userid="28717222" data-username="Kyveri" data-usersymbol="regular" data-useruuid="de28cc25-4b73-4801-87e2-cc88804368ce" href="https://www.deviantart.com/kyveri/gallery" style="background-color: #06070d; border: 0px; font-family: devioussans02bold, "Helvetica Neue", Helvetica, Arial, "メイリオ, meiryo", "ヒラギノ角ゴ pro w3", "hiragino kaku gothic pro", sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-size: 16px; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_12F3u" color="inherit" style="border: 0px; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Kyveri</span></a></td></tr></tbody></table><div><b><u>To customize an Oni, roll on the tables below:</u></b></div><div><b><br /></b></div><div><b>How strong is it?</b></div><div><b><br /></b></div><div><b>1d6</b></div><div>1- 3 or less HD. The Oni makes 1 Weapon (1d8+1) or 1 Bite Attack that does (1d6+1). It has 0 Dark Gifts.</div><div>2-3- 4-5 HD. The Oni makes 1 Weapon (1d8+3) or 1 Bite Attack that does (1d6+2). It has 1 Dark Gift.</div><div>4- 6-7 HD. The Oni makes 2 Weapon (1d8+2) or 1 Bite Attack that does (1d6+3). It has 2 Dark Gifts.</div><div>5- 8-9 HD. The Oni makes 2 Weapon (1d8+3) or 1 Bite Attack that does (1d8+1). It has 1d3 Dark Gifts.</div><div>6- 10 HD. The Oni makes 2 Weapon (1d8+4) or 1 Bite Attack that does (1d8+2). It has 1d4+1 Dark Gifts. </div><div><br /></div><div><b>Does it have a Third Eye?</b></div><div><br /></div><div>All Onis with 5 HD or more have a third eye in the center of their foreheads. These Onis can see into the future. Any Oni with a third eye gains the following ability:</div><div><br /></div><div>Future Sight: For purposes of Combat, a Three-Eyed Oni can see X rounds into the future, where X is it's HD. When entering combat, have everyone roll a number of d20s equal to X and arrange them in order. Every time the player would take an action that would require a d20 roll, instead merely use the first number on the list. After that, the number is expended, and the player must roll the d20 again, and add it to the bottom of the list. </div><div><br /></div><div><b>Can it Bless or Curse?</b></div><div><br /></div><div>All Onis with 7 HD or more can place a blessing or curse upon their enemies. Any Oni of 7 HD or more gains the following abilities:</div><div><br /></div><div>Manipulate Fortune: 1/Day, an Oni can place a blessing upon a creature. This blessing will grant them good fortune for the immediate future. The Oni can only affect one creature like this at a time and cannot use this ability again until the affected creature receives a sufficient blessing from Fortuna. The affected creature can shed this blessing by doing something unlucky, such as spilling salt, breaking a mirror, slapping a baby or anything else considered unlucky. </div><div><br /></div><div>Curse: Curse: 1/Day, If an Oni can see a creature or group of creatures and those creatures can understand the Oni, the Oni can curse them. This curse can be anything the Oni wants. Additionally, the Oni can only have one curse active at a time. It cannot curse another creature until that creature dies or the curse is broken. </div><div><br /></div><div><b>Common Oni Blessings:</b></div><div><b><br /></b></div><div><b>1d6</b></div><div>1- Your next child will be born safely. The next child that this creature sires will be born safely with no defects or complications during birth. This is the blessing most commonly given out to women, especially pregnant women. Onis sometimes give it to single men or women as a cruel jape. </div><div>2- You will have a good harvest. The next time this creature plants crops, come harvest time, they will find an abundant crop, barring any form of interference from other agents. If the Dragon burns down your fields, this blessing will not protect your wheat. This is the blessing most commonly given out to farmers and peasants. </div><div>3- You get 10 Luck Points. These Luck Points are single-use, once you spend them, they are gone. This is most commonly given to warriors, adventurers and merchants. </div><div>4- Wealth beyond measure. Anyone the Oni blesses with this will soon find out about a large cache of treasure that they could potentially claim for themselves. Not that this treasure might be already in the possession of some powerful creature or faction, hidden or in some sort of location that makes it hard to access, such as being really far away or the environment itself is very dangerous. </div><div>5- You experience a break-through. Any creature who receives this blessing will suddenly receive an advantage with any problem he is trying to solve. For example, say the players are trying to complete a quest where they have to kill an army of Undead. If they receive this blessing, they suddenly encounter a powerful Cleric or hear about an order of paladins or find out the location of a legendary sword of Undead-slaying. </div><div>6- Something good happens to you soon. A felicitous twist of fate. Any creature given this will suddenly have a golden opportunity fall into his lap. For example, he rescues an old man who is being attacked on the road and the old man turns out to be a god in disguise, or after the princes die in a war, he is revealed to be the king's bastard son. Something of that nature. </div><div><br /></div><div><b>Common Oni Curses:</b></div><div><b><br /></b></div><div><b>1d6</b></div><div>1- "I curse you with impotence!" The cursed cannot impregnate anyone or be impregnated. The cursed also does minimum damage when making attacks. This curse can be be broken by receiving a blessing from a priest or angel of a fertility God or having sex with a Demon of the opposite sex as you. </div><div>2- "I curse you with truth!" The cursed cannot lie. Additionally, if anyone lies around the cursed and the cursed knows the truth, he must save or be compelled to declare what was said was a lie. This curse can be broken by making a bargain with one the Folk or tricking someone into doing something against his interests. </div><div>3- "I curse you with gold fever!" The cursed becomes obsessed with gold and wealth. He will never want to spend money and will constantly seek it. He will crave it beyond all reason or any other desire. The more he obtains, the more the cursed will want. This curse can be broken by the cursed trading something extremely valuable for money, such as a body part or loved one or by making a transaction with a group that uses a currency that the cursed does not recognize as valuable. </div><div>4- "I curse you to feel the shadow of death!" Whenever there is a chance of someone dying around the cursed, the cursed will be struck with an ominous sensation. This is the 'shadow of death'. This will force a Save vs Fear. If the cursed fails the save, he will be compelled to flee, hide or find some other way to get away from danger. This curse can be broken by letting a Demon of Wrath possess you or trading away your sense of Fear. </div><div>5- "I curse you with the Simurgh's hate!" All birds suddenly develop a distaste for the cursed. Evil birds will always target the cursed if they have no better targets, while neutral or good birds will refuse to help him. This curse can be broken by doing a favor for a Noble Bird or ripping out an eye and feeding it to a crow. </div><div>6- "I curse you with blindness!" The cursed goes blind. This curse can be broken by fighting an invisible enemy or by gazing upon the Anti-Phoenix. </div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAC3AYC9yteo7Vbbi5nDzZc56ZB2SH5Uo1g7nx7TaTCi9hwILsWZKYzKYcbBpO1nQw1OgSVvpR6M6AHCFkF8yOhnCr0zAF_yaraZ6gNdtr1t2zJbBw4M0v6SdZJKdP9PMrc2YpktKj3Sp8KG9naT4DzDLL972HbTwv3-qG9JAwrpzJtHaru0g52cs-w5sJ/s1039/Oni%203.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1039" data-original-width="800" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAC3AYC9yteo7Vbbi5nDzZc56ZB2SH5Uo1g7nx7TaTCi9hwILsWZKYzKYcbBpO1nQw1OgSVvpR6M6AHCFkF8yOhnCr0zAF_yaraZ6gNdtr1t2zJbBw4M0v6SdZJKdP9PMrc2YpktKj3Sp8KG9naT4DzDLL972HbTwv3-qG9JAwrpzJtHaru0g52cs-w5sJ/s320/Oni%203.jpg" width="246" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><div class="d30Ee" style="background-color: #06070d; border: 0px; color: #b1b1b9; display: flex; flex-direction: column; font-family: sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; vertical-align: baseline;"><div class="_2_1tx" style="border: 0px; color: inherit; display: flex; flex-direction: column; flex: 1 1 auto; font: inherit; justify-content: center; margin: 0px; padding: 0px; vertical-align: baseline;"><div class="_31DYV" style="align-items: center; border: 0px; color: inherit; display: flex; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><div class="_4GWw7 _22pif" style="border: 0px; color: var(--green5); display: inline-flex; font: var(--f-16-bld); margin: 0px 16px 0px 0px; padding: 0px; vertical-align: baseline;"><a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/s/x/sxeven.jpg?10" data-isgroup="0" data-userid="13799438" data-username="sXeven" data-usersymbol="core_access" data-useruuid="8ae481f9-f9e1-4030-bbca-6141a6df20b6" href="https://www.deviantart.com/sxeven/gallery" style="border: 0px; font: inherit; margin: 0px; overflow: hidden; padding: 0px; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_12F3u" color="inherit" style="border: 0px; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">by sXeven</span></a></div></div></div></div><div class="_1mcmq" style="align-items: flex-start; background-color: #06070d; border: 0px; color: #b1b1b9; display: flex; flex-direction: column; font-family: sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; padding: 0px 0px 0px 94px; text-align: start; vertical-align: baseline;"></div></td></tr></tbody></table><div><b><u>What type of Oni is it?</u></b></div><div><b><u><br /></u></b></div><div><b><u>Red:</u></b></div><div><br /></div><div>Red Onis are formed when one whose primary vice was wrath or lust dies and their evil manifests into an Oni. Red Oni have skin that ranges from bright red to crimson. They tend to be muscular and wild-eyed, with explosive tempers and very little impulse control. Red Onis are the least likely to use clever strategies or think through their actions- they prefer to charge in and just start smashing stuff until things go their way. </div><div><br /></div><div>They are the type of Oni most likely to tolerate other Onis and are occasionally willing to work with others of their kind. They will also work for other creatures in exchange for booty, though Red Onis are least likely to desire treasure, with the exception being slaves. Red Onis consumed with wrath will keep slaves to abuse and torment for their pleasure, or perhaps sacrifice them, especially if it would cause the object of their wrath pain. Red Onis consumed with lust are known to build harems of slaves for self-evident reasons. They are also the type of Red Oni who will seek treasure, as it will allow them to obtain more slaves and maintain a more luxurious dwelling for their slaves and lovers, though this is more of an exception than the rule. A Red Oni is perfectly comfortable sleeping in a damp cave as they are in a palace. Such comforts, though desirable, are less important to them.</div><div><br /></div><div><b>A Red Oni's treasure: </b>The one exception to Red Oni's indifference to treasure is magical weapons and armor. All Red Onis prize such items and will seek them out, even if the other trappings of wealth are little more than dross to them. </div><div><br /></div><div>If a Red Oni has Dark Gifts, roll the appropriate number of times on the following table:</div><div><br /></div><div><b>1d6</b></div><div>1- It is immune to Fire and Fire damage. </div><div>2- It can, as an action, throw a 2d6 fireball, save for half, as an action. This fireball can hit one creature and anything directly adjacent to it. On a failed save, you are also set on fire.</div><div>3- It's blood is hot as molten metal. If you injure it in melee combat, you must save or take 1d6 fire damage.</div><div>4- It can, as a free action on it's turn, fly into a berserker rage. While raging it can only attack but gets +2 to Attack and damage. It can only rage for 1d4+1 rounds. After that, it has disadvantage on all attacks until it rests for at least 10 minutes or eats someone. While raging, it is also immune to mental effects or abilities that affect it's mind. </div><div>5- It can, as an action, try to Charm or Frighten a creature as a free action on it's turn. The targeted creature gets a save to resist. On a failed save, that creature is Charmed or Frightened of the Oni for 1 hour or the effect is removed by some sort of effect such as 'dispel magic'.</div><div>6- It knows 1d3 Martial Manuevers. </div><div><br /></div><div><b>Tactics:</b></div><div>- Fight smartly, probe for weaknesses</div><div>- Always bring allies, never fight alone</div><div>- Strike fast, strike hard, retreat if in danger of dying</div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhSvmPAdUQpwtv2Vp7PcsCi6_VVbX-y8ltE3bzjKM_cuo_6tAwl45sp41Dc-o1g3BdUo9Yed2f1R_DD8rjjTYZrnF6bhZZvKONxksMXG6CUWwyuMAw4uBQuwDdKAstcAZtCgg_h5ZJBSWU1hKh1vskm5KU4VIHLgCd387Rx5gGDXUqlubReFHJeRPb5COmt/s1020/Oni%204.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1020" data-original-width="700" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhSvmPAdUQpwtv2Vp7PcsCi6_VVbX-y8ltE3bzjKM_cuo_6tAwl45sp41Dc-o1g3BdUo9Yed2f1R_DD8rjjTYZrnF6bhZZvKONxksMXG6CUWwyuMAw4uBQuwDdKAstcAZtCgg_h5ZJBSWU1hKh1vskm5KU4VIHLgCd387Rx5gGDXUqlubReFHJeRPb5COmt/s320/Oni%204.jpg" width="220" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/y/e/yesterdeng.jpg?4" data-isgroup="0" data-userid="41911864" data-username="YESTERDENG" data-usersymbol="regular" data-useruuid="e38c0e8e-db7a-4448-bf6f-1dc263ba14fb" href="https://www.deviantart.com/yesterdeng/gallery" style="background-color: #06070d; border: 0px; font-family: devioussans02bold, "Helvetica Neue", Helvetica, Arial, "メイリオ, meiryo", "ヒラギノ角ゴ pro w3", "hiragino kaku gothic pro", sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-size: 16px; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_12F3u" color="inherit" style="border: 0px; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">YESTERDENG</span></a></td></tr></tbody></table><div><b><u>Blue:</u></b></div><div><br /></div><div>Blue Onis are formed from one whose primary vices were pride or sloth. They have skin that ranges from electric blue to ultramarine. They tend to be fastidious about grooming and cloth themselves in the finest clothing, adorning themselves with jewelry and ornaments. </div><div><br /></div><div>Blue Onis tend towards laziness. They love nothing more then doing nothing or spending long hours admiring themselves in mirrors, still ponds or other reflective surfaces. They tend to be cold and condescending towards others and consider themselves to be the best at well, everything. Anyone who defeats them in a contest will earn their enmity and the Oni will usually find some sort of excuse to justify how it lost. For example, if you beat an Oni in a game, it will accuse you of cheating. This also applies to any of the Oni's falures. If the Oni tries to play music but the only things it can produce are awful screeching, it will either abandon music and take up a new pursuit, or it will go into denial and declare it's music to secretly be amazing and anyone who fails to grasp the complexity of it is just a fool.</div><div><br /></div><div>Blue Onis will not work with anyone who is not willing to stroke their own ego, so they usually cannot stand their own kind. This goes doubly for Blue Onis. If two Blue Onis meet, they will immediately begin clashing with each other, as both will try to assert their position as the superior one. </div><div><br /></div><div><b>A Blue Oni's treasures:</b> Fine clothes, jewelry, hair brushes, make-up and beauty products. Works of art depicting the Oni. Mirrors, made of every possible material and in every size the Oni could carry off. </div><div><br /></div><div>If a Blue Oni has Dark Gifts, roll the appropriate number of times on the following table:</div><div><br /></div><div><b>1d6</b></div><div>1- It is immune to Psychic damage or any mental effect that would affect it's mind such as Charm or Fear effects. </div><div>2- It can play music that when you hear it, causes anyone who hears it to save or be overcome with 1d4 [1= Homicidal rage, you will try to murder the closest living thing; 2= Insane lust, you will attempt to rape the nearest living thing; 3= Fear, you will be struck with terror and will want to flee from the source of the music; 4= Sleepiness, creatures will find themselves struggling to stay awake.] This music affects all creatures that can hear within 100' Every round a creature can hear it, that creature must save again. </div><div>3- It can infuse an inanimate object with it's mana to grant that creature a semblance of life. All animated objects like this have a varying amount of HD depending on their size and are absolutely loyal to the Oni. They have no fear and will obey any order. The Oni can also "see" out of any object it has animated, no matter the difference. </div><div>4- It can, as an action on it's turn, petrify creatures with it's gaze. Any creature that it sees must save. Creatures that fail their save take 1d6 DEX damage a round as long as the Oni can see them. If reduced to 0 DEX, that creature turns to stone. DEX returns at a rate of 1 point per minute, as long as the Oni isn't looking at you. </div><div>5- It can levitate up to 30' off the ground. </div><div>6- It regenerates 1 HD a round. This regeneration can be prevented by using blessed or holy weapons or by burning it with fire. If it takes fire damage, it cannot regenerate for 1d3 rounds. </div><div><br /></div><div><b>Tactics:</b></div><div>- Rush in, attack in a rage</div><div>- Crush the person who has most angered you</div><div>- Flee if in danger</div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh6ulmL5CZcgrDg56UoobtEPs3GoKtU8QAOmh5IyfmIWNNpKRD8QiXgXz64ipyYiC8laKBb7EVHGqur_gv_sas3cFthOeHraDz7SgOjQ4dTDAO_yIO0BFdPx30Nnkk92jbWZzgfDiSUhNGlgzlPbNwRMYf5rDskYrlgkgW2wQqNkJYPf0WXGfVzKDASrDCG/s324/Oni%205.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="324" data-original-width="300" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh6ulmL5CZcgrDg56UoobtEPs3GoKtU8QAOmh5IyfmIWNNpKRD8QiXgXz64ipyYiC8laKBb7EVHGqur_gv_sas3cFthOeHraDz7SgOjQ4dTDAO_yIO0BFdPx30Nnkk92jbWZzgfDiSUhNGlgzlPbNwRMYf5rDskYrlgkgW2wQqNkJYPf0WXGfVzKDASrDCG/s320/Oni%205.jpg" width="296" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/k/g/kgbigelow.jpg?9" data-isgroup="0" data-userid="212668" data-username="KGBigelow" data-usersymbol="regular" data-useruuid="af6ff5bc-eaaa-4e4d-a548-a1d3b57ff63f" href="https://www.deviantart.com/kgbigelow/gallery" style="background-color: #06070d; border: 0px; font-family: devioussans02bold, "Helvetica Neue", Helvetica, Arial, "メイリオ, meiryo", "ヒラギノ角ゴ pro w3", "hiragino kaku gothic pro", sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-size: 16px; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_12F3u" color="inherit" style="border: 0px; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">KGBigelow</span></a></td></tr></tbody></table><div><b><u>Yellow:</u></b></div><div><br /></div><div>Yellow Onis are formed from one whose primary vices were gluttony or greed. They have skin that ranges from dandelion to gold. Their eyes are usually bright colors, typically red or blue. They have a love for finery, but some are so greedy they cannot bear to spend anything on clothing and thus will cloth themselves in clothing that would make a pauper blush.</div><div><br /></div><div>Yellow Onis are greedy and gluttonous. They love money and valuables of all kinds. Gold, silver, platinum and copper, precious stones, valuable pieces of art, trade goods, livestock, slaves, property, they love and value it all. Yellow Onis are most willing to work with other creatures and will gladly sell their services in exchange for money. They are happy mercenaries, willing to work for almost anyone if the price is right. They are gregarious and always willing to talk to someone, especially if there's money to be made. </div><div><br /></div><div>That being said, they look upon almost all with suspicion. Anyone is a potential thief to them and even those of long acquaintance are never fully trusted, as Yellow Onis tend to assume that everyone is as greedy as them. They will smile politely at you, but they judge every action and every word for signs of treachery. </div><div><br /></div><div>The one thing Yellow Onis will gladly spend money on is on rare ingredients, hiring expensive chefs and holding lavish feasts. Yellow Onis love to eat and the better it tastes, the more eager they are. When not fighting for coin or counting their vast collections of wealth, Yellow Onis seek out rare recipes, ingredients and skilled chefs to help them prepare fabulous dishes. And if a Yellow Oni can find nothing of the sort, it will simply substitute a rare, exotic dish for simply, yet tasty fare, especially if it's in large quantities. To the Yellow Oni, a rare dish made from ingredients that take 100 years to gather is equivalent to an entire table's worth of dishes that only peasants would eat. </div><div><br /></div><div><b>A Yellow Oni's treasure:</b> If it is valuable, a Yellow Oni will try to have it.</div><div><br /></div><div>If a Yellow Oni has Dark Gifts, roll the appropriate number of times on the following table:</div><div><br /></div><div><b>1d6</b></div><div>1- It can as an action, teleport up to 50 on it's turn as a free action. This ability recharges after 1d4 rounds. </div><div>2- It can turn invisible as an action. It remains invisible for 10 minutes or until it uses another ability or makes an attack. </div><div>3- It can create illusions that produce light and/or sound. It maintains the illusions via concentration. If it takes damage it must succeed a save to keep them up or if it uses another ability, the illusion disappears. A Yellow Oni can only maintain 2 illusions at once.</div><div>4- It can, as an action, steal an item from a creature's inventory. This item is random unless the creature is not expecting it, restrained, unconscious or otherwise unable to resist. </div><div>5- It can reverse the direction of gravity for itself or another creature, so it can easily walk on the ceiling, run up walls like they're the ground or send an enemy plummeting up into the sky. </div><div>6- It can create objects out of hard light. These items have 3d6 HP and take no damage from non-magical weapons, cold, poison, psychic, radiant or necrotic damage. They last for 10 minutes. The Yellow Oni can make an item that is up to 10' long, 10' wide, 10' high and 3' thick. The Yellow Oni can only make one of these items at a time, but can dismiss it's creations as a free action. Once an object they create is destroyed or dismissed, it cannot use this ability until after 1d4 rounds. </div><div><br /></div><div><b>Tactics:</b></div><div>- Use hit and run tactics</div><div>- Ambush, be sneaky, launch surprise attacks</div><div>- Never stand when faced with a superior foe, retreat and live </div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhL4h5PYoOpHeqozbw9zmqXT0NfHHWpFqggtCie6Tv2WnCC1XUBIM7bY9XnGXADzD4PjhaN1HCcKp_UgnCovTqbRaVxjw4Sd8hO-BywsiNBHRuqZNTReFca42FHvRkFZOpagJbH_hn2q4zKGxsxBtlY5phZZIhGHKjCsG6bfOGorVg7Q1Sar2NE1Oxpdok4/s1409/Oni%206.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1409" data-original-width="800" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhL4h5PYoOpHeqozbw9zmqXT0NfHHWpFqggtCie6Tv2WnCC1XUBIM7bY9XnGXADzD4PjhaN1HCcKp_UgnCovTqbRaVxjw4Sd8hO-BywsiNBHRuqZNTReFca42FHvRkFZOpagJbH_hn2q4zKGxsxBtlY5phZZIhGHKjCsG6bfOGorVg7Q1Sar2NE1Oxpdok4/s320/Oni%206.jpg" width="182" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/k/i/kipine.jpg?5" data-isgroup="0" data-userid="14336023" data-username="Kipine" data-usersymbol="regular" data-useruuid="43ebe86a-38b9-4b7f-a6ac-c9442e874c7e" href="https://www.deviantart.com/kipine/gallery" style="background-color: #06070d; border: 0px; font-family: devioussans02bold, "Helvetica Neue", Helvetica, Arial, "メイリオ, meiryo", "ヒラギノ角ゴ pro w3", "hiragino kaku gothic pro", sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-size: 16px; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variant-position: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_12F3u" color="inherit" style="border: 0px; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Kipine</span></a></td></tr></tbody></table><div><b><u>Black:</u></b></div><div><br /></div><div>Black Onis are formed from the one whose primary vices were hatred or envy. They tend to have skin that ranges from dark ash to charcoal black. They also tend to be smaller then other Onis and have the most unpleasant forms, tending towards physical deformities such as hunched backs, deformed faces, extra fingers and other unpleasant blemishes. Note that these deformities nor their smaller frames do not make them any weaker than other Onis. Black Onis tend to avoid wearing pretty clothes or fine armor, either wearing clothes that suit their current mission or taking pains to make themselves appear more sinister, such as wearing rags stained with blood and filth, wearing armor set with bones or etc. </div><div><br /></div><div>Black Onis are motivated almost entirely by spite. Someone is the target of their enmity and they will do anything within their power to find and destroy this person. Every obstacle in their way is a secondary target for revenge and every other need is merely a distraction from the holy work of their revenge. Black Onis may delay and take time to plot, as circumstances may not be optimal or their enemy might be too strong now, but they will never stop. They are cruel and patient and are perfectly willing to plot for years to hurt the target of their ire. They will do anything to cause their target suffering, including going undercover in enemy organizations, befriending their target, working for other creatures or doing things that other Onis would consider beneath their dignity. </div><div><br /></div><div>Black Onis will work with anyone who promises to help them with their revenge. They don't like other Black Onis, they don't like anyone, but they can understand them. Other Onis are often considered to be too unpredictable to be trusted, with the exception of Yellow Onis, who rarely care for personal slights, only losses of coin or wealth. Despite the fact that they are willing to cooperate with almost anyone, they are still not very well liked as they are consumed by bitterness. They are utterly cheerless and constantly brood over the fact that their enemy is still walking around when he should be wounded or humiliated or dead. </div><div><br /></div><div><b>A Black Oni's treasure: </b>Black Onis will hoard anything they believe will help them with their revenge. Whether this be weapons or poisons or toxic substances or money, they will have enormous quantities of it. They are likely also to have multiple potential caches of different types of stuff, as almost all Black Onis either have multiple plans or plan for multiple contingencies. A Black Oni might hoard gold and weapons to recruit mercenaries to storm their target's palace and slay him, or it might have accumulated large amounts of poison with the hopes of finding a way to slip it into it's target's food.</div><div><br /></div><div>If a Black Oni has Dark Gifts, roll the appropriate number of times on the following table:</div><div><b><br /></b></div><div><b>1d6</b></div><div>1- It can transform into other living creatures other than humanoids using it's 'Shapeshifter' ability.</div><div>2- It can eavesdrop through shadows within 1 mile of it's current position, though it must be actively "listening" through a particular shadow to hear what is being said. Anti-divination countermeasures can prevent this. </div><div>3- It has fangs that secrete venom. This venom does +1d6 damage a round until it does +3d6 damage or the afflicted creature passes a CON save. Each time a creature is exposed to this venom, he gets a +1 bonus to his save.</div><div>4- It drain life from creatures by touch as a free action. If contact with a creature, it can cause that creature to take 1d6 necrotic damage and it recovers that much HP. </div><div>5- It can enter the dreams of sleeping creatures as long as they are within 1 mile of it. </div><div>6- If a creatures dies near it, it can force that creature into a COG contest. If it wins the contest, it can trap the soul inside it's aura. The Oni can then absorb one of these souls and regain HD as per 'Feast of Blood' or it can shove these souls into corpses and raise them as Undead monsters. A Black Oni can have up to it's HD worth of souls in it's aura. For example, a 4 HD Oni can have four 1 HD souls, two 2 HD souls or any other combination that adds up to 4 HD or less. </div><div><br /></div><div><b>Tactics:</b></div><div>- Wear the enemy down</div><div>- Ignore those who you do not hate or those who aren't threats</div><div>- Play with your food if you hate your foe</div><div>- Kill them as quickly as possible if you don't care </div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRPSZgiJBcOQswgwxKuwnRTYZz7MyYP4Ea_SXKOn8OdO8qBglKjWz67-G8Ua9WyrjW9UPJU-JCfcWfi4J2omMKGLMEFIIh906lfS1lZ0J98eJt69lZCfC0vNWhZLK34DMYH1CHIa6ksLnOc4M9sfiBor0UGLrngk4rKui_6-_P3psyyUP4UUngCk0ePBgD/s2690/Oni%207.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2690" data-original-width="1920" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRPSZgiJBcOQswgwxKuwnRTYZz7MyYP4Ea_SXKOn8OdO8qBglKjWz67-G8Ua9WyrjW9UPJU-JCfcWfi4J2omMKGLMEFIIh906lfS1lZ0J98eJt69lZCfC0vNWhZLK34DMYH1CHIa6ksLnOc4M9sfiBor0UGLrngk4rKui_6-_P3psyyUP4UUngCk0ePBgD/s320/Oni%207.jpg" width="228" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a href="https://www.artstation.com/artwork/w6KWy5">Teru</a></td></tr></tbody></table>Yami Bakurahttp://www.blogger.com/profile/17266174008401745128noreply@blogger.com0tag:blogger.com,1999:blog-7473866157250794633.post-66908397264589819912023-09-30T07:10:00.003-07:002023-09-30T07:10:32.609-07:00OSR: Dog Knight<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgex57Sq8_VBNxvMfMIOj3a0vNwYe7x_KVODAQ-mup85fZ7gqP-BbkrhhhoLB2AemTtmMsx8gkE34sBq35E2aNrOyszWHW-GCqHq2Cj8hVjUXFZeVWG1_Khp-4h6pQQ5gFMw-W3gIQcBb2aC-JCU3dbzB_ZwUz1FxaoTFIS8hmGk2J3wtbaKnJ1hBP1kY_v/s4656/Dog%20Knight%201.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="4656" data-original-width="3488" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgex57Sq8_VBNxvMfMIOj3a0vNwYe7x_KVODAQ-mup85fZ7gqP-BbkrhhhoLB2AemTtmMsx8gkE34sBq35E2aNrOyszWHW-GCqHq2Cj8hVjUXFZeVWG1_Khp-4h6pQQ5gFMw-W3gIQcBb2aC-JCU3dbzB_ZwUz1FxaoTFIS8hmGk2J3wtbaKnJ1hBP1kY_v/s320/Dog%20Knight%201.jpg" width="240" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Most of the art for this post comes from <a href="https://imgur.com/gallery/g7iMaAF">here</a> unless specified otherwise</td></tr></tbody></table><div>The heroes of the down-trodden, Dog Knights are those who ride to the rescue of those for whom their is no glory of rescuing. The workers in squalid conditions, the children in state-run orphanages, the people being ignored and abused by huge, indifferent governments and their bureaucracies, all these are the charge of the Dog Knights. They walk among the common folk, aiding and supporting them whenever they can, relying on good-will and charity to get by. </div><div><br /></div><div>Dog Knights do not serve the powerful or the wealthy, they scorn the elite and at best, ignore them. At worst, they confront them and try to prevent injustice. But despite this fact, Dog Knights are not revolutionaries. They know that most revolutionaries are nothing more than power-hungry warmongers, more than willing to sacrifice the plebeians to get what they want.</div><div><br /></div><div><b><u>A Brief History: </u></b></div><div><br /></div><div>The Dog Knights are the spawn of a fallen order of Wolf Knights known as the Knights Lupus who once protected the Grand Duchy of Yashan. At the time, the Knights Lupus were chivalrous and powerful, lending their strength and virtue to the Grand Duke and his ministers. They uplifted the people and were lauded as heroes. The Duke rewarded them richly with gold and lands, partially for their great deeds, but also to tie the Knights to the throne. This worked almost too well, as the Knights and the Throne became gradually more and more connected, until the Knights were essentially running the government, the Grand Duke a mere puppet who always did exactly what the Chief Commandant of the Knights said he ought to. </div><div><br /></div><div>This, however, proved the Knights' undoing. As the Knights became more tied to the Throne, the grew fabulously rich and powerful. Now they weren't just a place for bright souls and noble hearts, but for those looking for an easy way to make money and accumulate influence. Over time, these corrupt recruits spread rot through the order, until even the order's leaders forgot the Gods and cared only for their own steadily accumulating fortunes. By the end of the order's life, the Knights were closer to bureaucrats and bean-counters then they were proud defenders of justice. And as the order declined, so did the state, as they were essentially one and the same by this point. </div><div><br /></div><div>When the Duchy collapsed, the Order was dragged down with it. There were few survivors. The Duchy eventually did recover and even managed to regain a fraction of the independence and prestige it once wielded, but the order, blamed for the failures of the Throne, were swiftly marked as the scapegoats and any remnant crushed, with their lands and wealth being confiscated to pay the Throne's great debts or stolen by outsiders under a variety of pretexts. </div><div><br /></div><div>Though now the Knights Lupus are little more then a memory of better days, there were still those who remembered the original creed. They had broken away years ago and formed their own motley order, a collection of stubborn do-gooders dedicated to upholding the order's original creed. At the time, they were mocked as inferiors, wild day-dreamers, idealistic fools who didn't understand how pragmatic solutions were the best and countless other insults, many with a degree of truth. The most common of these was 'dog', in reference to the Lupine order they broke away from. In time, they came to wear this name as a badge of honor. And when the dust cleared and their forerunners were left desiccated on the ash-heap of history, those proud, broken dreamers learned that while the wolf is feared and admired, every dog has it's day. </div><div><br /></div><div><b><u>Seriously, what are they?</u></b></div><div><br /></div><div>Dog Knights are a pack of itinerant Knights-errant, nomads who travel from place to place, relying on mercenary work and the kindness of strangers to survive. They are the inheritors of an ancient legacy of chivalry, martial honor and a zeal for justice. The order has no official standing among the leaders of the Grand Duchy or any of it's surrounding states, though the common people honor them as true Knights. They have no lands, no headquarters and no real hierarchy. There are those among the Dog Knights who are more respected, but they have no central leaders.</div><div><br /></div><div>They usually travel in small groups or solo, with each Knight dedicated to the cause but pursuing their own agenda. They will collaborate, but due to differing perspectives they often feel it is better to work alone. Those who wish to become Dog Knights must earn the patron of one of the Knights and be accepted as a squire. Squires under the Dog Knights train for a period of time as determined by their Knight, usually until the Squire has learned everything the Knight feels he has to teach. </div><div><br /></div><div>Once a Squire is ready to become a full Dog Knight, they swear the oaths. And while Dog Knights scorn most things considered sacred by society and have the manners of stray dogs, all of them prize their honor above all else. A Dog Knight who behaves in a strange way will be found and corrected by the others, but one who breaks his oath will be hunted down and have their corpse left in the street, as a warning to others who would claim to help while abusing their power. </div><div><br /></div><div><b>Oaths:</b></div><div><br /></div><div>I will become a Champion of the lesser and the common. When the poor cry out, when the needy beg for aid, when the lowly want, I will be there to help. </div><div><br /></div><div>I will never serve Money or Power over Honor or the Common Good. </div><div><br /></div><div>I will work to make society as safe as possible, to mend it's wounds and ensure justice is done.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqwSpYryFoZOxE6WFu4RSU51dNn_q3vxr7pC6QuP8WGtXG3SvF8_g6OEcxQORZDhTPP9KoO9c2cBDhoD0h28v7G2NsW0lMu4T2yAckdw4NqM7DtllkyRwoeGJGZeZOfKF1Yxlg6wYk2MRgLrlUbfDzYkZyYzkuCWqUCTS_EBlCmZLqjRINUF7hT5KNPcBX/s796/Dog%20Knight%202.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="796" data-original-width="564" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqwSpYryFoZOxE6WFu4RSU51dNn_q3vxr7pC6QuP8WGtXG3SvF8_g6OEcxQORZDhTPP9KoO9c2cBDhoD0h28v7G2NsW0lMu4T2yAckdw4NqM7DtllkyRwoeGJGZeZOfKF1Yxlg6wYk2MRgLrlUbfDzYkZyYzkuCWqUCTS_EBlCmZLqjRINUF7hT5KNPcBX/s320/Dog%20Knight%202.jpg" width="227" /></a></div><div><u><b>Dog Knight:</b></u> </div><div><br /></div><div>Prerequisites: To become a Dog Knight, one must have at least 1 level in the Fighter or Carnivore (Berserker/Barbarian) class. Alternatively, one must have at least 1 level in any class as well as a Constitution score of 13 and a Charisma score of 8 or less. Your stats can increase past this, but you must have these to take your first level in Dog Knight. </div><div><br /></div><div>How to become a Dog Knight:<b> </b>One can only become a Dog Knight by defeating a Dog Knight in combat or a drinking contest. If you do so, the Knight will agree to take you on as a squire. Additionally, one can become a Dog Knight by proving to one of them your dedication to selflessness, humility and honor. When you gain a level, instead of taking the abilities your class would ordinarily gain at that level, you can instead take the corresponding option below.</div><div><br /></div><div>Fighting Spirit: As per <a href="https://www.remixesandrevelations.com/2017/10/osr-fighting-man.html">Fighting Man </a></div><div>Atk Modifier: As per Fighting Man</div><div><br /></div><div>1: Steel Stomach, Iron Liver, Cat Hatred</div><div>2: Strong Jaws</div><div>3: Dogspeech, Bloodhound</div><div>4: Four-Footed Movement</div><div>5: Enhanced Senses, Ghost Tracker</div><div>6: Leader of the Pack</div><div><br /></div><div>1: Steel Stomach, Iron Liver, Cat Hatred</div><div><br /></div><div>Steel Stomach: You can eat almost anything, especially things that other creatures would get sick from. You have advantage on all saves against ingested poisons. You also have advantage on any saves against harmful effects that would result from you eating something poisonous, toxic or otherwise unsuitable for consumption by humans.</div><div><br /></div><div>Iron Liver: You can consume far more alcohol than your appearance might suggest. As per the <a href="https://www.remixesandrevelations.com/2021/01/osr-non-magical-healing.html">drunkenness</a> rules, you can safely consume twice as much alcohol as your CON modifier would suggest without needing to make the saves that result in COG damage. For example, if your CON modifier is +2, then you can consume up to 4 servings of alcohol before you must start making saves against drunkenness.</div><div><br /></div><div>Cat Hatred: Due to the source of your magic, Sirius, King of Canines, Cats develop a sudden distrust of you. Evil Cats will see you as an enemy and will want to hurt you, while Neutral or Good Cats will find you unpleasant to be around in some way. This may be because of appearance, smell or some other trait, but could just as easily be the result of your boorish mannerisms and general crudity. </div><div><br /></div><div>2: Strong Jaws</div><div><br /></div><div>Strong Jaws: As an action on your turn, you can make a Bite Attack. This Bite Attack does 1d4+Atk+STR damage and on a hit allows you to automatically grapple a creature, should you wish to grapple it. </div><div><br /></div><div>3: Dogspeech, Bloodhound</div><div><br /></div><div>Dogspeech: You gain the ability to speak with dogs and other canine creatures, including but not limited to wolves, foxes, coyotes, jackals and more anomalous canines. This 'language' is mostly non-verbal, with only the most important statements punctuated with vocalizations. Dog Knights can also use this ability to speak with each other without being understood by others.</div><div><br /></div><div>Bloodhound: If you have tasted a creature's blood, you can track them via scent like a hound. You can always detect their trail, unless they do something to disrupt it, such as passing through a stream, bandaging their wound well enough or marking themselves with a more powerful scent. </div><div><br /></div><div>4: Four-Footed Movement</div><div><br /></div><div>Four-Footed Movement: You can drop down onto all fours to move faster. When moving on all fours, you have advantage on all DEX checks and saves, as well as to Pursuit Rolls. Similarly, you have advantage on any rolls made to run away. When running on all fours, you can only make attacks with a Quick weapon (held between your teeth) or with your Bite Attack. Switching from all fours to bipedal movement is a free action. </div><div><br /></div><div>5: Enhanced Senses, Ghost Tracker</div><div><br /></div><div>Enhanced Senses: You gain the ability to enhance your senses to a preternatural level. You can, X times per day, where X is your COG modifier, enhance one of your senses, giving yourself advantage on any check made to perceive, detect or find something. </div><div><br /></div><div>Ghost Tracker: You can sense the presence of invisible or incorporeal creatures within 10*(COG Modifier)' of you. You cannot see them or identify which one they might be, but you can tell there is something there. You can also detect invisible or incorporeal objects if they are within the area you can perceive. </div><div><br /></div><div>6: Leader of the Pack</div><div><br /></div><div>When faced with a group of dogs or other canine creatures (such as wolves, coyotes, etc) you can attempt to take control of the pack by challenging the Alpha. If you beat the Alpha in a contest, you become the new Alpha and those creatures will follow your orders as long as they are reasonable and not suicidal.</div><div><br /></div><div>As Alpha, you will be periodically challenged by younger members of the pack who feel they can do a better job of leading. These challenges will grow more frequent if you're not caring for the pack or want them to do something they're not comfortable with. Even if the younger members of the pack cannot overthrow you, but feel that you are a bad leader, they will start to slink away when you're not looking. </div><div><br /></div><div>You can release a pack at any time, relinquishing the title of Alpha.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjV202qGv2oyCi39IYkR0E6-WX-Dbjn-lZ48-ugOjYKp7mDJHwXa1eHjQOLbaFxK0-JWTGYKMK190-s9oD1jj8bYd6jYVF7-RQIFRMqGpcg29L8IHLjBgPWO_VLPzq4j1ZxTVRXN0q4bcmw2ZyI9jfYnpuU3uyVoJNr75RS34hEG2oQz1uOCck55sj974Uz/s761/Dog%20Knight%203.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="761" data-original-width="564" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjV202qGv2oyCi39IYkR0E6-WX-Dbjn-lZ48-ugOjYKp7mDJHwXa1eHjQOLbaFxK0-JWTGYKMK190-s9oD1jj8bYd6jYVF7-RQIFRMqGpcg29L8IHLjBgPWO_VLPzq4j1ZxTVRXN0q4bcmw2ZyI9jfYnpuU3uyVoJNr75RS34hEG2oQz1uOCck55sj974Uz/s320/Dog%20Knight%203.jpg" width="237" /></a></div><div><b><u>The Dog Knights today:</u></b></div><div><br /></div><div>The Dog Knights continue their current mission of doing good and aiding the common people, as well as those ignored by the power structure, but the order is not as static as it appears from the outside. There is a growing tension within the order, centered on a new faction within the order. This faction refers to itself as the Royal Hounds or the Duke's Dogs, but they are mostly referred to by those outside their group as the 'Dogmen'. The Dogmen believe that the Dog Knights should organize themselves into a new structure and become a proper order of Knights once more. Additionally and more controversially, they want to use this new order to overthrow the current Grand Duke of Yashan and install a new, more just, government.</div><div><br /></div><div>And while this does seem to fly in the face of everything the Dog Knights claim to espouse, there are a surprising number of sympathizers to this cause. Ever since the original dynasty fell, Yashan has been ruled by a series of Grand Dukes with a varying amount of power and independence but a generally equal amount of corruption and incompetence. The current Grand Duke is a vassal of a foreign monarch and when he isn't submitting to foreign oppression, he is pillaging the people and trampling long-held precedent to satisfy his rapacious desires. Tales of his debauchery are famous, if likely exaggerated. The rest of his government isn't much better, more interested in lining their pockets and cowering before the foreigners then actually helping anyone but themselves.</div><div><br /></div><div><b>Plot Hooks: </b></div><div><b><br /></b></div><div><b>1d6</b></div><div>1- When the party is in a tavern or restaurant, a Dog Knight challenges the strongest guy in the party to a drinking contest. If the Knight wins, he will work for them, for free, for 2 weeks. If their strongest guy loses, they pay his bar tab. And his tab is ruinously expensive.</div><div>2- The party run into a group of mercenaries or rival adventurers. The mercenaries tell them that they were hired to protect this village from a monster attack, only when they got there they found out the monsters were way more dangerous then the mercenaries were willing to deal with. So they left. They also say that they left one guy behind, a Dog Knight who refused to leave, despite the near-certainty of that village being razed to the ground. </div><div>3- The party run into a group of Dog Knights who are tracking down one of their fellows for violating his oaths. They are going to find the oath-breaker and kill him. They ask the party to come along and observe, so that they have impartial witnesses to the fact that the Dog Knights take their honor seriously.</div><div>4- The party come across a group of dead and dying Dog Knights. These Knights were attempting to slay an oath-breaker and traitor to the order, only to find him much stronger then anticipated. They ask you to bring him down before he hurts more people. </div><div>5- The party run into a Dog Knight who is being pursued by the authorities for sedition, treason or something of that nature. The Dog Knight simply states that he was resisting tyranny and standing up for the common people. </div><div>6- The party runs into a Dogman who is attempting to put together a revolutionary cell to overthrow the Grand Duchy of Yashan. He will try to recruit them to his cause. </div><div><br /></div><div style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUQG6gLd_P94d34wMm29ytL-sx0mqFCJN01rdqFom_W9x-UuvxUD3n7JVZeLw6EQx-KqFeB0LxBHjmVuEbid9dgniD4hLZOsYsZTfQDXngKQ9QKOUVwvkiGheTGsccQ_TrHVnM-cqMFi-OWVU3_bTMM66CCHVIfBA46kIoaRegkjFsXxUzt6DpwgfVjXUK/s2000/Dog%20Knight%204.jpg" imageanchor="1"><img border="0" data-original-height="2000" data-original-width="1446" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUQG6gLd_P94d34wMm29ytL-sx0mqFCJN01rdqFom_W9x-UuvxUD3n7JVZeLw6EQx-KqFeB0LxBHjmVuEbid9dgniD4hLZOsYsZTfQDXngKQ9QKOUVwvkiGheTGsccQ_TrHVnM-cqMFi-OWVU3_bTMM66CCHVIfBA46kIoaRegkjFsXxUzt6DpwgfVjXUK/s320/Dog%20Knight%204.jpg" width="231" /></a></div>Yami Bakurahttp://www.blogger.com/profile/17266174008401745128noreply@blogger.com0tag:blogger.com,1999:blog-7473866157250794633.post-2758513938110751132023-09-09T11:12:00.001-07:002023-09-09T11:12:23.474-07:00TwK: Weak Points in Time and Space<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirCpt8WwXFrLiGDUgrrkFYzeYn6_eJMRjwqdDJ-Zsu_I1UvE8apYlRbIMFlB57w7mliBi3yYP1-CjgxgVCguVIi6htw_26_Tgz1mzM4E4FcLf25bofdUWNclqwK9r6Ld-9gsSE7dJtGYnOJmeVEi5hQgpTasgctHgTW-ZiYFMqBZEZkH3Dcr9rX4ZKelH-/s1236/Weak%20Points%201.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1236" data-original-width="827" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirCpt8WwXFrLiGDUgrrkFYzeYn6_eJMRjwqdDJ-Zsu_I1UvE8apYlRbIMFlB57w7mliBi3yYP1-CjgxgVCguVIi6htw_26_Tgz1mzM4E4FcLf25bofdUWNclqwK9r6Ld-9gsSE7dJtGYnOJmeVEi5hQgpTasgctHgTW-ZiYFMqBZEZkH3Dcr9rX4ZKelH-/s320/Weak%20Points%201.jpg" width="214" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/f/a/fantasymaker.jpg?14" data-userid="1996987" data-username="FantasyMaker" data-usertype="regular" data-useruuid="428bb0a9-79e0-42de-b353-148480e5291c" href="https://www.deviantart.com/fantasymaker/gallery" style="background-color: #06070d; border: 0px; font-family: devioussans02bold, "Helvetica Neue", Helvetica, Arial, "メイリオ, meiryo", "ヒラギノ角ゴ pro w3", "hiragino kaku gothic pro", sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-size: 16px; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_12F3u" color="inherit" style="border: 0px; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">FantasyMaker</span></a></td></tr></tbody></table><div>The universe is not as cohesive as you might imagine. The fabric of space and time is patchy and frayed, with places where it's worn thin, full of rips and holes and general wear and tear. This is both highly inconvenient and terribly useful, provided you know what you're doing. </div><div><br /></div><div>There is a phenomenon known as Trans-Dimensional Conjunction, where two different universes will become temporarily connected through naturally occurring rifts in time and space. Normal people refer to these as 'Weak Points'. </div><div><br /></div><div>You can travel through these and end up in some very strange places. Just be careful when doing so- not all Weak Points remain open long and it's very easy to find yourself lost, a stranger in a strange land, with no way home. </div><div><br /></div><div><b>To generate a Weak Point, roll on the tables below: </b></div><div><br /></div><div><b>Where is it?</b></div><div><b><br /></b></div><div><b>1d20</b></div><div>1- In a basement.</div><div>2- In the cupboard/closet/wardrobe.</div><div>3- Under the stairs.</div><div>4- In a sealed door in an abandoned building.</div><div>5- A door set in the last standing wall of a collapsed building.</div><div>6- In a cave.</div><div>7- Along a forest path.</div><div>8- In a Fairy Ring.</div><div>9- Along a Fairy Road.</div><div>10- In the Attic.</div><div>11- Under the bed.</div><div>12- In a Crawl Space.</div><div>13- In a tunnel.</div><div>14- Under a bridge.</div><div>15- Through a storm drain/sewer drain/drainage pipe.</div><div>16- Through a gap/hole in a wall. </div><div>17- Through a mysterious door that appeared where a door shouldn't be. </div><div>18- In a hole in the ground. </div><div>19- Underwater, at the bottom of a lake/pond/river. </div><div>20- Underwater, just submerging yourself is enough to travel through it. </div><div><br /></div><div><b>It stays open for...</b></div><div><b><br /></b></div><div><b>1d4</b></div><div>1- 1d6+2 minutes</div><div>2- 1d4+1 hours</div><div>3- 1d3+1 days</div><div>4- 1d6 weeks</div><div><br /></div><div><b>Where does it lead?</b></div><div><b><br /></b></div><div><b>1d12</b></div><div>1- To one of the <a href="https://www.remixesandrevelations.com/2020/01/osr-outer-planes.html">Accursed Planes</a>. </div><div><br /></div><div>2- To one of the <a href="https://www.remixesandrevelations.com/2020/01/osr-outer-planes.html">Blessed Planes</a>. </div><div><br /></div><div>3- An Empty World. The world is exactly as yours is, with the single exception of 1d3 [1= All humans are gone, as if they were blinked out of existence; 2= All humans and domestic animals vanished without a trace; 3= All animals disappear, there is only the things humans built and plants left.]</div><div><br /></div><div>4- A Parallel World that is very similar to ours except where where 1d8 [1= The alternate party is pursuing a different goal that they share with the original party; 2= The alternate party failed the last quest the party succeeded at; 3= The alternate party succeeded on the last quest the original party failed at; 4= The alternate party committed some sort of crime that the original party did not; 5= The alternate party has lost one member, either among the party itself or among their NPC followers; 6= The alternate party has a new member or follower; 6= The alternate party is different because one member of that party is a different class; 7= The alternate party is different because one member of that party is a different race; 8= The alternate party is exactly like you, except for minor differences in clothing, hair and equipment- ie, this is what you'd look like if you finally decided to get a mullet.] </div><div><br /></div><div>5- An Alternate History World. Like our world, but something different happened in history that changed the face of this world. This world is different from our world because 1d4 [1= The Black Death exterminated the vast majority of Europeans, Muslims colonized a (mostly) empty continent. Technological progress was stifled, the Old World is majority Islamic, except for the distant East; 2= The Romans never abandoned Britain, but the colony there survived and became an independent Empire that lasted for much longer, syncretizing with the locals; 3= The Muslims never closed off the silk road, so Europeans never sought out alternative trade routes and discovered the New World; 4= The Chinese discovered America long before Europeans ever got there and began a trading relationship that brought Old World plagues, technology and domesticated animals to the New World centuries before Columbus ever found the West Indies.] </div><div><br /></div><div>6- An alternate History World that is 1d8 [1= Stone Age; 2= Bronze Age; 3= Iron Age; 4= Early Medieval; 5= High Medieval; 6= Renaissance/Early Modern; 7= Colonial Era; 8= Victorian Era], but with 1d4 [1= Dragons are an intelligent species that dwells in the land along with humans; 2= Alchemists figured out how to create useful things like potions of eternal youth, formulae to turn other metals to gold, etc; 3= Prophets and priests with magical powers are still around in this era; 4= Faeries did not withdraw from the world as they largely did in this world, but instead maintained bonds with humanity. </div><div><br /></div><div>7- The Elflands. A vast, semi-settled land full of beautiful, alien creatures with a great talent for magic and a low ability, or care for, reason and good sense. This is the homeland of the Fair Folk and their various sub-races, the Fauns, the Goblins, the Cait Sidhe, etc. A terrible, beautiful, wondrous place. Trust nothing and no-one while you are here. </div><div><br /></div><div>8- To the future of your own World. Nothing you do cannot be undone, as long as you return to the past. To those who remain in the past, it will be as if you blinked out of history. The future you end up in is 1d6 [1= 1d6 hours into the future; 2= 1d6 days into the future; 3= 1d6 weeks into the future; 4= 2d6 months into the future; 5= 1d6 years into the future; 6= 1d20+5 years into the future] and is an outcome that is 1d6 [1= Extremely unlikely; 2= Unlikely; 3-4= Somewhat likely, maybe a 50%; 5= Likely to occur; 6= Extremely likely] to occur. Note that the further you go into the future, the more likely you are to encounter drastic changes. </div><div><br /></div><div>9- To the past of your own World. You are sent 1d6 [1= 1d6 hours into the past; 2= 1d6 days into the past; 3= 1d6 weeks into the past; 4= 2d6 months into the past; 5= 1d6 years into the past; 6= 1d20+5 years into the past]. Be careful not to change too much, if you do, you might draw the attention of the <a href="https://goblinpunch.blogspot.com/2017/06/scrap-princess-plays-fourth-edition.html">Guardians</a> <a href="https://www.remixesandrevelations.com/2017/12/angel-of-time.html">of Time</a>. Each change you make has an X-in-20 chance (as determined by the Referee) of being detected by one of these Guardians, and the chance increases the closer it is to the event. The severity of the change will also affect it. Trying to stop an assassination will change things dramatically, while eating a sandwich in the café that Hitler and Stalin used to frequent during their activist days will probably change little, unless you try to debate them on the merits of free-market capitalism or tell them about the potential of nuclear weapons. </div><div><br /></div><div>10- To a "fictional setting" of the Referee's choice. Here are a few examples 1d10 [1= Warhammer 40K; Marvel Comics/The Cinematic Universe; 3= DC Comics; 4= Star Wars; 5= The Forgotten Realms; 6= The world of the Lovecraft Mythos; 7= The World of the Wheel of Time; 8= Roshar from the Stormlight Archive; 9= The depopulated world during The Stand by Stephen King; 10= Westeros from A Song of Ice and Fire.]</div><div><br /></div><div>11- To one of your Referee's other settings. The Referee should list and number them, then roll an appropriately sized die. </div><div><br /></div><div>12- A Mirror World. This world is a perfect inversion of your world. Your alternate in this world is the exact opposite of you and the same goes for all your friend. If you are a nice person and live in an ascendant Empire, your alternate is an evil son of a gun who lives in a corrupt and crumbling shell of a once-mighty Emperor. The evil necromancer you were fighting in your world, his alternate is a righteous healer trying to overthrow the old Empire and restore peace and justice to the land. </div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgMgwj1cJI88dvPJ7LSI8ciLmXE9_9OsHbrYwk-ybcek596ka6akTenwV-qpmdYklz3OUtgzh4oR0CkUZwIDvAtMm1zG2jmlavaz7Hzn8cyEX9ojBudFSgWjWNlylSc1BTu93enQy-EqkXXeZegEXN_1_Bi2X9__9ebr7DPJY9rnfl3PUybImdch3i6x9fF/s600/Weak%20Points%202.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="600" data-original-width="277" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgMgwj1cJI88dvPJ7LSI8ciLmXE9_9OsHbrYwk-ybcek596ka6akTenwV-qpmdYklz3OUtgzh4oR0CkUZwIDvAtMm1zG2jmlavaz7Hzn8cyEX9ojBudFSgWjWNlylSc1BTu93enQy-EqkXXeZegEXN_1_Bi2X9__9ebr7DPJY9rnfl3PUybImdch3i6x9fF/s320/Weak%20Points%202.jpg" width="148" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a href="https://zdzislawbeksinski.blogspot.com/2010/05/great-artworks-of-beksinski-1976.html">Zdzisław Beksiński</a></td></tr></tbody></table>Yami Bakurahttp://www.blogger.com/profile/17266174008401745128noreply@blogger.com0tag:blogger.com,1999:blog-7473866157250794633.post-2964944581541220442023-09-02T12:04:00.004-07:002023-09-02T12:13:29.206-07:00OSR: Teleportation or "Oh God, Here we Go"<p>This is a power you should be very hesitant to give out to players. Be careful and do not do it lightly. Ideas borrowed from 5E.</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkohrk72xzRvLKcZ1FDMhvr5fGQxFZg3DEcK6KZ6gULkGTmor2R8K2zhahmQx-G9ITseD8IWqrCcYDD8EhpdL0VnkM450CzxeeuBkHKQh37n4sCXYDC5R3-0uQsQWvOrFWrHZEELJV-IT7pTA-g5EHY4hvsmbhy7F-OXyc9YwCw1kxenXdejE3sIYKh1Ng/s768/Teleportation%201.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="768" data-original-width="768" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkohrk72xzRvLKcZ1FDMhvr5fGQxFZg3DEcK6KZ6gULkGTmor2R8K2zhahmQx-G9ITseD8IWqrCcYDD8EhpdL0VnkM450CzxeeuBkHKQh37n4sCXYDC5R3-0uQsQWvOrFWrHZEELJV-IT7pTA-g5EHY4hvsmbhy7F-OXyc9YwCw1kxenXdejE3sIYKh1Ng/s320/Teleportation%201.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/t/e/tenjigen.jpg?6" data-userid="91681550" data-username="Tenjigen" data-usertype="regular" data-useruuid="05489a89-e014-442e-be90-81e615c8e853" href="https://www.deviantart.com/tenjigen/gallery" style="background-color: #06070d; border: 0px; font-family: devioussans02bold, "Helvetica Neue", Helvetica, Arial, "メイリオ, meiryo", "ヒラギノ角ゴ pro w3", "hiragino kaku gothic pro", sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-size: 16px; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_12F3u" style="border: 0px; color: inherit; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Tenjigen</span></a></td></tr></tbody></table><div>Instant Transmission between points is considered one of the greatest achievements a Magi can ever obtain, along with achieving immortality and turning lead into gold. However, as the latter two are often considered morally or politically dubious, the first is the one primarily researched. </div><div><br /></div><div>Almost all cultures have stories of how in ancient times, Magi or even normal people could instantly travel across the world with no more effort than crossing a busy street. However, depending on a culture's records, feelings about magic and potential losses of knowledge over time, whether due to political purges, wars or the slow erosion of time and entropy, this knowledge is often lost. If it is not lost, it is usually tightly controlled and often kept secret by either the most ancient and powerful Wizarding Orders or by a Cabal of State-sponsored Wizards: this may in fact describe the same group.</div><div><br /></div><div>In other cases, the spell may be lost and concealed in the depths of an ancient ruin, a long desolate tomb, the laboratory of an extremely preoccupied Lich who was around when the precursor civilization your race squats amid the detritus of or flying freely through a turbulent region of the Astral Sea. </div><div><br /></div><div>In a more high-magic setting, <i>Teleport</i> is still a rare spell, but it isn't impossibly rare. It is, in fact, a highly dangerous tool of espionage, assassination and state-craft. Any nation that has access to Teleport will be able to dominate those of it's enemies that do not. You will find agreeing to a treaty or military alliance much more convincing when you know that there is a risk that your rivals could teleport a pack of armed killers into your Sovereign's bedchamber. </div><div><br /></div><div>Teleport</div><div>------------------------------------------------------------------------------------------------------------------------</div><div>R: touch T: objects D: 0 </div><div> </div><div>Up to [sum] touched objects and/or creatures are teleported to a location of your choice. When casting this spell, roll 1d20 on the 'Teleportation Result' table and modify it based on the destination you choose and your method of targeting the location.</div><div><br /></div><div><b>Teleportation Result:</b></div><div><b><br /></b></div><div><b>1d20</b></div><div>1-5: Mishap. Your journey is not smooth- all creatures and objects transported take 2[dice] damage. Additionally, 1d4 [1= A stranger appears at your destination with you. Roll on the 'Man out of Time' sub-Table; 2= You arrive 1d20 hours after you left, though you did not experience this time lag, to you it happened in an instant; 3= You are blasted with extra-universal radiation, you take 2d6 CON damage, save for half. CON is restored at a point of 1 point per day. If reduced to 0 CON, a creature dies; 4= You are exposed to alien geometries and cosmic knowledge- save or develop an insanity. Roll on the Referee's favorite insanity table or roll on the 'Cosmic Madness' sub-Table below.] </div><div><br /></div><div>6-10: Similar Area. You are transported to a similar area to the one you targeted. For example, if you wanted to go to a your Wizard's Tower, you will end up in a Wizard Tower, but it could be one anywhere on the same plane of existence. If you wanted to teleport to a King's Palace, you might end up in the Palace of a foreign monarch on the other side of the world. </div><div><br /></div><div>11-15: Off Target. The DM should roll 1d10*1d10%. The first d10 determines the direction you traveled and the second d10 determines the distance you are off target. The directions for the first d10 are [1= North; 2= Northeast; 3= East; 4= Southeast; 5= South; 6= Southwest; 7= West; 8= Northwest; 9= Upwards; 10= Downwards.] So, for example, if you tried to travel somewhere that would take 30 days to travel to and rolled 'Off Target' then got a "5" on the first d10 and a "3" on the second, that means you end up 9 days South of your intended destination. </div><div><br /></div><div>16-20: On Target. You arrive at your intended destination. </div><div><br /></div><div><b>Modifiers: </b></div><div><br /></div><div>- Permanent Circle (+15)</div><div>- Associated Object (+10)</div><div>- Very Familiar Location (+5)</div><div>- Seen Casually (+3)</div><div>- Viewed Once (+2)</div><div>- Description (+1)</div><div>- False Destination (-5)</div><div>- Rolled Chaos (-5)</div><div>- Rolled Corruption (-10)</div><div><br /></div><div><b>Man Out of Time:</b></div><div><b><br /></b></div><div><b>1d4</b></div><div>1- The stranger is from a different era of your world. He* is from 1d6 [1= The distant past; 2= The recent past; 3-4= The present; 5= the near future; 6= The distant future.]</div><div>2- The stranger is from a different plane of existence. He is from 1d3 [1= One of the Accursed Planes; 2= One of the Parallel Worlds; 3= One of the Blessed Planes.]</div><div>3- The stranger is random copy of one living creature that was transported. </div><div>4- The stranger is an Outsider, a Spirit, Angel or Demon that was accidentally snagged by the caster's spell and inadvertantly dragged to this location. </div><div><br /></div><div>*Obviously the stranger could be woman/female. </div><div><br /></div><div><b>Cosmic Madness:</b></div><div><b><br /></b></div><div><b>1d6</b></div><div>1- "The Stars, they See!" You become convinced the stars are watching, observing and judging you. You must avoid them as much as possible. Camping outside without a tent or something to cover yourself is impossible- being outside at night is difficult, any thing that means they might see you is painful. </div><div>2- "Life is just one sick, demented gag." The World is absurd, you realize. You have a hard time taking anything seriously, as nothing means anything. </div><div>3- "I am God made flesh." You realize you are in fact, a God, a divine immortal stuffed into this frail, temporary vessel. You may seek suicide, worldly immortality or apatheosis, but you cannot remain as you are.</div><div>4- "The End is Nigh." The World is going to end, and soon, you realize. You must prepare. </div><div>5- "I am a Laughing, Walking Mockery." You realize that you have utterly failed to live up to your potential/destiny and thus develop the most crippling case of imposter syndrome imaginable.</div><div>6- "The Weave of Fate is Iron Thread." You realize your own destiny is absolute- it will happen, no matter what you wish to occur. You develop a staggering fatalism and an apathy to match.</div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiI4SFf_cvQLxKzFhREaMR7jwy5D57GU1sDxVAom7cEYs68OrBqNoU1dakFj6eN4Wd2H0IGynK-taPhYJREBOO0fzyFPKXX7rE1MoXkYRbdkshcQtE83NVvRJtdoqdpaU5IwawaWAQPCkV2BQc4sCT8qMs-ArcpSRKu97EOH1_ARl9Sp2qmwnej6okI-JX9/s828/Teleportation%202.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="552" data-original-width="828" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiI4SFf_cvQLxKzFhREaMR7jwy5D57GU1sDxVAom7cEYs68OrBqNoU1dakFj6eN4Wd2H0IGynK-taPhYJREBOO0fzyFPKXX7rE1MoXkYRbdkshcQtE83NVvRJtdoqdpaU5IwawaWAQPCkV2BQc4sCT8qMs-ArcpSRKu97EOH1_ARl9Sp2qmwnej6okI-JX9/s320/Teleportation%202.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/c/y/cyberskye.jpg?4" data-userid="82671157" data-username="CyberSkye" data-usertype="regular" data-useruuid="80479927-3c3b-4957-8a75-e2b73318290a" href="https://www.deviantart.com/cyberskye/gallery" style="background-color: #06070d; border: 0px; font-family: devioussans02bold, "Helvetica Neue", Helvetica, Arial, "メイリオ, meiryo", "ヒラギノ角ゴ pro w3", "hiragino kaku gothic pro", sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-size: 16px; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_12F3u" style="border: 0px; color: inherit; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">CyberSkye</span></a></td></tr></tbody></table><div><b><u>Terms to Know:</u></b></div><div><br /></div><div>Permanent Circle: These are circles or locations inscribed with a unique series of arcane runes. If memorized or studied before casting the spell, a Magi can 'lock on' to these runes, allowing the Magi to arrive at the destination with relatively little risk. These Circles are often located within ruins or in the relics of older, more advanced civilizations. If more contemporary cultures have built any, they are usually kept secret and under heavy guard to prevent enemy Magi from being able to use them to bypass other defenses.</div><div><br /></div><div>Associated Object: This is an object associated with the location you want to go to. For example, a stone from the Archmagi's garden. Using this, you can teleport to the garden of the Archmagi with relative ease. Note that Associated Objects only last 6 months or so, and must be regularly refreshed. They also only take you to the same space as where they came from. You can't use a stone from the Archmagi's garden to teleport into his parlour.</div><div><br /></div><div>Familiarity: How well do you know the location? Very Familiar means you have been there multiple times and have a good sense of the location, Seen Casually means you have been there once, while Viewed Once means you have only seen the location once, either from a distance or through some other means, such as a Scry-glass. </div><div><br /></div><div>Description: You have heard a description of a place or read about one in a book. If the description you used is false or very inaccurate, this counts instead as 'False Destination'. </div><div><br /></div><div>False Destination: You attempted to teleport to a place that doesn't exist or is very different then you thought. For example, if you tried to teleport to Atlantis but did not know it had been sunk beneath the waves. Regardless of what result you roll on the Teleportation Result table, to determine your actual destination, the Referee should select a 'Similar Area' that most resembles what the spell-caster had in mind. </div><div><br /></div><div><b><u>How do I stop this?</u></b></div><div><br /></div><div>Tetragrammatic Runes are symbols that when formed in the physical world, influence the effect of magic. Some attract magic, while others repel it. Tetragrammatic Runes are not magical themselves, but can produce similar effects when laid out in proper patterns. One pattern, also called Gate Wards, prevent teleportation or the opening of portals within the warded area. These wards are often carved into stones at the edges of important buildings, engraved into metal sheets which are placed against the walls or carved into wood or metal decorations around important rooms. These protections are considered as paramount for the protection of vital assets and important personnel, such as the Sovereign and his/her family, important military leaders and etc. Even in cultures where knowledge of these wards has been lost, the Ward-signs themselves often stick around as symbols of protection or good luck.</div><div><br /></div><div><b>Plot Hooks: </b></div><div><b><br /></b></div><div><b>1d8</b></div><div>1- A group of Magi want to harm a rival. They hire you to break into one of the rival's secure buildings and find the teleportation circle hidden inside. Record the runic sequence on the circle and return without giving away your intentions. If they discover you were after the runic sequence, they may destroy the circle and thus no one will be able to use it. </div><div>2- A group of Magi want to harm a rival. Convince them that you are a traitor to your employer's cause and give them misinformation, including this false runic sequence. When they try to use it, it will only harm their rivals.</div><div>3- A group of Magi want to harm a rival. Go to the location of their enemies and secret inscribe a runic sequence to allow the Magi to teleport something there. You'll also need to trash any Wards against teleportation you find there. </div><div>4- A powerful Magi wants to go to a location that is dangerous or inconvenient, but doesn't want to take the risks. Go to the location and bring him back an item that will allow him to teleport there safely.</div><div>5- An artistic savant has been discovered who is able to flawlessly recreate things he has seen in highly detailed sketches. He would be a great asset to our Magi and a threat to us, should our enemies manage to get their hands on him. Find a way to recruit him to our cause or dispose of him, if the former option is impossible. </div><div>6- A Teleportation attempt gone awry has led to a stranger who claims to be from the far future to appear in the present day. The stranger also says that a catastrophe that he recalls from history has not occurred yet. Find out if what this stranger says is going to happen is true. </div><div>7- A Magi tried to teleport and instead never arrived. A powerful Demon reached out to your employer and told him that the Demon knows where the Magi is and will exchange the information for something important, valuable or dangerous. You have been hired to either bring the Demon what it wants, try to prevent the Demon from betraying your employer, double-cross the Demon first or some combination of the following. </div><div>8- The party teleported and ended up in the past. If they change things too much, maybe they'll be erased from history, Marty McFly-style. Or maybe they need to help something occur, Prisoner of Azkban-style. Either way, the overseers of Time are pissed off at this intrusion and are hunting the players. You don't want them to catch you, as you'll end up in Time Prison, or worse.</div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg8HKoNiWkCVbjHE5cpdpPD6bOFwispMJsky8S4d4FJPNqWhkAvZm5T4nq287dx-HpJGZHL-kGS3urLvcoXSbQkHfMA7JBUp6f6bEOTQhYuDdHwiE40VedbO0wpyFAo3_Rf7YsfutAS6i7sSRocjOeqE9w_hBupcDkL47l8RFNNO71xVZT2CwrXjytLGcCj/s894/Teleportation%203.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="894" data-original-width="894" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg8HKoNiWkCVbjHE5cpdpPD6bOFwispMJsky8S4d4FJPNqWhkAvZm5T4nq287dx-HpJGZHL-kGS3urLvcoXSbQkHfMA7JBUp6f6bEOTQhYuDdHwiE40VedbO0wpyFAo3_Rf7YsfutAS6i7sSRocjOeqE9w_hBupcDkL47l8RFNNO71xVZT2CwrXjytLGcCj/s320/Teleportation%203.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a href="https://www.deviantart.com/thesupernaturalone/art/Doorways-961912123">THESUPERNATURALALONE</a></td></tr></tbody></table>Yami Bakurahttp://www.blogger.com/profile/17266174008401745128noreply@blogger.com0tag:blogger.com,1999:blog-7473866157250794633.post-50342779447247490942023-07-26T15:05:00.001-07:002023-08-19T15:18:23.911-07:00OSR: Animal Brides, Skin-Changers and Skinwalkers<p> </p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg8JXDBbRr35wGtbaqLJjTJUJ4-0RwIRZzDt_IJgNfsTGjprh4oe06fAIPsIwQ2tLMxPdkWChkYiBOzdENVdyXpdPZ83RDRFTaBz_PzbCFUvAPHjfowAPyZLS-jpaG6WWccDK86kpiKo1j_y3eWgOPmU1-7_cG5kwUlqP1ZeCjrZM8FtZMJOD97dx6LRiJh/s828/Animal%20Brides%201.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="465" data-original-width="828" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg8JXDBbRr35wGtbaqLJjTJUJ4-0RwIRZzDt_IJgNfsTGjprh4oe06fAIPsIwQ2tLMxPdkWChkYiBOzdENVdyXpdPZ83RDRFTaBz_PzbCFUvAPHjfowAPyZLS-jpaG6WWccDK86kpiKo1j_y3eWgOPmU1-7_cG5kwUlqP1ZeCjrZM8FtZMJOD97dx6LRiJh/s320/Animal%20Brides%201.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/w/r/wraithdt.jpg?6" data-userid="4557392" data-username="wraithdt" data-usertype="core_access" data-useruuid="2a50fed6-5f37-42b3-aba5-b48c99a0aa08" href="https://www.deviantart.com/wraithdt/gallery" style="background-color: #06070d; border: 0px; font-family: devioussans02bold, "Helvetica Neue", Helvetica, Arial, "メイリオ, meiryo", "ヒラギノ角ゴ pro w3", "hiragino kaku gothic pro", sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-size: 16px; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_12F3u" color="inherit" style="border: 0px; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">wraithdt</span><span aria-label="Core Member" class="_1qFwb TO7u3" color="inherit" face="usersymbol-icons" role="img" style="border: 0px; cursor: pointer; display: inline-block; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-size: 0.75em; font-stretch: inherit; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variation-settings: inherit; line-height: 1em; margin: 0px 0px 0px 0.4em; padding: 0px; position: relative; vertical-align: baseline; z-index: 0;" title="Core Member"></span></a></td></tr></tbody></table><p></p><p>Skin-changing is a form of folk-magic widely misunderstood by urban folk and more "civilized" peoples. They consider it to be kissing cousins with being a Werewolf or being possessed, which often means those accused of it will be hauled before magistrates and blamed for grave-robbings, murderers or fornication with animals. These stories have little or anything to do with the truth of Skin-changing, however. </p><p>In reality, Skin-changing is an ancient form of magic that once protected countless people as Shamans bound the spirits of great beasts to protect their people. Clad in the skins of predators and wild things, they lent aid to warriors and hunters, calling on the strength of the Animal Kingdoms to preserve the nascent territory of the Tool-Users. </p><p>Today, Skin-changing is only practiced by tribal peoples and those without a deep basis of inherited knowledge. It is not the most powerful of abilities and in many ways, the civilized people have found more useful, or at least more powerful, sources of magic. But the knowledge remains true and the art vital, even after many centuries of neglect. And should it be called upon again, the people of so-called civilization will find that the superstitions of their ancestors hold far more weight than even they who venerate the long dead would have given them credit for. </p><p><b><u>Skin-Changing:</u></b></p><p>An ancient Art of folk-magic, much ridiculed by Wizards, which allows the user to take upon the form and powers of a Beast. Those who take the form of beasts like this are often called Animal Brides for the common folk stories describing Skin-changers as disguised as common animals until they take off their fur cloaks to reveal themselves to be beautiful, naked women. There is a plentiful amount of art depicting these scenes, for obvious reasons. </p><p><b>Become Animal Bride or Create Hide Cloak</b></p><p>Base DC: 5+X [X is the HD of the creature being slain]</p><p>Materials Needed: Something to draw a circle with, a skinning knife, a regular knife, a cup, wine or milk or honey (depends on the animal)</p><p>First, find the type of animal you want to be able to transform into. Then find a creature that fits your criteria. </p><p>Kill that creature. Draw a circle around. </p><p>Offer a prayer to the creature's spirit, thanking it for it's life and meat. </p><p>Skin the creature and be careful to damage the hide as little as possible. Set the hide aside. Carve out the creature's heart and eat it raw. </p><p>Follow this by anointing yourself with the creature's blood. </p><p>Then channel the creature's remaining mana out of it's body and use it to create a sympathetic bond between yourself and the hide. </p><p>Then make the hide into a cloak. If you have done it correctly, this will become a Hide Cloak for whatever animal you skinned. </p><p><b>Failed Ritualism Check:</b></p><p><b>1d6</b></p><p>1- You are possessed by the spirit of the animal you slew. Until exorcised, you act as if you were that kind of animal trapped in the body of whatever you are.</p><p>2- You fail to establish the sympathetic link. You now have a perfectly fine but non-magical cloak.</p><p>3- You fail to properly channel the animal's remaining mana. Everyone within X*10' takes Xd6 damage, save for half. X equals the animal's HD.</p><p>4- You fail to properly channel the animal's remaining mana. The animal's corpse rises as an Unbound Undead. </p><p>5- You suffer a mutation that makes you look more like the animal whose hide you are attempting to link to. Ex: Yellow eyes for a Wolf-skin, small tusks for a wild boar, etc. </p><p>6- You feel the pain the animal suffered in it's last moments. This does anywhere from 1d6 to 3d6 psychic damage, depending on how cleanly it was killed. </p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-sgHww9g-lumHTfaOEDwPe3nzONxzbxAU7xibP841vKzfeK_6ir7qMmJmMyWJv-AVyt13rOV8y2dEjg1xt4LdIKli3j0VjpOrwpYAgZ8YkJNPBKECrqHRtQdd4rEIvrqzo3ErBioopgStV1wKI1genOmE2XnZ930sShB2yv6kpCkVoxKmrfip2T-0PSVM/s540/Animal%20Brides%202.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="540" data-original-width="378" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-sgHww9g-lumHTfaOEDwPe3nzONxzbxAU7xibP841vKzfeK_6ir7qMmJmMyWJv-AVyt13rOV8y2dEjg1xt4LdIKli3j0VjpOrwpYAgZ8YkJNPBKECrqHRtQdd4rEIvrqzo3ErBioopgStV1wKI1genOmE2XnZ930sShB2yv6kpCkVoxKmrfip2T-0PSVM/s320/Animal%20Brides%202.jpg" width="224" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/g/u/guzboroda.jpg?5" data-userid="8134790" data-username="GuzBoroda" data-usertype="regular" data-useruuid="741fae0a-a392-49f0-921f-71318225844f" href="https://www.deviantart.com/guzboroda/gallery" style="background-color: #06070d; border: 0px; font-family: devioussans02bold, "Helvetica Neue", Helvetica, Arial, "メイリオ, meiryo", "ヒラギノ角ゴ pro w3", "hiragino kaku gothic pro", sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-size: 16px; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_12F3u" color="inherit" style="border: 0px; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">GuzBoroda</span></a></td></tr></tbody></table><div>Shamans and others who practice this Art tend to only have knowledge of how to do this for certain types of animals, usually the animals a tribe feels closest to. For example, if a powerful Wolf spirit protects a Tribe, then their Shamans probably know how to become Wolf Animal Brides.</div><div><br /></div><div>Note that this only works on members of the Animal Kingdoms. It does not work on those who stand outside the Laws of Predation (ie Monsters). Attempting to make a Hide Cloak out of a Magical Beast or a Monster is a fool's errand that cannot go well.</div><div><br /></div><div>Note that saying prayers over the dead animal is not necessary to the ritual, but most shamans practice it to prevent themselves from being haunted or possessed by the ghost of the animal they slew. This is also why many Shamans use every part of any animal they kill for this purpose, for reasons beyond the merely practical. </div><div><br /></div><div><b>Rules for Transformation: </b></div><div><br /></div><div>An Animal Bride must be wearing his Hide Cloak to transform. </div><div><br /></div><div>He cannot be wearing or carrying any form of metal. </div><div><br /></div><div>He must either be naked or wearing skin-tight clothing. Nothing that protrudes from the body in any way is acceptable, including such things as shoes, coats, armor, etc. </div><div> </div><div><b>All Animal Brides can:</b></div><div><br /></div><div>- Communicate with animals of the same kind. Ex: Wolves can talk to Wolves, Dogs, Coyotes, Jackals, etc. </div><div><br /></div><div>- Have a second pool of HP. When they put on their Hide Cloak, they gain access to that Second Pool of HP, which is tracked separately. This also includes other forms of damage including Horrible Wounds, but not conditions such as being Diseased, Petrified, Frightened, Charmed, etc. </div><div><br /></div><div>- If they are reduced to 0 HP when in Animal form, they revert to their normal form and their Hide Cloak is destroyed. </div><div><br /></div><div>- Each one also gets a special power based on what animal they slew. </div><div><br /></div><div><b>Powers:</b></div><div>- Wolf: You can communicate with Ghost Wolves as well as regular wolves. You can also enter the Spirit World in-spirit whenever you dream, as long as you are touching your Hide Cloak. </div><div>- Deer: As long as you're wearing your Hide Cloak, you have advantage on checks based on hearing. </div><div>- Lion: Depends on whether your Hide Cloak came from a Lion or a Lioness. A Hide Cloak from a Lion grants a roar that 1/Day forces creatures who hear it and see the source to save or be Frightened. A Hide Cloak from a Lioness grants the ability to </div><div>- Shark: As long as you are touching your Hide Cloak, you can breathe underwater. </div><div>- Crocodile: As long as you are touching your Hide Cloak, you can hold so still people will think you are a part of the scenery, as long as there's nothing to indicate otherwise, such as being dressed in lurid colors in the middle of a forest. </div><div>- Buffalo: You gain a Charge Attack that you can use in both human and animal forms, though it is much more effective in animal form. </div><div>- Bear: You can gorge yourself and gain a blubbery layer of fat which is consumed when you do not have enough food to eat. You can store enough calories to equal up to 1/2 your CON score.</div><div>- Seal: Your Hide Cloak is ludicrously bouyant and can function as a flotation device. </div><div>- Hyena: When in Animal form, you are immune to disease and instead act as a carrier. When in Human form, as long as you are touching your Hide Cloak, you have advantage on saves vs disease.</div><div>- Badger: When in Animal form, you have a burrowing speed equal to your walking/running speed.</div><div><br /></div><div><b>Example Statblock:</b></div><div><br /></div><div><b>Tribal Shaman</b></div><div>HD 2 AR 0 Atk Atlatl (1d6+2/1d6+2) or Spear (1d6)</div><div>Mor 10 Saves 9 or less</div><div><br /></div><div>Animal Bride: The Shaman possesses the Hide Cloak of a Coyote. If he dons this Cloak, as an action, he can transform into a Coyote. This changes his stats below. </div><div><br /></div><div>Tactics:</div><div>- Transform for tracking, stealth or escape</div><div>- Use hit and run tactics</div><div>- Protect your fellow tribesmen</div><div><br /></div><div><b>Animal Bride- Coyote</b></div><div>HD 3 AR 2 Atk Bite (1d6+1+grapple)</div><div>Mor 10 Saves 9 or less</div><div><br /></div><div>Animal Bride: The Animal Bride is actually a transformed Shaman. He can transform into his human form back as a free action.</div><div><br /></div><div>Dogspeech: The Animal Bride can communicate with any form of Canine, including Dogs, Wolves, Coyotes, Jackals, etc.</div><div><br /></div><div>Tracker: When in Coyote form, the Animal Bride has advantage on any checks made to track or follow a creature based on scent or sound.</div><div><br /></div><div>Trade: By ingesting a creature's a blood, the Animal Bride can create a link between himself and the other creature. Whenever one of the creatures take damage, that damage is evenly divided between all linked creatures. This link lasts for 1 day, or until it is broken via mutual consent.</div><div><br /></div><div>Tactics:</div><div>- see above</div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqfVA_NXwENFuDIKI615LYNtFZyp4y700SPW169VkUzUhSNntpxJKXfRAkExILGYvPcp71dV3pkz8s5CpR0D5yOSJ71VqiVXDJvxnRCIAM1zvzbelJOUkm5riFx0thNFlm-zjAItU8n6OIu6kwDXlZ3NVSmqGTJhYLtcTfOAMDX2FSjv2pfy4mGMfgF68i/s1067/Animal%20Brides%203.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1067" data-original-width="800" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqfVA_NXwENFuDIKI615LYNtFZyp4y700SPW169VkUzUhSNntpxJKXfRAkExILGYvPcp71dV3pkz8s5CpR0D5yOSJ71VqiVXDJvxnRCIAM1zvzbelJOUkm5riFx0thNFlm-zjAItU8n6OIu6kwDXlZ3NVSmqGTJhYLtcTfOAMDX2FSjv2pfy4mGMfgF68i/s320/Animal%20Brides%203.jpg" width="240" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a href="https://www.newgrounds.com/art/view/gavinvalentine/the-skinwalker">Gavin Valentine</a></td></tr></tbody></table><div><b><u>Skinwalkers:</u></b></div><div><br /></div><div>Number Appearing: 1</div><div>Alignment: Any Evil</div><div>Languages: The Lingua Franca plus Tribal Tongue and the secret language of the Shamans</div><div>Treasure: Stained Cloak, trophies from murder victims, stolen goods (varies depending on Skinwalker's crimes)</div><div><br /></div><div>One common mistake that many adventurers make is that if they take a Hide Cloak off someone, they will be able to use it themselves. To their surprise, they will find themselves in the possession of a magical but otherwise inert item. This is because a Hide Cloak is not really a magical item, in that it possesses no power of it's own. Instead it is the mark of a ritual and thus no matter who wears it, it will only perform it's function for the one who performed the ritual in the first place. </div><div><br /></div><div>That's not to say there is no way to steal one, however. Doing so, however, is both difficult and vile. It requires a wicked deed and the perversion of the original ritual. It is, as the Shamans and Tribal Elders might refer to it, "An Empty Path".</div><div><br /></div><div>A Skinwalker is one who walks such a path. Despite their fearsome reputations, Skinwalkers are not Demons nor Folk nor some kind of horrific unnatural beast. They are something far worse- men who have twisted tools meant to aid the tribe and help the community into instruments of revenge and desolation. They are those mortals who when given the option to gain more power at the expense of others gladly took the deal. </div><div><br /></div><div>Skinwalkers are almost always Shamans or those trained by them, from a culture that practices Skin-changing. They are those who perverted the original ritual that is used to permit Skin-changing or performed some other sin which amplified their own powers, granting them the ability to take other forms and perform other terrible feats. When clad in their Stained Cloaks, they are terrors and destroyers, capable of rending flesh and striking fear into all who face them. </div><div><br /></div><div>But when they doff them, they can easily pass for any normal person. They are farmers, merchants, barkeeps and anything else. The drifter who started working as a farmhand or the traveling peddler or the community leader, widely respected by all, any of them could be the horror of ever-shifting bone and gristle haunting the nearby wilderness, seeking those they may devour. </div><div><br /></div><div><b>Skinwalker- Mortal form</b></div><div>HD Varies, see below</div><div>AR Varies, see below</div><div>Atk Varies, see below</div><div>Mor 5+HD</div><div>Saves (7+HD) or less</div><div><br /></div><div>Shapeshifter: Skinwalkers have access to magical garments called Stained Cloaks. When they don these cloaks, they can transform into a variety of forms. Skinwalkers gain new forms by killing the creature whose form they want to take and eating that creature's heart. They can take the form of any creature that has HD less than or equal to theirs. They can transform as a free action. When transformed, they use a different pool of HP (see below). </div><div><br /></div><div>Regeneration: Skinwalkers recover X HD per round, depending on their overall strength. </div><div><br /></div><div>Specific Death Condition: Skinwalkers, regardless of form, can only be killed in specific ways. Otherwise they return to life. </div><div><br /></div><div>Memory Thief: If a Skinwalker eats the brain of a creature, he gains the memories of that creature. These memories fade over time so unless the Skinwalker takes steps to record or otherwise remember them, the Skinwalker will gradually forget what it learned. </div><div><br /></div><div>Black Feast: Skinwalkers gain power from those they slay. If a Skinwalker kills and consumes a creature, which takes at least 10 minutes for a Medium creature, half that for a Small one, it gains +1 HD and is restored to full HP. </div><div><br /></div><div>Tactics:</div><div>- Pretend to be a normal person</div><div>- Use your animal forms to ambush creatures</div><div>- Attack lone creatures, kill and eat them </div><div><br /></div><div><b>Skinwalker- Beast Form</b></div><div>HD Varies</div><div>AR Varies</div><div>Atk Varies, see below</div><div>Mor 5+HD</div><div>Saves (7+HD) or less</div><div><br /></div><div>Collective Pool: A Skinwalker's Secondary Pool of HP, the one it accesses in it's Beast form, is double what it has in it's Mortal form. This pool of HD is shared among all the various forms a Skinwalker has. The Skinwalker can transform as a free action between forms or back to it's mortal form.</div><div><br /></div><div>Magic Resistance: Mana-based attacks and abilities are hard to use against a Skinwalker in Beast form. When someone uses one of these against them, there is a X-in-20 chance that the mana-based ability (magic, psychic powers, bio-energy blasts) or attack does not affect them. This causes the attack or ability to slip around them and strike the nearest target. If there is no obvious choice, roll randomly. For Skinwalkers, this chance is equal to their HD in Beast form. </div><div><br /></div><div>Tactics:</div><div>- See above</div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5KK4SjHBKS5TsKtGTGFAtV6HpWlZjdsZot6PxT3ofGucc2Ul9-3joUKxmZYTg6hbZkw3hJxJIeZcUnghv1sjB1_V8kYxPV26vohjO7i_AQHUmi8Y1U3qgzzh-g8gSIv5h2APTgi-M3abJCNPyvW1YFjX46sks7rf1_jYJ8mahF8d2rRRBzjjz_d0-uzTZ/s960/Animal%20Brides%204.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="768" data-original-width="960" height="256" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5KK4SjHBKS5TsKtGTGFAtV6HpWlZjdsZot6PxT3ofGucc2Ul9-3joUKxmZYTg6hbZkw3hJxJIeZcUnghv1sjB1_V8kYxPV26vohjO7i_AQHUmi8Y1U3qgzzh-g8gSIv5h2APTgi-M3abJCNPyvW1YFjX46sks7rf1_jYJ8mahF8d2rRRBzjjz_d0-uzTZ/s320/Animal%20Brides%204.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">artist unknown</td></tr></tbody></table><div><b>To customize a Skinwalker, roll on the tables below:</b></div><div><b><br /></b></div><div><b>How did he become a Skinwalker?</b></div><div><b><br /></b></div><div><b>1d4</b></div><div>1- He stole a Hide Cloak from a Shaman and killed the original wearer, then rebound the Cloak to himself. This Skinwalker's Specific Death Condition is that it can only be killed by a weapon marked with white ash from a fire, all other weapons will fail to strike a mortal blow. </div><div>2- He kidnapped a stranger then skinned him/her alive and turned the flayed skin into a Stained Cloak. This Skinwalker's Specific Death Condition is that it can only be killed by someone who does not know who he is- all others will fail to strike a mortal blow. </div><div>3- He killed a member of his tribe and drank their blood, then used their skin as lining for a Stained Cloak. This Skinwalker's Specific Death Condition is that it can only be killed by an Leader/Elder of the tribe he belongs to. This can be a religious, spiritual, political or military leader, as long as they hold a position of authority in the tribe. All others will fail to kill the Skinwalker. </div><div>4- He killed his brother (or another family member) and ate his heart. This Skinwalker's Specific Death Condition is that it can only be killed by a member of his own family (or bloodline) or by an Agent of divine vengeance. All others will fail to kill the Skinwalker. </div><div><br /></div><div><b>How old/powerful is this Skinwalker?</b></div><div><b><br /></b></div><div><b>1d4</b></div><div>1- Newborn. This Skinwalker has 3 HD in mortal form and 6 HD in Beast form. It has 3 AR. It has 1d4+1 forms. It makes 2 Attacks that do 1d8+2 damage. It has a 1-in-6 chance of having 1 Blasphemous Gift. It also has Magic Resistance equal to 6-in-20 in Beast form. </div><div><br /></div><div>2- Young. This Skinwalker has 4 HD in mortal form and 8 HD in Beast form. It has 2 AR. It has 1d6+2 forms. It can make 2 Attacks that do 1d8+3 damage. It has a 2-in-6 chance of having 1d3 Blasphemous Gifts. It also has Magic Resistance equal to 8-in-20 in Beast form. </div><div><br /></div><div>3- Old. This Skinwalker has 5 HD in mortal form and 10 HD in Beast form. It has AR 2. It has 1d10+2 forms. It can make 2 Attacks that do 1d10 damage. It has a 3-in-6 chance of having 1d4+1 Blasphemous Gifts. It also has Magic Resistance equal to 10-in-20 (3-in-6 - 50%) in Beast form. </div><div><br /></div><div>4- Ancient. This Skinwalker has 6 HD in mortal form and 12 in Beast form. It has AR 1. It has 1d20+2 forms. It can make 2 Attacks that do 1d10+1 damage. It has a 4-in-6 chance of having 1d4+2 Blasphemous Gifts. It also has Magic Resistance equal to 12-in-20 (6-in-10 - 60%) in Beast form. </div><div><br /></div><div><b>A Skinwalker's Blasphemous Gifts:</b></div><div><b><br /></b></div><div><b>1d10</b></div><div>1- The Skinwalker can take the forms of creatures much smaller than itself, such as birds, rats, etc.</div><div>2- The Skinwalker can utter a terrifying roar that forces all creatures within 1 mile to save or be Frightened. Frightened creatures won't approach it, have disadvantage on Attacks against it and take 1d6 COG damage each round they can see/sense it. Frightened creatures must also pass a Morale check to rest in the area they think the source of their fear is in. </div><div>3- The Skinwalker can move through trees and foliage as if they aren't there. This also makes it more difficult to track, as it doesn't damage branches, shubbery or the like. Checks made to track it via non-magical means are done with disadvantage. </div><div>4- The Skinwalker only leaves footprints on wood and stone.</div><div>5- The Skinwalker can speak the tongues of 1d4 [1= Birds (and creatures) of the Air; 2= Creeping things; 3= Beasts of the Field; 4= Trees and Growing Things] even in mortal form. If rolled twice, it learns multiple languages. </div><div>6- The Skinwalker can mimic sounds it has heard before, regardless of what form it has taken. Creatures must pass a COG check with a DC equal to [5+Skinwalker's Beast form HD] to tell if the sound did not come from the proper type of creature. </div><div>7- The Skinwalker can turn invisible. It can turn invisible for up to 1 hour, but it turns back as soon as it changes form or makes an attack. </div><div>8- The Skinwalker can summon 1d4 lesser spirits. These take the form of 1d4 [1= Crows; 2= Rats; 3= Black Cats; 4= Feral Dogs.] These spirits help the Skinwalker by 1d4 [1= Spying on it's enemies; 2= Spreading false rumors about it, such as claiming it's a different type of creature; 3= Stealing things the Skinwalker might find useful; 4= Performing petty sabotage against the Skinwalker's enemies.] </div><div>9- The Skinwalker can enter the Spirit World in-spirit as long as it has access to it's Stained Cloak. It can use this to enter the dreams of sleeping people. If this result is rolled twice, it has the power to draw people from their dreams into the Spirit World.</div><div>10- The Skinwalker made a pact with a spirit. This gives it the ability to 1d4 [1= Make itself invulnerable to a type of weapon 1/Day. For example, it can't be hurt by swords or spears or arrows; 2= It can bind the spirits of the dead if it performs a ritual over their fresh corpse. This causes some of their spirit to linger as Ghosts. These ghosts obey the Skinwalker and can spy on or monitor intruders in an area around the corpse. The ghosts can also possess corpses and rise as Undead; 3= Gives it a venomous bite that does 1d6 bonus damage a round, until it does 3d6 damage or a creature passes a CON save; 4= Causes the Skinwalker to be the carrier for a horrible disease. Whenever someone comes in contact with one of the Skinwalker's bodily fluids, that creature must save or contract the disease. The Skinwalker can also choose not to infect people if it wishes.]</div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjNjHCWDLzBxGEAbOMa73hvjEboPNFSVndwQh35cXzuzLeVXm_ljPD6MXWkN1rGBJmuWsXCgMtX-y3VutEx3QDuRmlolPiDy0XdV4ZwSYtRzwa2ZaYeGGY-yjrxvbe2_xhSN0cAR599PABTxtcKxvij9jUUnxMKDd5TAw9bpoVO_-QGrXenZ6R3T1VJGLHu/s1242/Animal%20Brides%205.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1242" data-original-width="828" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjNjHCWDLzBxGEAbOMa73hvjEboPNFSVndwQh35cXzuzLeVXm_ljPD6MXWkN1rGBJmuWsXCgMtX-y3VutEx3QDuRmlolPiDy0XdV4ZwSYtRzwa2ZaYeGGY-yjrxvbe2_xhSN0cAR599PABTxtcKxvij9jUUnxMKDd5TAw9bpoVO_-QGrXenZ6R3T1VJGLHu/s320/Animal%20Brides%205.jpg" width="213" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/e/e/eemeling.jpg?2" data-userid="15878382" data-username="Eemeling" data-usertype="core_access" data-useruuid="bd69ce97-a811-4998-92aa-397258c09b3e" href="https://www.deviantart.com/eemeling/gallery" style="background-color: #06070d; border: 0px; font-family: devioussans02bold, "Helvetica Neue", Helvetica, Arial, "メイリオ, meiryo", "ヒラギノ角ゴ pro w3", "hiragino kaku gothic pro", sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-size: 16px; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_12F3u" color="inherit" style="border: 0px; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;">Eemeling</span><span aria-label="Core Member" class="_1qFwb TO7u3" color="inherit" face="usersymbol-icons" role="img" style="border: 0px; cursor: pointer; display: inline-block; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-size: 0.75em; font-stretch: inherit; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variation-settings: inherit; line-height: 1em; margin: 0px 0px 0px 0.4em; padding: 0px; position: relative; vertical-align: baseline; z-index: 0;" title="Core Member"></span></a></td></tr></tbody></table>Yami Bakurahttp://www.blogger.com/profile/17266174008401745128noreply@blogger.com0tag:blogger.com,1999:blog-7473866157250794633.post-34160316503386161902023-07-20T10:10:00.000-07:002023-07-20T10:10:39.148-07:00Twk: Four More Dread Archetypes for the Problem<p>These are so more sub-classes for my <a href="https://www.remixesandrevelations.com/2019/03/the-problem-2-electric-boogaloo.html">Problem Class</a>, which is intended to be my version of the Spook from Esoteric Enterprises. If you don't know what that means, basically it means you're human who is slowly turning into Something Else due to your continued use of otherworldly forces, inhuman bloodline or a curse. You can find the first sequel to that original post here. </p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZPzq0xPNqF_klpx2mAh_z5G392z6-8IiZSYhsAsuSdI9fCcPPzW6CP7RWgqhPtfgZRZgWDHuwDZ2D0GNZSkK0RgcBMTiRpD4aGXi8_lNhOktnB4zq1coyAgIL16BX7bhGCDqe8ORUO57uOPKjh3SuS_q2iicsCtrjOAd1yxyFGdPUOtDBBa7g6TvXwh2q/s960/New%20Problem%20Archetypes%202.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="960" data-original-width="566" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZPzq0xPNqF_klpx2mAh_z5G392z6-8IiZSYhsAsuSdI9fCcPPzW6CP7RWgqhPtfgZRZgWDHuwDZ2D0GNZSkK0RgcBMTiRpD4aGXi8_lNhOktnB4zq1coyAgIL16BX7bhGCDqe8ORUO57uOPKjh3SuS_q2iicsCtrjOAd1yxyFGdPUOtDBBa7g6TvXwh2q/s320/New%20Problem%20Archetypes%202.jpg" width="189" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">from <a href="https://worldofblackheroes.com/2020/07/10/hooded-justice/">here</a></td></tr></tbody></table><div><b><u>Revenant</u></b></div><div><br /></div><div>The Good Book instructs those who cling to it not to seek revenge, for vengeance belongs to God alone. Justice arrives through the consequences of violating Natural Law, of suffering in this life or of the naked misery of clinging to wickedness. But in certain cases, Justice arrives in a far less subtle form. You are a servant of Heaven, a soul who cried out for justice and received a special dispensation to hunt and destroy the ones who wronged you. You are a soldier of God, an Angel of Vengeance. You are Revenant and you live again.</div><div><br /></div><div>To become a Revenant, you must have been seriously wronged by someone. To track down and punish this person is your goal. This person is known as your Principal Target. </div><div><br /></div><div><b>First Fruit</b>: You can, when in the presence of evil, fly into a frothing, righteous rage. While raging, you get +2 to Atk and Damage, but enemies get advantage on all saves against ranged projectiles. You also cannot perform any task requiring intelligence, tact or anything other than screaming and violence. Additionally, while raging, you can ignore the effects of Horrible Wounds, unless they would stop you from taking certain actions (such as rolling attacks at disadvantage) or kill you outright. </div><div><br /></div><div><b>Predator's Eye</b>: By looking into someone's eyes, you can see his sins. Confessed sins or those that have been paid for are invisible to you, but those that linger and stain the soul are vivid to your sight. </div><div><br /></div><div><b>Rotten Bloom</b>: By touching someone, you may place a mark upon him. This mark is invisible, but can still be detected by those who can sense mana. As long as a target is marked by you, you can sense their location and general direction, with your sense of his location getting more precise the closer you are. If you're across the room from your target, you could pierce their nipple blindfolded, but if they were on the other side of the country, you would only be able to know that they were somewhere "That way". </div><div><br /></div><div><b>Natural Born Killer</b>: By meditating for an hour with a weapon in your hands, you can bless the weapon and make it a tool of holy vengeance. This causes the weapon to become magical and holy for the purposes of overcoming resistances and do +1d6 damage on a hit when used against an evil creature. If this creature was marked by you, the weapon does +2d6 damage. If this creature is one that personally wronged you, your blessed weapon does +2d6 against them, or +3d6 if they are marked. You may only bond with two weapons at one time, and only you gain these effects when wielding them. </div><div><br /></div><div><b>Malign Form</b>: You may cover yourself in an illusion that makes you look like another person. You can look like anyone, as long as that person has the same bodyplan as you. You could disguise yourself as a human servant of your enemy, but not as pile of tentacles and gaping mouths. You can also take the form of one of your enemy's victims. When confronted by a victim, especially if that victim is supposed to be dead, enemies must make a morale check or be frightened. </div><div><br /></div><div><b>Born Again: </b></div><div><br /></div><div><b>Agent of Vengeance (Darkness)</b>: When confronted by your Principal Target, you choose blood. You must punish this person to the fullest extent. For every stripe he gave you, you return it. For every blow, every lash, every cruelty is paid back in full. Then, as a further measure, destroy your Principal Target in the most terrible way you can. Do this and you will become an Agent of Vengeance. You will become Ageless, immune to the flow and degradation of time, and Immortal, only capable of dying if slain in the act of pursuing justice or by becoming corrupted and being slain as an act of justice. </div><div><br /></div><div>But should you choose this path, you will become a barely human shell of your former self. Your personality will become eggshell thin, a layer of rice paper over the iron rod of judgement that crushes the wicked. You will constantly be able to sense those who deserve retribution and will be compelled to pursue them. Once you have selected a target, you must pursue them and render judgement, not abandoning the pursuit until you see justice is done or die. If you refuse to select a target, you will feel a stronger and stronger pull in their direction until you have no choice. If you go more than 7 days without selecting a target or taking some action to pursue them, you die in your sleep. </div><div><br /></div><div><b>Servant of Mercy (Light)</b>: When confronted by your Principal Target, you instead take a more radical choice. You forgive the person and let go of your anger and hatred. If you do so, you may still punish the person, they have still committed a sin, but you must not revel in it nor indulge in any cruelty. If you do so, you become a Servant of Mercy. You lose all your Revenant powers, but instead gain the ability to heal wounds, purge diseases and poisons and remove negative conditions. You also gain the ability to absorb damage and readminister it to those who deserve it. You also lose any Dark Convictions you picked up from being a Revenant. </div><div><b><br /></b></div><div><b>A Revenant's Dark Convictions:</b></div><div><b>1d6</b></div><div>1- "I cannot rest." You do not like to sit idle or feel like you're not doing anything. When you haven't done anything to pursue vengeance against a wicked soul or your Principal Target, you must save or take some action to advance this goal, even if it's something as simple as buying more ammunition. </div><div>2- "I will not stand idly by." If you see an act of injustice, no matter how small, you must save or intervene, no matter the personal consequences. </div><div>3- "I must protect him/her." If you see a person you regard as innocent, you will feel the need to protect them. If such a person is in danger, you must save or rush to his defense. </div><div>4- "I am unworthy." You do not like others wasting time thinking about you. All that matters is the goal. If you have the chance to refuse help, you must save or do so. You will not refuse help that is needed to keep you alive or prevent your death, but anything that is not absolutely critical can be put off. </div><div>5- "I cannot control my temper." You are filled with violent, barely controlled anger. When you get angry, or something happens that could make you angry, save or react in a violent or angry manner. </div><div>6- "I should not be alive." You are wracked with survivor's guilt. Others suffered far worse, but you survived. As such, you take risks that others would find unacceptable. You can ignore Fear saves or other effects that might prevent a more rational person from leaping into danger. Additionally, if faced with such a situation where you could achieve your revenge, even if death is likely, you will take it, unless you successfully save. </div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj8cCZvr8NF8yvzl0-ITtE79DoKgFSbwIYFYbpQWvn6giqmD619Hr_IMG5egSsqjwOz9wllSuCUUQWNQKcGETSpJCDEPT6obrT4QPjbWv4shz7jk4i96tPAu90ShDfLF7Cm5hGNIYa1_EeOo1EnCyvq0_h15ElKxmoXKIsTYxPF6TDRwRqKpE3H8z-iWjuD/s1500/New%20Problem%20Archetypes%203.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1500" data-original-width="1044" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj8cCZvr8NF8yvzl0-ITtE79DoKgFSbwIYFYbpQWvn6giqmD619Hr_IMG5egSsqjwOz9wllSuCUUQWNQKcGETSpJCDEPT6obrT4QPjbWv4shz7jk4i96tPAu90ShDfLF7Cm5hGNIYa1_EeOo1EnCyvq0_h15ElKxmoXKIsTYxPF6TDRwRqKpE3H8z-iWjuD/s320/New%20Problem%20Archetypes%203.jpg" width="223" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a href="https://www.artstation.com/artwork/n90Oe">Bogna Gawrońska</a></td></tr></tbody></table><div><b><u>Human Parasite</u></b></div><div><br /></div><div>You ever hear of social vampires? They are people who drain energy and attention from others but never contribute anything. They are a detriment to any social circle or poor fool who fails to dissuade one from latching on to them and bleeding them white. You don't like people talking about such things, as anyone talking about Human Parasites might start asking pointed questions about you. And as soon as that happens, nothing good is likely to result. </div><div><br /></div><div><b>First Fruit</b>: You can, as a free action, exude a field of anti-memetic radiation. This makes you appear to be boring, drab and utterly forgettable to observers. They must successfully save to pay attention to you or notice what you are doing. If you do something interesting, they may receive bonuses to their saves. If you are doing something dangerous that concerns them, they automatically pass. Similarly, if you are doing something normal or otherwise uninteresting, they may receive penalties to their saves. For example, if you are at a party and are lurking by the buffet instead of socializing, it would be easy to overlook you. If you started making a scene and screaming at one of the guests, it would be easier to notice you. If you pulled a knife on someone and tried to stab them, almost everyone would notice you. You can turn off the field as a free action. </div><div><br /></div><div><b>Predator's Eye</b>: You have the ability to see thermal radiation. This allows you to see living creatures in cooler environments and be able to navigate in pitch-black environments. This does not always work if you're in a hot environment, such as a rocky area with a hot climate. In such places, with stones that have been baking in the sun all day, you will find it harder or impossible to pick out living things from their environment. </div><div><br /></div><div><b>Rotten Bloom</b>: You can secrete a cloud of pheremones that lower stress hormones and induce a vague sense of euphoria in humans. This affects everyone within 30'. Humans that are affected by this must successfully save to take hostile or violent action. If they are already in a dangerous scenario, they automatically pass. Additionally, creatures under the influence of your pheremones will be much more agreeable and treat you as someone they like. You can also touch someone to give them disadvantage on any of his saves against this ability, as you can coat your hands in a thin slime that contains a much higher amount of the pheremones. </div><div><br /></div><div><b>Natural Born Killer</b>: You develop a pair of stingers concealed in the third finger of your hands. When you touch a creature with one, you can sting that creature. Creatures stung like this must save or be paralyzed for one minute, and are permitted a new save each round to end the paralysis early. Additionally, X times per day, where X is your CON modifier, you can sting a creature to do 2d6 poison damage, save for half. </div><div><br /></div><div><b>Malign Form</b>: You grow a cluster of muscular tentacles that emerge from a cavity in your back. These tentacles have a reach of 10' and can be used to make melee attacks which do 1d4+STR damage on a hit, automatically grapples the target unless you wish otherwise. These tentacles are strong enough to hold you and are covered in suction cups, so that when they are extended, you can add double your STR modifier to checks made to climb, lift or manipulate objects. You can also use your tentacles to make a bonus attack on your turn if they are extended. It is a full action to extend and retract your tentacles, though even when extended, you can still hide them under a baggy coat or layers of fabric. Your tentacles can also be used to secrete your pheremones. If seen with your tentacles out, creatures automatically save against your Anti-Memetic field. </div><div><br /></div><div><b>Born Again: </b></div><div><b><br /></b></div><div><b>Parasite Queen (Darkness)</b>: You have finally matured enough that the urge to procreate has finally come upon you. You tentacles change, becoming tipped with new ovipositors. Your pheremones become stronger, now they intoxicate humans who are exposed to them and reduce pain and harmful sensations. They also become addictive. Creatures exposed to them will feel the need to experience them once again and must successfully save for (7-X) days to get over their craving, where X is their COG modifier (add Negative modifiers to 7). </div><div><br /></div><div>While intoxicated, you can inject your eggs into a human. These eggs will incubate inside their human hosts for three weeks. After that, they hatch and begin burrowing through their host and devouring them from inside. This does 1 CON damage a day, until day 7, then it does 1d4 CON damage a day. This continues for 1d4+1 more days, after which the larvae are fully grown and emerge from their host. The larvae will then devour the weakened host, unless provided with an alternate food source. Any creature reduced to 0 CON by this process dies and is devoured down to the bones by the larvae. </div><div><br /></div><div><b>Ethical Consumption (Light)</b>: Your race has always needed humanity, as a food source and as a way to incubate your youth. But there is another way, far less dangerous for the host. You will need to find a specific type of human, an Ultimate. These are humans who naturally possess a specific heritage that makes them nearly impervious to intrusion and interference, chemical, psychic or otherwise. Once you locate this person, convince them to help you reproduce. With their superior genome, you will be able to produce high-quality offspring in a way that does not put the lives of lesser humans in danger. If you do this, once your offspring is born, you can pupate and continue to the next stage of your life-cycle. You'll spin yourself a cocoon and enter it, your body undergoing physiological changes while inside. </div><div><br /></div><div>You will become more beautiful inside there, gaining an appearance of otherworldy beauty. Others will be hesitant to harm you, unless you have proved to be a threat to them and theirs. You will lose your tentacles but instead gain a pair of wings and gain the ability to fly. Your stingers will change as well, becoming long, retractible blades that can cut through anything short of stone and tempered steel. You also gain a pair of antennae that allow you to sense the emotional state of everyone around you. Finally, you will gain the ability to dispense your pheremones as dry dust from your wings, which you can blast outward in a great flap of your wings, or leave a trail behind you as you fly, which will slowly rain down on those underneath. </div><div><br /></div><div><b>A Human Parasite's Dark Convictions:</b></div><div><b>1d6</b></div><div>1- "I like this person." You meet a human you actually like and not just as a potential incubator or food source. Whenever you have the chance, you must save or you'll sneak off to spend time with this person. </div><div>2- "Is this ethical?" You are troubled by ethical concerns. When confronted with a moral quandry or questionable situation, you must save. On a failed save, you will be unable or unwilling to rationalize it and must instead think through the action and determine whether or not it would be ethical to do such a thing. If it is, then you may do it. If not, you may not. Your allies may help you by offering their own arguments or rationalizations. </div><div>3- "I don't want to hurt them." You are disgusted with yourself and the fact that your race needs to harm humans. Whenever you would use your abilities in a situation that isn't a life-or-death situation, you must save to do so. </div><div>4- "I just need someone to talk to." You are desperately lonely. If given the chance to talk to something intelligent, you must save or begin dumping your backstory, troubles, woes on that person. </div><div>5- "I bet they would understand." You know that the Elders told you that you must keep your existence secret, that humans would react badly if they knew, but this person is different. You bet if you told them, things would be different. Whenever you get close to a human and feel like you can trust them, you must save or reveal your secret to them. </div><div>6- "I don't want to be around them." Being around humans fills you with impulses you're not comfortable with. When given the chance to shun the company of Mankind, you must save to avoid doing so.</div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZqkW3zyNrmRLU7oKSeyTNgGOGPv9i0WfJbyLF4Ydr35IGO6mubXuKuOgddqEtrkwUqsqXiqKMBl_um_mp6YiXfu1KfAiu_Fmo3AYAQzoWBnm5IkjdkehQN778H8D_SRH-s6MX_rZwVotOT6WWfkbkpcnZxzr3Cf8Iu1SswEdyIykhKlZ7MtX3qdMHI2D7/s2419/New%20Problem%20Archetypes%204.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2419" data-original-width="1920" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZqkW3zyNrmRLU7oKSeyTNgGOGPv9i0WfJbyLF4Ydr35IGO6mubXuKuOgddqEtrkwUqsqXiqKMBl_um_mp6YiXfu1KfAiu_Fmo3AYAQzoWBnm5IkjdkehQN778H8D_SRH-s6MX_rZwVotOT6WWfkbkpcnZxzr3Cf8Iu1SswEdyIykhKlZ7MtX3qdMHI2D7/s320/New%20Problem%20Archetypes%204.jpg" width="254" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">from <a href="https://www.churchofjesuschrist.org/media/image/joseph-egypt-interprets-dreams-parson-02de834?lang=eng">here</a></td></tr></tbody></table><div><b><u>Violetblood</u></b></div><div><br /></div><div>In ancient days, mankind was prey to the monsters and creatures which haunted the wilds of our world, able to defeat us through their superior physical and magical abilities. To combat this, humans organized first into bands, then tribes, then nations. We built walls and cities and instituted strict watches to keep us safe. But these early cities were hot-beds of violence and disease, little safer than the countryside. Hearing the pleas and cries of their people, Humanity's Gods heard the lament of their children and sent them a gift. They sent them Kings.</div><div><br /></div><div>A true King is appointed by God, granted divine right from birth to rule over people or peoples. You are one of these lucky few, granted special status by blood and birth. In this Godless, democratic age your talents are likely not to be acknowledged, but that does not erase them. Regardless of whether anyone plants a crown on your head, you are Royal. </div><div><br /></div><div><b>First Fruit</b>: You have preternatural Charisma. If you look someone in the eye and ask them for something reasonable, they must make a save. On a failed save, they will give you what you ask for. What is "reasonable" depends on that creature's opinion. Creatures will not give you anything they need to survive or anything that might immediately imperil them. Additionally, creatures who dislike or have good reason to distrust you automatically pass their saves, unless there is some compelling reason why they would listen now. </div><div><br /></div><div><b>Predator's Eye</b>: You can, by studying a group of creatures, identify the one most submissive and most willing to submit to your authority, presumed or otherwise. You will still need to convince that creature to listen to any requests and there is no guarantee that the creature will listen, but it will listen, unless it has a good reason not to.</div><div><br /></div><div><b>Rotten Bloom</b>: Your Charisma takes on a supernatural level of power. You can now impose your will on groups of creatures. If you are confronted by a group of creatures who you have not attacked, you may attempt to convince them to do something reasonable. They must succeed a Charisma save or do what you ask. "Reasonable" here means what the majority of those creatures think would be appropriate given their status and circumstances. Creatures who have a good reason to dislike you or have felt you made an unreasonable request automatically pass their saves. </div><div><br /></div><div><b>Natural Born Killer</b>: Your intellect increases to the point where even in the chaos of battle, you always remain cool and collected. You can almost always see what the best options are, even if others are blind to them. If you give a creature an order as an action, and that creature obeys, it gets advantage on any roll it makes as a result of following your order. Additionally, if you order it to make an attack and it hits, it can add double your CHA modifier to the damage roll. </div><div><br /></div><div><b>Malign Form</b>: You are now surrounded by an aura of kingly radiance. When enemies first see you, they must successfully save to attack or directly harm you. Indirect harm is always permitted. Creatures may attack you if you strike first or to defend themselves from your aggression. </div><div><br /></div><div><b>Born Again: </b></div><div><br /></div><div><b>Gluttonous Tyrant (Darkness)</b>: Your Charisma becomes an overpowering cloud that constantly clings to you. Creatures who spend too long around you will find their wills gradually ground down, until they are little more than instruments for your will. For every 1 day a creature spends in your presence, reduce that creature's COG by 1 (min 3). Creatures who have their Cognition reduced to less than half of it's normal around you become unable to disobey you, unless they pass a save. They also gain advantage on any save against Charm or Fear, if they feel that the orders they are being given would contradict what you told them to do. </div><div><br /></div><div>You gain the ability to consume your subjects. By touching one of your retainers/followers, you can drain life from them. By touching them, you can drain as many points of HP as they have and transfer them to yourself. If you drain at least 8 points of HP a day, no longer need to eat or drink, though you still feel the desire to do so. If you eat the flesh of your followers and drink their blood, you gain double the amount of HP/FS you would ordinarily recover from such a meal. </div><div><br /></div><div>Your maximum HP increases to 50, but it decreases by 1 each day. </div><div><br /></div><div><b>White King (Light)</b>: You are visited by an Angel in a dream, who reveals who you are entrusted with. You are the representative and steward of one of the nations and must care for it. You will find your current nation in crisis. You will likely need the help of your friends and allies to save your people. You will be granted the crown of this nation and the right to rule over it, but also responsibility over it. </div><div><br /></div><div>The Angel also gives you three gifts to ensure that you can fulfill your destiny. First, you will be given a sign that heralds your coming. The people who see it will know that their King is coming. Second, you will be given the power to remove afflictions such as poisons, diseases, and other negative effects from others and take them unto yourself. You will also gain the ability to transfer your HP to others through touch. Finally, you will be given a small magical trinket which will, in some mysterious way, aid you on your quest. </div><div> </div><div><b>A Violetblood's Dark Convictions:</b></div><div><b>1d6</b></div><div>1- "I deserve this." When you see something valuable, special or important, you must save or be convinced that you deserve to possess that item/creature/title/etc. </div><div>2- "I am better than them." You become convinced that you are better than other humans. When given a chance to assert your superiority or pull rank to avoid something unpleasant, you must successfully save or do so. </div><div>3- "They should be grateful." You become irritated by the lack of adoration from those you consider beneath you. When not properly praised, you must successfully save or become unhelpful and irritable. </div><div>4- "Why should I help?" You decide that some problems are beneath your notice. You must successfully save to intervene, otherwise you abandon those with the problem to their fates. </div><div>5- "I don't want this." You become stricken with the desire that this burden of leadership and power is something you suddenly dislike. You must successfully save or when given the opportunity, you will shirk your duties as much as possible. </div><div>6- "I don't want to die." You become terrified of death. When faced with potential death, you must save or become frightened. On a failed save, you will immediately seek to escape or otherwise evade the danger. </div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_leafBH0yg8wsLSZnc3-mg9aw4e0KcfsAPcFfkDHavWw5dUK2isyf519tkZ-hUSXIdADSzS8gn5doLSeNlebB4xyA_2q3OAKwFLwguwg12XEK2wbIcGuVwd9t0fqtIJVoA-KsTfonmq9XkWj-IBlNT0k6njssWd1G75p8Id1eNC6k7e0-WVH_gNCddOgF/s900/New%20problem%20Archetypes%201.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="900" data-original-width="600" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_leafBH0yg8wsLSZnc3-mg9aw4e0KcfsAPcFfkDHavWw5dUK2isyf519tkZ-hUSXIdADSzS8gn5doLSeNlebB4xyA_2q3OAKwFLwguwg12XEK2wbIcGuVwd9t0fqtIJVoA-KsTfonmq9XkWj-IBlNT0k6njssWd1G75p8Id1eNC6k7e0-WVH_gNCddOgF/s320/New%20problem%20Archetypes%201.jpg" width="213" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a href="https://www.angelarium.net/">Peter Mohrbacher</a></td></tr></tbody></table><div><b><u>Nephilim</u></b></div><div><br /></div><div>Sinful and sensual, you are descended from not only a line of ancient royals, rulers, administrators and governors, but of a deeper line, one that surpasses humanity in grace, vitality and power. You suspect that many legends of superhuman warriors, kings and leaders flow from those inhuman ancestors or hybrids like yourself. Despite your woefully human appearance, you possess greater spiritual abilities than them, who are chattering monkeys in comparison. And though your skills are nothing compared to those wielded by those in generations past, you are still a formidable foe. Your people survived Alexander, the Macabees, the Catholics, Calvinists, Roundheads and Yankees. Whatever you're faced with, you know you'll be able to survive and thrive. For now matter who comes after your tribe, they somehow always find themselves serving you grapes while you recline on cushions and silk. </div><div><br /></div><div><b>First Fruit</b>: You can exude an aura of emotional energy that causes those who interact with you to save. On a failed save, creatures around you will be affected by this emotion that you are inflicting upon them. Even on a successful save, the creature will still be affected, but they will realize that this feeling is not natural and is coming from you. This feeling can be any emotion you want, as long as it is a feeling and not a specific desire. For example, it could be something like angry, happy, sad, but not something like hungry or sleepy. </div><div><br /></div><div><b>Predator's Eye</b>: You can, as a free action, open your third eye and peer into the Shallows of the spiritual realm. This allows you to see the auras of living creatures, which reveal their emotional states via corresponding colors and patterns. For example, a bank robber currently in the middle of a heist would have an aura thick with fear (of being caught) and excitement (of the potential loot he's about to obtain). </div><div><br /></div><div><b>Rotten Bloom</b>: You can now cause your aura to exude a specific desire, such as being hungry, sleepy or any other common desire. Creatures must save or immediately try to satisfy that desire. Creatures who pass their save can resist this impulse, but they must save again if they spend too long around the source of that desire. You can also remove this aura from yourself and place it over an object, which becomes the new source for that desire. </div><div><br /></div><div><b>Natural Born Killer</b>: You can, as an action, try to suppress a creature's desires and emotions. As an action, you can force that creature in a Cognition (COG or INT if you don't use my ability scores) contest. If the creature wins, nothing happens. But if you win, then the creature is struck into a near-fugue state as all their desires and emotions vanish and they enter a null state created by their own confusion. Until the creature is reminded of why he is doing what he is doing, he will do nothing. For example, if in a fight, that creature will stop fighting until reminded why it was fighting or given a reason to continue fighting, such as someone trying to stab them. </div><div><br /></div><div><b>Malign Form</b>: Your form becomes plastic, dependent on the feelings and desires of others. The more time you spend around someone and closer the contact, the more you will change to suit their desires. For example, if you are with a man who likes beautiful women, your form will naturally change to become more feminine and beautiful, regardless of how you looked before. If you are with someone who wants a strong leader, you will change to more closely fit whatever their visual idea of what a leader is. Additionally, these changes only reflect the closest relationship/contact you have at the time.</div><div><br /></div><div><b>Born Again: </b></div><div><b><br /></b></div><div><b>Avatar of Desire (Darkness)</b>: You become an archetype of manipulation, a puppeteer who plucks at the strings of the strongest. The mightiest men and the highest Gods are no match for your silver tongue and generous gifts. You gain the ability to learn people's desires by tasting their blood and the ability to shapeshift to whatever form they would most desire. You can become a seductive temptress perfectly tailored to your target's preferences, or you can take the form of a ghostly mother to a widowed child. </div><div><br /></div><div>Additionally, any creature who gives into one of the desires you motivated them with becomes weak to your influence. Such creatures are more likely to listen to you and have disadvantage on mental effects directed against them when produced by you. </div><div><br /></div><div><b>Shepherd of the Flock (Light)</b>: You recognize the immense harm your abilities could produce, but also the great benefit they could produce for humans. You become a beneficient guardian, one who teaches humans how to better themselves, to elevate their consciousness above the muck of base desires and animal drive. You gain the ability to read the minds of nearby humans and detect the presence of immaterial beings.</div><div><br /></div><div><b>A Nephilim's Dark Convictions:</b></div><div><b>1d6</b></div><div>1- "I want to help that person." When a human is particularly helpful, kind or otherwise draws your interest, you develop a fixation with helping them whenever you can. When given a chance to help that creature, you must successfully save to resist. You will be self-sacrificial and careless with your resources when doing so, as nothing is more important in the moment than helping your little friend. </div><div>2- "I want to harm that person." When someone does something that offends, upsets or irritates you, you must successfully save or develop a fixation with harming that creature. Your fixation depends on the offense and is usually proportional. When you have the chance, you must successfully save or commit an act of malice against that creature. </div><div>3- "These little monkeys are very funny." You tend to underestimate humans and why wouldn't you? I mean, just look at them? When humans do something seemingly stupid, you must successfully save or overlook what they did as nothing more than primate foolishness. </div><div>4- "I fail to understand why I should care." You fail to care about many things that so bother humans. When faced with their problems, you must successfully save in order to actually care about them. If you fail, you regard them as things beneath your notice or otherwise irrelevant to you. </div><div>5- "I fear divine vengeance." When you see something that reminds you of God, you are stricken by fear of eternal punishment. You must successfully save or take action to attempt to either mitigate your guilt impulsively or flee from the source of your fear.</div><div>6- "I am your superior." You are overtaken by a sense of immense smugness. Whenever you see someone fail at a task, you must successfully save or condescend to them.</div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEghkVIvsbd0YrpbXDC1xMgHBVSq8HVEFvULJrheOdUFcvpDwKctqUbwQe6HxRV6q4tzWSBadFN9BXr4AdXj2NDxvUkCmk01m0U00rvxMywXMzIFmAxLmvsl1OKZD52Y8r7T221ZkyvaP_ReZjB5OFwB6HGTzH-5AGxib35Gp89qSPQMt7n7sTOiVlO1rB3S/s1472/New%20Problem%20Archetypes%205.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1472" data-original-width="800" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEghkVIvsbd0YrpbXDC1xMgHBVSq8HVEFvULJrheOdUFcvpDwKctqUbwQe6HxRV6q4tzWSBadFN9BXr4AdXj2NDxvUkCmk01m0U00rvxMywXMzIFmAxLmvsl1OKZD52Y8r7T221ZkyvaP_ReZjB5OFwB6HGTzH-5AGxib35Gp89qSPQMt7n7sTOiVlO1rB3S/s320/New%20Problem%20Archetypes%205.jpg" width="174" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/a/r/artorifreedom.jpg?10" data-userid="9861296" data-username="artorifreedom" data-usertype="regular" data-useruuid="5e67bb09-7304-48c7-aeaf-36ea79d31b0f" href="https://www.deviantart.com/artorifreedom/gallery" style="border: 0px; font-family: devioussans02bold, "Helvetica Neue", Helvetica, Arial, "メイリオ, meiryo", "ヒラギノ角ゴ pro w3", "hiragino kaku gothic pro", sans-serif; font-feature-settings: inherit; font-kerning: inherit; font-optical-sizing: inherit; font-size: 16px; font-stretch: inherit; font-variant-alternates: inherit; font-variant-east-asian: inherit; font-variant-numeric: inherit; font-variation-settings: inherit; line-height: inherit; margin: 0px; overflow: hidden; padding: 0px; text-align: start; text-decoration-line: none; text-overflow: ellipsis; text-wrap: nowrap; vertical-align: baseline;"><span class="_12F3u" style="background-color: white; border: 0px; font: inherit; margin: 0px; padding: 0px; vertical-align: baseline;"><span style="color: black;">artorifreedom</span></span></a></td></tr></tbody></table>Yami Bakurahttp://www.blogger.com/profile/17266174008401745128noreply@blogger.com0tag:blogger.com,1999:blog-7473866157250794633.post-4049031164615006032023-07-06T13:58:00.001-07:002023-07-06T13:58:43.298-07:00OSR: Wizard-Artist<p>This is based off the <a href="https://crateredland.blogspot.com/2019/09/chromatomancy-colors-of-magic.html">Chromatomancer</a> from a Blasted, Cratered Land. I've taken plenty of ideas from them, though many were adapted. Also, I don't like the name, as the Wizard School Velexiraptor came up with is more about Art than colors, and Chromatomancer seems to imply something based on colors as they exist in our world, like something from the <i>Lightbringer</i> series, not on those colors in reference to art. </p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVbqSIx3uwmhLWD-wlxL5g_ycbgkvKevi7lMKg9Q-C2EMbqt8j_hyO9nUtvR1lxlYy6g1ASaeC-k1JN5zTZQwoRksoY2_bpYfsNSwlL4ULsOH8XgQ7d02n9qUsSeNSP-waV1F8Hp8A6exPEinmAq7sSF43CVSWIM6DrkQqaWb4Q3R0-9L0YcYC9vLqVm2r/s2560/Artist%20Wizard%201.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1024" data-original-width="2560" height="128" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVbqSIx3uwmhLWD-wlxL5g_ycbgkvKevi7lMKg9Q-C2EMbqt8j_hyO9nUtvR1lxlYy6g1ASaeC-k1JN5zTZQwoRksoY2_bpYfsNSwlL4ULsOH8XgQ7d02n9qUsSeNSP-waV1F8Hp8A6exPEinmAq7sSF43CVSWIM6DrkQqaWb4Q3R0-9L0YcYC9vLqVm2r/s320/Artist%20Wizard%201.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">source unknown</td></tr></tbody></table><div>Wizards spend far too much time trying to wrangle Magic. They study the properties of it and endlessly refine their methods, trying to contain the inexplicable. They carefully monitor students, looking for what traits make a student the best at channeling or capturing spells, they carefully breed spells to be uniform and efficient and cling to rigid procedures until they become creeds; yet all of this misses the point. </div><div><br /></div><div>Magic is not some obedient house-pet that can be properly trained and ordered into doing the proper thing. Magic is the wind, the roaring blaze, the rumble of the Earth's chtonic plates. It is the wail of the Void, the light of the Sun. Magic cannot be bound or ordered, it is the antithesis of those things. Magic is the breaker of chains, the leveler of all things. </div><div><br /></div><div>This is why tyrants and rulers have always tried to contain or control it, for no man can control magic. It, by nature, cannot be contained. It is inexplicable, appearing out of the wilds and in the dead of night, arriving without prompting and leaving just as suddenly, the careful plans of men in it's wake. For this reason, Magic has long been associated with Art. </div><div><br /></div><div>The true Artist is one who is driven to create not for financial or ideological gain, but by the burning need to take something that does not exist and make it so. It is a desire that can be denied or sublimated, but never crushed or eradicated. It is the thing that exists for the sake of itself. What is the use of Art? Why do we need it? We do not, yet a life without it would be intolerable. So with Art, so with Magic. Do not ask why it is, for such a question misses the point. 'It is' is the question and the answer.</div><div><br /></div><div>Still following? Good, then we can begin:</div><div><br /></div><div><b><u>Wizard-Artist:</u></b></div><div><br /></div><div><b>When did Inspiration (Magic) first strike you?</b></div><div><b><br /></b></div><div><b>1d4</b></div><div>1- When you were a child, one of your drawings came to life.</div><div>2- When you were a dissatisfied youth, you didn't know what you wanted to do until you tried Art on a lark and found what you were born to do. The magic came later. </div><div>3- When you were trapped in the toil and drudgery of life, you sought a way to inject a living spirit into the dreariness of your life. Art was the method and it worked, now everything else is dross besides your burning desire to create. </div><div>4- After you suffered terribly. You sought a way to lighten your burdens and deal with your angst. Your pain fuels you to create masterpieces. </div><div><br /></div><div><b>Who is your ally?</b></div><div><b><br /></b></div><div><b>1d4</b></div><div>1- Another Artist. They might not even be magical, but they're better than you, even you admit that. They are rival and inspiration and friend in one. Roll twice on the following table to see how successful they are. You could appeal to them for a favor, but you'll definitely need to help them with one of their future projects. </div><div>2- Your patron. You are funded by a wealthy patron. Your patron is wealthy, likely powerful and interested in you. Your patron will occasionally commission you to make something for them, for which they will pay handsomely. They also can provide access to the upper tiers of society, provide invitations to exclusive events, etc. </div><div>3- Your mentor. He taught you magic and/or art and for that you are eternally grateful. He will occasionally need your help to pay his bills and do things he can't as an older person. But should you need anything, he will always do his best to help you. He is a font of wisdom and knows much more than he lets on. </div><div>4- Your biggest fan. You have an admirer who is really, really into you, either as a Wizard, as an Artist or as a Person. If you treat them nicely and continue to do what they do, they would do almost anything for you. Just don't mistreat or abuse them, or they might become someone you'd rather not meet. </div><div><br /></div><div><b>How famous are you?</b></div><div><b><br /></b></div><div><b>1d6</b></div><div>1-2- Literally who? No one knows who you are, with few exceptions. You are a starving artist. </div><div>3- Cult following. A small group of people are utterly rabid for your work and will pay handsomely for it. You start with 1d20+20 extra silver. </div><div>4- Literal cult following. A small religious group are convinced you are a God in disguise or a secret prophet for their obscure faith. They are constantly pestering you to make things for them and to join their congregation. You start with 1d20 extra silver + the creepy interest of a bunch of (mostly benign) cultists. </div><div>5- Up and coming. You are well-known in certain circles. People know who you are in at least a vague sense and they might have seen that one painting you made for City Hall. You start with 1d20+20 extra silver. </div><div>6- Don't you know who I am? You are famous, a genius widely known in your home town/city/tribe. When you reveal yourself, you're confident you will take the art world by storm. You start with 3d20+5 extra silver.</div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgS75wzbKYcbkWYJOQbOeFMl55kOmbxOhAzrUFZBcL8tHgpBFZBrvXxBmzcRv9N8yoYhvR48sFR7sO2acax6r7jHzel7sx3wquaPqbC8wlmpKBIcoDTjDmohaGIpTfUbfuHdM8NXINeL_y7HiuqxKYwexxDHGvOV0PPha2X1ZRxMApmmn7ZrYRFI6mx801k/s1078/Artist%20Wizard%202.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1078" data-original-width="700" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgS75wzbKYcbkWYJOQbOeFMl55kOmbxOhAzrUFZBcL8tHgpBFZBrvXxBmzcRv9N8yoYhvR48sFR7sO2acax6r7jHzel7sx3wquaPqbC8wlmpKBIcoDTjDmohaGIpTfUbfuHdM8NXINeL_y7HiuqxKYwexxDHGvOV0PPha2X1ZRxMApmmn7ZrYRFI6mx801k/s320/Artist%20Wizard%202.jpg" width="208" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a href="https://jemmayoung.com/shallan-and-the-cryptics/">Jemma Young</a></td></tr></tbody></table><div>The Wizard-Artist is a sub-class for my basic OSR Wizard class. For any other details, see the base class <a href="https://www.remixesandrevelations.com/2017/10/osr-wizard.html">here</a>.</div><div><br /></div><div><b>Power: </b>You are skilled in one artistic medium of your choice. The most common one is painting, but it need not be for you. You can also work with charcoal, pen and ink, pencils or practice a less common form, such as sculpture, performance art, etc. </div><div><br /></div><div><b>Drawback: </b>You are driven by a compulsion to create. Ideas constantly pop into your head. You must work on a creation of yours at least once per day. If not allowed to make Art or at least work toward a creative goal, you will lose 1 MD per hour until you hit 0. From there, you will gradually become obsessed with creating something and will resort to unusual or unorthodox methods and mediums. For example, if locked in a dungeon you may use the links of your chain to scratch designs into the stone floor or smear your feces onto the wall to use as paint. </div><div><br /></div><div><b>1d12</b></div><div>Absorb Color</div><div>Animate Artwork</div><div>Alter Perspective</div><div>Create Negative Space</div><div>Focal Point</div><div>Imbue with Emotion</div><div>Implied Lines</div><div>Inspiration</div><div>Pose Subject</div><div>Prismatic Ray</div><div>Take Memory</div><div>Vanishing Point</div><div><br /></div><div>Prismatic Defense</div><div>Raise Dead Movement</div><div>Summon New Color</div><div>Turn to Art</div><div><br /></div><div>Legendary Spell: Magnum Opus</div><div><br /></div><div>Absorb Color</div><div>-----------------------------------------------------</div><div>R: touch<span style="white-space: pre;"> </span>T: object or surface<span style="white-space: pre;"> </span>D: one action</div><div><br /></div><div>You can touch an object and steal up to [dice] of it's colors. These colors form spheres of compressed color. If shattered against an object or surface, the spheres explode into a spray of color that coats the surface or object struck. Creatures hit in the face by a wave of color are blinded, unless they are wearing helmets or have a shield, in which case they may save against being blinded.</div><div><br /></div><div>Animate Artwork</div><div>---------------------------------------------------------</div><div>R: 10'<span style="white-space: pre;"> </span>T: piece of art<span style="white-space: pre;"> </span>D: one action</div><div><br /></div><div>You can pull one creature or object depicted in a piece of art into the real world. This object or creature now functions as if it were real and gains any abilities or properties attributed to it by the artwork. </div><div><br /></div><div>Note that the quality of the artwork determines the effectiveness of whatever object or creature you manifested. Masterwork artwork produces something identical to it's real life subject, while lesser works will produce objects or creatures with only 50% the strength of real life versions of the subject, while crude works or doodles will produce something with only 25% strength as compared to real life versions. </div><div><br /></div><div>Alter Perspective</div><div>--------------------------------------------------</div><div>R: 1000'<span style="white-space: pre;"> </span>T: point in space<span style="white-space: pre;"> </span>D: [dice] minutes</div><div><br /></div><div>Select a point in space within range. You create an invisible sensor within range. You can look through that sensor as if you were standing where it is placed. You may only observe, no other sense data is transmitted. Additionally, the sensor cannot move once placed. </div><div><br /></div><div>Create Negative Space</div><div>-------------------------------------------------------------------------</div><div>R: 30'<span style="white-space: pre;"> </span>T: area around creature or object<span style="white-space: pre;"> </span>D: [dice] rounds</div><div><br /></div><div>One creature or object you target suddenly has space around them expand, creating more space between it and other objects around them. This space can be created in a radius centered on the target or in a line from the target to the closest non-target object. Once the duration ends, the extra space disappears as space returns to it's previous dimensions. </div><div><br /></div><div>Focal Point</div><div>-----------------------------------------------------</div><div>R: 30'<span style="white-space: pre;"> </span>T: creature or object<span style="white-space: pre;"> </span>D: [dice] minutes</div><div><br /></div><div>One creature or object within range is suddenly cloaked in an aura that draws attention toward it. When a creature can see, hear or otherwise perceive the existence of the target, he must save. On a failed save he will be compelled to go investigate what the thing is. How he interacts with it will depend on what the thing is- he will look at a painting, talk to a person, etc. </div><div><br /></div><div>Creatures may receive penalties to their save if they have some further reason to investigate the target of the spell or they may receive bonuses to their save if the target isn't something very interesting by itself. </div><div><br /></div><div>For example, if the target of the spell is a blank canvas and people are aware of this fact, they are much less likely to want to go look, so they get a bonus to their save. If, on the other hand, the thing is naturally interesting or exciting to look at, such as beautiful woman in a skimpy outfit or a Clown attempting to juggle hatchets, that will give creatures a penalty to their saves. </div><div><br /></div><div>Imbue with Emotion</div><div>---------------------------------------------------</div><div>R: touch<span style="white-space: pre;"> </span>T: object<span style="white-space: pre;"> </span>D: varies</div><div><br /></div><div>One object you touch radiates a powerful emotion. When a creature sees that object, he must save. On a failed save, the creature is filled with that emotion. If cast with 3 or more [dice], you can imbue wild and uncontrolled emotions such as homicidal rage, crushing depression, ecstatic bliss. </div><div><br /></div><div>If cast with 1 [dice], lasts for [dice] hours. If cast with 2 [dice], lasts for [dice] days. If cast with 3 [dice], lasts [dice] weeks. If cast with 4 or more [dice], lasts as long as the caster wishes or permanently.</div><div><br /></div><div>Implied Lines</div><div>--------------------------------------------</div><div>R: 30'<span style="white-space: pre;"> </span>T: point in space<span style="white-space: pre;"> </span>D: [dice] minutes</div><div><br /></div><div>You can create an invisible object up to 10*[dice]' long, 10*[dice]' wide and 10+[dice]' tall. The object has [sum] HP and lasts for the duration or until it is destroyed. When the duration ends, it disintegrates back into the ether. </div><div><br /></div><div>Inspiration</div><div>---------------------------------------------------</div><div>R: 30'<span style="white-space: pre;"> </span>T: creature<span style="white-space: pre;"> </span>D: one action</div><div><br /></div><div>One creature within range has a sudden burst of inspiration relating to what they were thinking about. If this new idea is tried, the creature attempting it gets a +[dice] bonus to any rolls made to attempt it. </div><div><br /></div><div><a href="https://www.remixesandrevelations.com/2018/01/osr-psychomancers-lords-of-mind.html">Pose Subject</a>: As Take Captive under Psychomancer</div><div><br /></div><div><a href="https://www.remixesandrevelations.com/2018/08/caster-differentiation-3-why-you.html">Prismatic Ray</a></div><div><br /></div><div>Take Memory</div><div>------------------------------------------------------</div><div>R: self<span style="white-space: pre;"> </span>T: your visual field<span style="white-space: pre;"> </span>D: one action</div><div><br /></div><div>You may perfectly capture a scene in your mind's eye and store it in your memory. You can then perfectly recreate this scene in any artistic medium of your choice. Created Memories are stored in your Mental Inventory/Memory Slots. </div><div><br /></div><div>Vanishing Point</div><div>-------------------------------------------</div><div>R: 10'<span style="white-space: pre;"> </span>T: point in space<span style="white-space: pre;"> </span>D: [dice] minutes</div><div><br /></div><div>Target a point in space or along a surface, such as a wall, ceiling or floor. From this point emerges an invisible sphere with a radius of 10*[dice]'. The caster can choose to make this sphere smaller if he wishes. Any creature that passes into this sphere seems to disappear from view in some sort of logically explainable way, such as they stepped behind something or disappeared over the horizon. If no logically explainable way can be visualized, they simply disappear. Creatures or objects that enter the sphere will remain unseen until the duration ends. </div><div><br /></div><div><br /></div><div>Color Out of Space</div><div>----------------------------------------------</div><div>R: touch<span style="white-space: pre;"> </span>T: surface<span style="white-space: pre;"> </span>D: 2[dice] rounds</div><div><br /></div><div>By touching a surface, you can cause a new color to cover up to [dice]' square of the surface, or the entire surface. If cast with 3 or more [dice], you can cover either [sum]' square or divide the coverage among a number of objects that have a surface area of [sum] or less. </div><div><br /></div><div>Choose one of the following Colors to manifest. These colors remain for the duration, after which they disappear from mortal perception once more.</div><div><br /></div><div>- Obliva: A color that is darker than dark, beyond the pitchest of black. Obliva devours all light that touches it, creating a sucking hole in the viewer's field of view. Those who see it are filled with fear or are fascinated with it. Creatures who see it must save, on a failed save, they are scared of it and will try to destroy it or flee from it. Creatures that pass their save will move closer to try and investigate it. </div><div>- Paryl: Paryl hides from light. Anything the color of Paryl is invisible. </div><div>- Sub-Red: Sub-Red is the color of heat. Anything colored Sub-Red will absorb heat from any object it touches and grow hotter as a result, but will not melt, burn or be damaged by it. </div><div>- Superviolet: Superviolet is the color of magic. Anything colored Superviolet drains mana from whatever it touches, causing spell-casters wrapped in it to slowly lose their mana. Also, if an active spell is cast near someone wearing Superviolet, there is [dice]-in-6 chance it targets the Superviolet instead of the intended target. </div><div>- Chi: Chi is the color of Freedom. If a living creature is touching or covered by Chi, he can double any modifiers used to sneak, hide or escape.</div><div>- Nightshine: Nightshine is the color of Desecration. It is present when Outsiders tear their way into the world, when the Dead are Raised and when the Unnatural has occurred. Undead and Abberrations are colored this. These creatures leave faint trails of this color. Anything colored or covered in Nightshine will provoke fear and disgust in creatures not covered by it. Non-Nightshining creatures must save or react in a matter appropriate to the marked creature (in a ballroom, they will summon security to have you escorted out; in a dungeon, they will attack or run). </div><div>- Wispa: The color of souls and life. Anything covered in Wispa has advantage on any rolls made on the Death and Dismemberment table (rolling twice and taking the worse result) and they regain 150% more HP/FS from healing effects. Ex: If a spell makes you recover 4 HP, you recover 6 instead. </div><div>- Whashari: The color of change and Chaos. Any living creature that sees Washari must save or develop a mutation. Gazing at it for long periods of time can also affect one's mind and drive you insane. </div><div><br /></div><div><a href="https://www.remixesandrevelations.com/2018/08/caster-differentiation-3-why-you.html">Prismatic Defense</a></div><div><br /></div><div>Raise Dead Movement</div><div>-------------------------------------------------------------</div><div>R: 100'<span style="white-space: pre;"> </span>T: up to [sum] creatures<span style="white-space: pre;"> </span>D: one action</div><div><br /></div><div>Up to [sum] creatures within range must save. On a failed save, these creatures become infected with an Artistic Movement and it's associated ideals. They will immediately move to begin propagating this movement, only letting survival and imminent danger distract them from this. As in, they will still act to protect themselves, eat, sleep, etc.</div><div><br /></div><div>If cast with 4 or more [dice], it can affect everyone within range, with the exception of up to [sum] creatures. </div><div><br /></div><div>Select one of the following Artistic Movement to Raise:</div><div><br /></div><div>- Dadaism: Those infected become nihilistic. The world drains of sense and reason. The infected will make nonsensical art and engage in activities with a heavy sense of ironic detachment, perpetuating nonsense while engaging in large amounts of hedonism and self-destructive behavior. When enough infected gather in one area, they create an aura of depression that makes those within doubt the meaning of life if you fail a save. </div><div>- Impressionism. The infected will develop powerful synthesia. They will taste sounds, hear colors and see smells. They will start licking, sniffing and otherwise engaging with conventional stimuli in unconventional and inappropriate ways. When enough infected gather in one area, this synthesia becomes infectious. </div><div>- Cubism: The infected cannot see the full forms of objects, to them, all objects break down into their component pieces. They will become disgusted with other creatures and seek to avoid dealing with them except to gratify desires or fulfil vital needs. When enough infected gather in one area, you will start to see other creatures as horrible piles of shapes. </div><div>- Surrealism: The infected begin to hallucinate. Clocks melt, birds walk on human legs, cats explode into children's toys. When enough infected gather in one place, they begin suffering collective hallucinations, so they all see the same thing, and these hallucinations have a chance of manifesting in reality. Ex: they all hallucinate clocks melting like gorgonzola cheese in the sun, so the clocks actually do. </div><div>- Classicism: The infected become obsessed with old styles of dress, manners, cuisine, social structures, etc. Expect them to ramble on about how good things were "Back in my Day", wear archaic clothes and possibly try to overthrow the current government to replace it with an older, long-dead regime. When enough infected gather, certain individuals will start to mimic the actions of long-dead historical figures. Ex: In America, a tall guy might start LARPing as George Washington and he does this so well that the others declare him to be Washington's Heir and try to get him elected (or something like that). </div><div>- Baroque: The infected begin acting in an elevated way, as if they were actors on a stage. They favor dramatic gestures, bold color choices and fabulous outfits. The more decoration, the better. When enough infected gather in one place, everything seems to gain another layer of detail. </div><div>- Symbolism: The infected become depressing, disillusioned people who don't like their current situation but have little idea of how to change it. They will engage in protests, civil disobedience and generally disengage from what they dislike most about their society. When enough infected gather, all creatures and objects will be represented in abstract forms based on collective perceptions.</div><div>- Modern: Exactly like Dadaism, but the infected instead create an aura of unbearable smugness, as they "get it", but you just aren't sophisticated enough to. </div><div><br /></div><div>Turn to Art</div><div>-------------------------------------------------------</div><div>R: 30'<span style="white-space: pre;"> </span>T: creature<span style="white-space: pre;"> </span>D: one action</div><div><br /></div><div>One creature within range must save. Creatures with HD equal to 3x or more than [dice] automatically pass their saves. Creatures with more HD than [dice] add the difference as a bonus to their saves. Creatures with less subtract the difference from their saves. </div><div><br /></div><div>A creature that fails his save is transformed into a piece of art of your choice. For example: a painting, sculpture, mosaic, etc. Damage or edits done to the artwork reflect on the creature. The caster may transform the creature back as a free action. Alternatively, a casting of 'Dispel Magic' cast with equal or greater [dice] can restore a creature to normal.</div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEioiPrPaKRMp4TbRI-Y1TF7blsTXbnJCYpMyC28wD7wDsBP-ZUYNycvsY1pYzTSBJ1Gal3gHMK_k8EcQkj9HPUFuK4umhB82f6rz56-zbL5PGbXZJ98c3vKXEM2onZ-dSSaUm1qRv-VlenGDLM_ZPf220EecBD0gTt3tAp5AbOFw8q_DoNmLWdKTAYomNGS/s1000/Artist%20Wizard%203.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1000" data-original-width="717" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEioiPrPaKRMp4TbRI-Y1TF7blsTXbnJCYpMyC28wD7wDsBP-ZUYNycvsY1pYzTSBJ1Gal3gHMK_k8EcQkj9HPUFuK4umhB82f6rz56-zbL5PGbXZJ98c3vKXEM2onZ-dSSaUm1qRv-VlenGDLM_ZPf220EecBD0gTt3tAp5AbOFw8q_DoNmLWdKTAYomNGS/s320/Artist%20Wizard%203.jpg" width="229" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a href="https://hoidtheworldsinger.tumblr.com/post/170849942695/defying-truth-love-truth-defy">suchbluesky</a></td></tr></tbody></table><div><b><u>Chaos and Corruption of the Wizard-Artist:</u></b></div><div>When you roll doubles, roll on the Chaos table. The spell still goes through. You receive 1d3 Doom Counters.</div><div>When you roll triples, roll on the Corruption table. The spell automatically fails. You also receive 1d4 Doom Counters.</div><div>At 10 Doom Counters, you invoke the Doom of Fools.</div><div>At 20 Doom Counters, you invoke the Doom of Kings.</div><div>At 30 Doom Counters, you invoke the Ultimate Doom.</div><div><br /></div><div><b>Chaos of the Wizard-Artist:</b></div><div><b>1d6</b></div><div>1- One random item you have changes color. Roll for a random color. Includes weapons, clothes, bags, etc. </div><div>2- For the next 1d10 minutes, instead of footsteps your feet leave tiny drawings of 1d4 [1= Cats; 2= Birds; 3= Dogs; 4= Women] wherever you step.</div><div>3- One random work of art within 100' changes to become 1d6 [1= Crasser; 2= Lewder; 3= More approving of authority; 4= More anti-authoritarian; 5-6= Promotes something unsavory.] If there is no art within 100', affects the closest one. </div><div>4- For 1d10 minutes, you appearance "art style" changes. For the duration you look like 1d4 [1= A pencil drawing; 2= A cartoon character; 3= A charcoal sketch; 4= A Cubist monstrosity.] This does not affect your stats, only how you appear. </div><div>5- One random creature within 100' is struck by inspiration. This creature must save or immediately abandon whatever he is doing to create this work of art. The work takes 1d6 hours to make and is 1d6 [1= Awful; 2= Bad, but they're extremely proud of it; 3= Mediocre, but they've shown potential; 4= Well Done; 5= A Great Work; 6= A True Masterpiece.]</div><div>6- One random piece of art within 100' becomes sentient and gains the ability to communicate for 1d10 minutes. The art piece's personality is dependent on what it is. For example, a painting of a Holy Maiden will be virtuous and kind, while a painting of sinners being tormented in Hell will issue forth the screams of the damned and the cackle of demons.</div><div><br /></div><div><b>Corruption of the Wizard-Artist:</b></div><div><b>1d6</b></div><div>1- All items you have change color. These are the most irritating, eye-gouging shades imaginable. Additionally, there is a 2-in-6 chance some of them will be Colors from beyond the Mortal Spectrum (see above). These changes are permanent, except for Colors from beyond, which fade after 1d10 minutes.</div><div>2- Within 100', all items lose their colors, becoming black and white. All their colors spill out as liquid and cover the ground around them, staining everything they touch and mixing with other colors.</div><div>3- All pieces of art within [dice]*10' change to depict 1d4 [1= Depraved sexual acts; 2= Horrible murders; 3= Blasphemies against God/the local Deity; 4= You doing something embarrassing.] If there is no art within range, affects the nearest piece of art. </div><div>4- One creature within 100' is inspired. That creature must save or abandon whatever he is currently doing to create this art. His art will take 1d10 hours to make and is done in the medium of 1dX [1= Manure; 2= The corpses of the dead; 3= Gold, silver and precious stones; 4= Ivory or bone.] The creature will become obsessed with his art and will not do anything but work on his art or do things that will advance his project. If prevented from doing so, the creature will resist using all possible means, up to and including violence. </div><div>5- The artist becomes trapped inside an invisible structure. This structure has [sum] HP and takes half damage from non-magical sources. It lasts for 1d10 minutes or until destroyed. When it hits 0 HP, it disappears. </div><div>6- You see yourself from an alternative perspective, as if your body were a character in a work. You see yourself from a 1d4 [1= Worm's Eye view; 2= Bird's Eye view; 3= Distant, wide view; 4= From the enemy's perspective.] This lasts for 1d10 minutes. You have disadvantage on anything requiring precision for the duration, unless you pass an appropriate check to get around the disadvantage imposed by your new perspective. </div><div><br /></div><div><b>Dooms:</b></div><div><br /></div><div>Doom of Fools- You are struck by a fit of wild inspiration. You immediately abandon whatever you are currently doing to begin work on this new project. You lose the ability to cast spells or work on other projects until it is finished. This project will take a minimum of 1d20+2 hours to complete. Whatever you created then comes to life. To see what you were inspired to create, roll on the table below. Once your work is finished, your powers return. </div><div><br /></div><div><b>You were inspired to create...</b></div><div><b>1d4</b></div><div>1- A Creature. The creature you created becomes real. It has 1d8+2 HD, 1d6 AR, Attacks with a bonus of +1d4 and makes 1d4 attacks that do 1d3 (1= 1d6; 2= 1d8; 3= 1d10) damage. The creature is 1d4 (1= Bestial; 2= Self-Aware, but very stupid; 3= As smart as it's creator; 4= Far smarter than it's creator.) The creature has it's own agenda which it will pursue unerringly, though you might be able to reason with it. </div><div>2- A Building. Somewhere near you, a building will spontaneously appear in the closest village, town or city. The building is full of 1dX [1= Horrible monsters that rampage across the surrounding area; 2= Rare and potentially dangerous treasure (cursed, magically radioactive, etc); 3= A long lost historical/religious/political figure who will massively upset the status quo; 4= A powerful faction plucked from another part of the world, or potentially from another one. This faction is 1dX [1= A school of warriors; 2= A Wizard Academy; 3= A thieves' guild/crime syndicate; 4= A secret brotherhood of assassins; 5= A pack of religious zealots/cultists; 6= Roll twice- the first result is what it actually is, the second is what it appears to be.]</div><div>3- Tool or Weapon. A tool or weapon (50% of either) appears from the work near the creator. It is either a magical weapon or a tool that can do something spectacular, such as transform substances into others (lead into gold, stone into meat, etc). There is a 2-in-6 chance that this tool has some sort of horrible downside, such as a curse or terrible side-effect associated with it. </div><div>4- Scene. The artist painted a scene showing characters the players have met doing something unexpected. This scene is now guaranteed to occur in reality unless it is stopped, like a curse. The artist has created a scene depicting 1d3 [1= A marriage between two unlikely people the party knows; 2= An important/beloved NPC dying; 3= The party suffering some consequence for something they did, such as being cursed, chased out of town, attacked by strange creatures, etc.] </div><div><br /></div><div>Doom of Kings- You are struck by a fit of divine inspiration. You immediately abandon whatever you are doing to begin work on this new project. You lose the ability to cast spells or work on other projects until it is finished. This project will take a minimum of 1d8 days to complete. You will neglect eating, sleeping or otherwise caring for yourself until it is done, unless someone is there to remind you and force you to do so. Whatever you created then comes to life. To see what you were inspired to create, roll on the table below. </div><div><br /></div><div><b>You were inspired to create...</b></div><div><b>1d6</b></div><div>1- A Creature. The creature you created becomes real. It has 1d10+10 HD, 1d6 AR, Attacks with a bonus of +1d6 and makes 1d4 attacks that do 1d3 (1= 1d8; 2= 1d10; 3= 1d12) damage. The creature is as smart or smarter than it's creator. The creature has it's own agenda which it will pursue unerringly, though you might be able to reason with it.</div><div>2- A Portrait. You created a portrait of someone you knew. The portrait becomes real and begins trying to destroy the original to take their place. The portrait is mostly identical to the original subject, but as colored by the artist's perceptions. Someone the artist hated will appear more brutish, someone they loved will seem more beautiful, etc. The portrait has identical stats as the original subject. </div><div>3- A City. A city that previously did not exist appears out of nowhere near the artist. This city is 1d4 [1= Full of magic that functions according to different rules than in other places in the world; 2= Full of wickedness, greed and corruption; 3= Full of parties and laughter and music; 4= Full of monsters and never-before seen creatures.] The city's inhabitants are 1d3 [1= Basically normal people; 2= Insane; 3= Odd, working off their own bizarre form of logic.]</div><div>4- A Landform. Suddenly, the landscape changes as 1dX [1= A mountain; 2= A deep canyon; 3= A lake; 4= A vast forest; 5= A wide grassland; 6= An enormous waterfall] suddenly appears. The landscape shifts and changes to fit in this new feature in a coherent way. This one is likely to cause large amounts of unintentional destruction. </div><div>5- Tool or Weapon. A tool or weapon (50% of either) appears from the work near the creator. It is either a magical weapon or a tool that can do something spectacular, such as transform substances into others (lead into gold, stone into meat, etc). There is a 4-in-6 chance that this tool has some sort of horrible downside, such as a curse or terrible side-effect associated with it.</div><div>6- A Scene. he artist painted a scene showing characters the players have met doing something unexpected. This scene is now guaranteed to occur in reality unless it is stopped, like a curse. The artist has created a scene depicting 1d4 [1= One member of the party dying; 2= The party kneeling before one of their enemies; 3= A marriage between an unknown person and one of the party members; 4= A great disaster that the party is caught up in, such as a great fire, a flood, a powerful storm at sea or a large battle.]</div><div><br /></div><div>Ultimate Doom- You are struck by a fit of diabolic inspiration. You immediately abandon everything to complete your magnum opus. You give everything to create this work, every ounce of strength, cup of blood, every drop of power and talent you have into own sublime and magnificent work. After it is completed, you vanish mysteriously and are never seen or heard from again. </div><div><br /></div><div><b>You were inspired to create...</b></div><div><b>1d3</b></div><div>1- A Creature. The creature you created becomes real. This creature is a 1d4 [1= Great Hero, King or Redeemer; 2= Monstrous Villain, Thief or Destroyer; 3= A great force of natural change, oblivious and uncaring of mortal concerns; 4= Something from Outside the conceptions of all mortals, which defies all of our rules, starting with the natural laws.] </div><div>2- A Door. You created a door. This door leads to 1d4 [1= Another plane of existence; 2= A lost place in your world; 3= It leads not through space, but through time. It leads either to the past or future (50% of either); 4= The Painted Lands.] </div><div>3- A Scene. The artist painted a scene showing characters the players have met doing something unexpected. This scene is now guaranteed to occur in reality unless it is stopped, like a curse. The artist has created a scene depicting 1d3 [1= The entire party dying or dead; 2= One of their enemies triumphant in the worst possible way; 3= The end of the world. Maybe not 'The End' but still a catastrophe damaging enough to rewrite all the rules about how the world works.] </div><div><br /></div><div>You can overcome this Doom by seeking out one of the Muses and proving your worth to them or creating a True Original Work, a piece of artwork inspired by something not from this world, or something that no mortal has seen in at least 1000 years. </div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4QvQyTMaMbH2OHERUeWVnJyynqJWlVG8c47GuAPr_7zzp0Jj3tPnLzMRxyKReOGwOUuuOftNaPsroZSocQh0lPe_uVHj_xvdqKeA11VuC-f5Sk8GVuqLM5K9m2HRZMvwPue8ZSi7FaTsxSE2vbQW4Wn5CeMnWGKEb0OARGzLZ7jf6OSb-wdefjvBjWZhS/s1055/Artist%20Wizard%204.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1055" data-original-width="700" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4QvQyTMaMbH2OHERUeWVnJyynqJWlVG8c47GuAPr_7zzp0Jj3tPnLzMRxyKReOGwOUuuOftNaPsroZSocQh0lPe_uVHj_xvdqKeA11VuC-f5Sk8GVuqLM5K9m2HRZMvwPue8ZSi7FaTsxSE2vbQW4Wn5CeMnWGKEb0OARGzLZ7jf6OSb-wdefjvBjWZhS/s320/Artist%20Wizard%204.jpg" width="212" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a href="https://jemmayoung.com/hidden-pattern/">Jemma Young</a></td></tr></tbody></table>Yami Bakurahttp://www.blogger.com/profile/17266174008401745128noreply@blogger.com0tag:blogger.com,1999:blog-7473866157250794633.post-88855705423007643652023-06-10T16:14:00.000-07:002023-06-11T13:32:57.854-07:00TwK: Pale Crawler<p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMv2ZaSTOhKQVqkiAZJtBSQovQ-ZX34NOQpWWyv0bOuLNizZZzV4Wfg7MDWUeHI-f8372vP-KaELxSwQQN41wTtGom_USYp2K7U6Dzj4LQhwid4Hr5kMs3ohgGyDethcGxLXogKmuZSisedpjSoklPCmg8xLsR7FlB9E7SbfN3S7fNkv-9ZlA0AY9pTg/s600/Pale%20Crawler%201.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="400" data-original-width="600" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMv2ZaSTOhKQVqkiAZJtBSQovQ-ZX34NOQpWWyv0bOuLNizZZzV4Wfg7MDWUeHI-f8372vP-KaELxSwQQN41wTtGom_USYp2K7U6Dzj4LQhwid4Hr5kMs3ohgGyDethcGxLXogKmuZSisedpjSoklPCmg8xLsR7FlB9E7SbfN3S7fNkv-9ZlA0AY9pTg/s320/Pale%20Crawler%201.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">from <a href="https://www.creepypasta.com/the-rake/the-rake-2/">here</a><br /></td></tr></tbody></table><p><span></span><span></span><span></span><span></span><span></span><span></span><span></span><i>“It’s not in the nature of the lamb to mourn the lion.”</i></p><p>- Peter Watts, <i>Blindsight </i><br /></p><p></p><p>Number Appearing: 1d4+1<br />Alignment: Any Evil<br />Languages: Whatever local language humans commonly speak. They do not speak these, but can understand them.<br />Treasure: Crawler art, fetishes of bone, feathers and other local materials, the wealth of murdered humans<br /><br />Why does this Image frighten you? It is not just because the image itself might be scary or remind you of reading internet horror stories until your eyes hurt when you were a child. No, this image terrifies you because it reminds the primordial part of your subconscious of something that the rest of you has forgotten. For just as we fear snakes and lions on an instinctive level, your lizard brain screams at you to fear what you see because it recognizes the creatures that used to prey on humanity in our infancy. <br /><br />The Pale Crawlers are hairless humanoids with dark eyes and sharp claws at the ends of their hands. They are predators whose primary prey was humanity. When we were hunters roaming the plains of Africa, hunting animals with stone and wood they hunted us. They not much taller than humans, nor that much stronger. </p><p>But a Mink doesn't need to be much larger than the rats it hunts to slay them with near impunity. They would pick off lone humans or ambush us and break our necks, then drag off their kills to feast on. Many a legend of cannibal humans or man-eating humanoids, such as Vampires and Ghouls, probably arose first from half-recalled glimpses of this creature from our race's genetic memory.<br /><br />The Crawlers were a fearsome threat to our race, but we eventually overcame them. Humanity reproduced faster than them and thus, we adapted faster than them. Our larger populations and superior technology enabled us to hunt the Crawlers to near extinction and drive them from our lands. Thanks to our ancestor's efforts, most humans will never even see a Crawler, never mind have to fight one. <br /><br />Key word: Most.<br /><br /><u><b>The Modern Era:</b></u><br /><br />Rumors of the Crawler's extinction has been rather exaggerated. They are still around, albeit only in remote and desolate places. Though often described as bestial and animalistic, Crawlers are as intelligent as humans, if not more so. Their crude societies and lack of food usually limit their cognitive development, but they aren't stupid. Do not underestimate a Crawler's intellect, it will likely be the last thing you ever do. <br /><br />They do not exclusively eat humans and can eat other meat as well, though they are obligate carnivores. This, along with their intelligence, is why they have survived. Crawlers are believed to live in hidden enclaves on every continent except Antarctica and in some truly desolate regions, like the Central Asian steppe. They are believed to generally form only small family groups or live as solitary individuals, so the odds of you running into a large group of them is truly unlikely. If you do, however, your odds of survival drop from unlikely to improbable.<br /><br />The location of Crawler enclaves is hotly debated, but there is little consensus. Some Crawlers live underground, which explains why if you chart the last known locations of missing persons who were never found to the location of caverns and cave systems you will find a large amount of overlap. Crawlers are also suspected to live in the large forests of the American interior, the "Tree Men" of Tennesse and Arkansas being notable examples. </p><p>Other locations where Crawlers are suspected to live include the Black Forest in Germany, the Swamps and Pine Forests of Siberia, the mountains of Afghanistan, the Yukon, the Jungles of the Yucuatan pennisula. Information on potential Crawlers enclaves and hunting grounds from Africa is non-existent, though it is suspected that that continent contains the highest number of them. <br /><br />There are also rumors that Crawlers inhabit the sewer systems and underground tunnel networks under some major cities across the world, building hidden nests in abandoned maintenance tunnels and preying upon the homeless, hapless maintenance workers and the occasional clueless thrill-seeker. </p><p>Cities whose sewers and underground structures believed to host a Crawler population include, but is not limited to, Beijing, New Dehli, London, Paris, Naples, Rome, St. Petersburg, Los Angeles and potentially(?) New York. So if you find yourself having to leave the comforting lights of civilization, arm yourself with knowledge as well as arms. Stay safe and Fear the Dark; for who knows what it hides?</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5eBamZOCxW1ACiZlMbIS8huHoNYLWg_YqSgOVRRXfPpc9ie_t3LNcC85vNsye4HnUyy96L_m3eJjmzcFHf_VxmDZTy_xs8ez3yIg0khy06CKNJK7oLXV1AzglzxQAYHyW3ZazjBvG-_X__NYqh6fb29WfqueL3glxqBqTzQ-02h5CfeUePGTO6J82ow/s570/Pale%20Crawler%202.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="419" data-original-width="570" height="235" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5eBamZOCxW1ACiZlMbIS8huHoNYLWg_YqSgOVRRXfPpc9ie_t3LNcC85vNsye4HnUyy96L_m3eJjmzcFHf_VxmDZTy_xs8ez3yIg0khy06CKNJK7oLXV1AzglzxQAYHyW3ZazjBvG-_X__NYqh6fb29WfqueL3glxqBqTzQ-02h5CfeUePGTO6J82ow/s320/Pale%20Crawler%202.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a href="https://www.etsy.com/shop/zombiARTy?ref=nla_listing_details">ZombiArty</a><br /></td></tr></tbody></table><p><b>Pale Crawler</b><br />HD 1d3+2<br />AR 1d3<br />Atk Varies, see below<br />Mor (8+HD)<br />Saves (7+HD) or less<br /><br />Instinctive Fear Response: If a human makes eye contact with a Pale Crawler, he must save or have his instincts triggered. On a failed save, the human must either run away or be frozen in place. Frozen creatures can make attacks if they pass a second save, but they have disadvantage on attacks against the thing they are frightened of and cannot willingly move toward it.<br /><br />Climber: Pale Crawlers are excellent climbers and have advantage on any check made to climb any surface not smooth or sheer. <br /><br />Ambusher: If a Pale Crawler attacks a creature from surprise, the Pale Crawler does +2d6 damage on a hit.<br /><br />Pounce: As an action, Pale Crawlers can pounce on enemies. This causes them to do +1d6 damage on a hit. Pale Crawlers can only pounce if they are at least 15' away or are at a higher elevation. <br /><br />Tactics:<br />- Thin the herd, separate viable targets<br />- Strike at the weakest<br />- Make the kill then retreat</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVAvC7Zr0j58kRkRTziGwdBepQjhCVMhGXHY3QsBjG5b__SYc2RdHxgFAdXLuil2VoU9d8tLTxjWfqhx1WmXZZAex9R2I9fXXxZB0bzkkbA_L4yKYPrBqgLANIf30zvKESS9LZFW1fypsKPCsjRsd9QawseTbCDXXt7q0RLLCFDBzFO3jOuUU4laMYAQ/s1106/Pale%20Crawler%203.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1106" data-original-width="1024" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVAvC7Zr0j58kRkRTziGwdBepQjhCVMhGXHY3QsBjG5b__SYc2RdHxgFAdXLuil2VoU9d8tLTxjWfqhx1WmXZZAex9R2I9fXXxZB0bzkkbA_L4yKYPrBqgLANIf30zvKESS9LZFW1fypsKPCsjRsd9QawseTbCDXXt7q0RLLCFDBzFO3jOuUU4laMYAQ/s320/Pale%20Crawler%203.jpg" width="296" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/a/t/aths-art.jpg?10" data-userid="20211146" data-username="Aths-Art" data-usertype="regular" data-useruuid="a034eeee-7373-4d0b-984b-abb8b1045e44" href="https://www.deviantart.com/aths-art/gallery"><span class="_12F3u">by Aths-Art</span></a><a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/a/t/aths-art.jpg?10" data-userid="20211146" data-username="Aths-Art" data-usertype="regular" data-useruuid="a034eeee-7373-4d0b-984b-abb8b1045e44" href="https://www.deviantart.com/aths-art/gallery"><span class="_1qFwb _13Gzz" role="img" style="cursor: pointer;"></span></a></td></tr></tbody></table><p><b><u>To customize a Calamity of Pale Crawlers, roll on the tables below: </u><br /><br />These Pale Crawler come from...<br /><br />1d4</b><br />1- Underground. These Crawlers live in caves or deep underground, only coming to the surface occasionally to hunt. They are blind. They use echolocation as their primary means of perceiving the world. They still have their eyes, but they are non-functional. In terms of tools and weapons, they are little better than stone age. They do not use human weapons, with the exception of simple melee weapons (axes, knives, etc). <br /><br /><b>They are armed with...<br /><br />1d3</b><br />1- Bare Claws and Teeth. Claws do 1d6 damage, with a +2 bonus to Atk, but not damage. Bites do 1d8 damage, no bonus to Atk, and automatically grapple on a hit. A Crawler can make 1 Bite Attack or 2 Claw Attacks. <br />2- Stone Blades. Stone blades do 1d6+1 damage on a hit. Crawlers can make two Stone Blade Attacks. <br />3- Tools stolen from climbers. Stolen weapons do 1d6 damage on a hit, with a +2 bonus to Atk. Crawlers can use these to make two Stolen Weapon Attacks. Additionally, there is a 2-in-6 chance that one of the Crawlers is carrying something that could do serious damage, like a climbing axe, which does 1d6+2 damage on a hit. <br /> <br />2- The Forest. These Crawlers live in the depths of the most forbidding forests, from jungles to the great deciduous forests of North America to the sea of conifers stretching across Siberia. Their technology level is Bronze to Iron Age, though most of their metal is stolen from humans. They are excellent climbers and scale trees like monkeys. <br /><br /><b>They are armed with...<br /><br />1d3</b><br />1- Bows and Arrows. Bows do 1d6+2 damage on a hit. These Crawlers can make 1 Bow attack. Crawlers armed with bows have a 50% chance of carrying a secondary weapon, and if not have Claws and Teeth (see above). <br />2- Javelins. Javelins do 1d6+2 damage when used as melee weapons or 1d6 damage when used as a throwing weapon. Crawlers armed with javelins carry 1d4 Javelins and have the same chance of carrying a secondary weapon as ones armed with bows (see above). <br />3- Bolas and nets. Bolas require a DEX save to dodge. On a failed save, a target is restrained and grappled and must succeed a STR check equal to DC 13 to break out or get someone to do at least 1 HD worth of sharp damage to the ropes. Nets require an attack roll and do 1d8 DEX damage. If this reduces a creature's DEX to 0, that creature cannot move. Creatures caught in nets are also restrained. Crawlers armed with these always carry secondary weapons. <br /><br />3- A semi-aquatic manner. These Crawlers live in underwater caves or deep swamps and spend much of their time in or around water. They do not have gills but can hold their breath for up to 30 minutes. They are also powerful swimmers with webbed fingers and toes. Their technology level is similar to Forest-dwelling Crawlers, but adapted to their specific environment.<br /><br /><b>They are armed with...<br /><br />1d3</b><br />1- Spears. These are short, Assegai-like spears with broad blades and short handles, good for up-close work. They do 1d8+Atk damage. Crawlers armed with these can make 1 Spear Attack. <br />2- Nets. See above. <br />3- Blowpipes. These blowpipes fire small darts that have tips rubbed in toxic substances. The darts do 1 damage plus whatever poison is on them. Crawlers can make 1 Blowpipe attack. Creatures without shields or armor have disadvantage on Defense rolls against darts from a blowpipe, unless they have a DEX of 16 or higher. These Crawlers have rubbed their darts in <br /> <br />4- Another Universe. These Crawlers came from another universe where...<br /><br /><b>1d4</b><br />1- Crawlers are nearly extinct, even worse than your world. They are armed with crude weapons of stone (as Crawlers who live underground) and have -1 HD (min 2).<br />2- Crawlers lagged behind but not so much that they were overcome. These Crawlers are armed with repeating crossbows and crude explosives and firebombs. They can make two Crossbow attacks that do 1d8 damage, with a +2 bonus to attack, or throw a bomb. They carry explosive bombs that do 3d6 damage, save for half, or incendiary bombs that do 2d6, save for half, and light enemies on fire on a failed save. These Crawlers carry secondary melee weapons in the form of swords, spears or knives. <br />3- The Crawlers and humans reached a detente. The Crawlers are armed with 21st century weapons, assault rifles, grenade launchers, tasers, etc, and are accompanied by 1d8+2 1 HD humans. The Crawlers are here acting as 1d3 (1= Security personnel; 2= Leaders of the group; 3= Unwanted diversity hires who are distrusted by their human companions). Crawlers can make 1 rifle or grenade attack. They are armed with tasers and combat knives as secondary weapons. They can also make two Knife or Taser attacks if they don't use their primary weapons. <br />4- Crawlers conquered humanity and reign supreme over the Earth. They wear futuristic armor with cloaking abilities and carry sci-fi weapons. The Crawlers are armed with electropulse rifles that do 1d8 STR damage on a hit. If this damage reduces a creature to 0 STR, they are Fatigued. They also carry stun grenades, 2d6 damage, save for half, creatures are Stunned on a failed save; and Agonizer Rods, batons that do 1d6 bludgeoning damage on a hit, with an additional +X lightning damage, where X is the number of metal items a creature is carrying. They are also accompanied by a 2 HD scouting drone that can fly and hover and has thermal cameras and radar out to 100'. <br /><br /><b>Common Crawler Tactics:<br /><br />1d4</b><br />1- Have one Crawler attack a human, then retreat. The lone Crawler will try to lure the humans into an ambush. <br />2- Attack a human group from both sides, simultaneously. Leave a third group to attack the vulnerable humans in the center. <br />3- Harass the humans all night, prevent them from resting, booby-trap their camp, poison or steal their food, take potshots at them whenever you can. Weaken them first. Endurance hunting, Crawler-style. <br />4- Unleash a devastating frontal assault, then retreat. When they run, have someone waiting to hit them from behind or to prevent them from running.</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijqDR2EkYGNSyHgvFKdNr-z5Luw9Sf8RlwczVF8R7a05begRr_7fP0V42mXzIGo4nerRsK3B-a9_meyKUerV51Nb6S9yssd-au2Nkg2rnqGk3x6bxFaTqeL5xcI9zM56YcyuZuVz_C5b9gkhEylKsVgGeoCpwMr5rFBVhQV2ihu8zHxRNU--pLIUnu2Q/s1000/Pale%20Crawler%204.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="664" data-original-width="1000" height="212" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijqDR2EkYGNSyHgvFKdNr-z5Luw9Sf8RlwczVF8R7a05begRr_7fP0V42mXzIGo4nerRsK3B-a9_meyKUerV51Nb6S9yssd-au2Nkg2rnqGk3x6bxFaTqeL5xcI9zM56YcyuZuVz_C5b9gkhEylKsVgGeoCpwMr5rFBVhQV2ihu8zHxRNU--pLIUnu2Q/s320/Pale%20Crawler%204.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><div class="_4GWw7 _22pif"><a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/s/t/stridsberg.jpg?6" data-userid="2033954" data-username="Stridsberg" data-usertype="regular" data-useruuid="afc894a0-93eb-4db0-a017-16b57eb3892c" href="https://www.deviantart.com/stridsberg/gallery"><span class="_12F3u">by Stridsberg</span></a><a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/s/t/stridsberg.jpg?6" data-userid="2033954" data-username="Stridsberg" data-usertype="regular" data-useruuid="afc894a0-93eb-4db0-a017-16b57eb3892c" href="https://www.deviantart.com/stridsberg/gallery"><span class="_1qFwb _13Gzz" role="img" style="cursor: pointer;"></span></a></div></td></tr></tbody></table>Yami Bakurahttp://www.blogger.com/profile/17266174008401745128noreply@blogger.com0tag:blogger.com,1999:blog-7473866157250794633.post-10237908331621278132023-05-20T02:06:00.000-07:002023-05-20T02:06:35.542-07:00OSR: Advanced Alchemy<p>Ideas borrowed from the series that shall <a href="https://www.homestuck.com/">not be named</a> and <i>The Stormlight Archive</i>. Previous posts on this subject can be found <a href="https://www.remixesandrevelations.com/2019/06/osr-false-magicians.html">here</a>. </p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgn38Nks0ZdK0ccbZ7JOq0THyQNy40tBwGZBReLMzgHTmUzNs9wAtEDdAPhTQwFAg4DyKpJkr43ILnB2_dCfo-FVFNVhePswL4ulAU1hGG0LcieaSRoM5OmqNfIN-1VCHN4cuULd17nm-v63qoe5-poDURPuBewsuVmR8J6En2W7PRbQb1a3LfOatfL8A/s1099/Advanced%20Alchemy%201.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="843" data-original-width="1099" height="245" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgn38Nks0ZdK0ccbZ7JOq0THyQNy40tBwGZBReLMzgHTmUzNs9wAtEDdAPhTQwFAg4DyKpJkr43ILnB2_dCfo-FVFNVhePswL4ulAU1hGG0LcieaSRoM5OmqNfIN-1VCHN4cuULd17nm-v63qoe5-poDURPuBewsuVmR8J6En2W7PRbQb1a3LfOatfL8A/s320/Advanced%20Alchemy%201.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"> <div class="_4GWw7 _22pif"><a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/i/n/insolense.png?7" data-userid="11334919" data-username="inSOLense" data-usertype="regular" data-useruuid="e06f7956-d63e-4777-b186-2b25bb3bf0ef" href="https://www.deviantart.com/insolense/gallery"><span class="_12F3u">by inSOLense</span></a><a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/i/n/insolense.png?7" data-userid="11334919" data-username="inSOLense" data-usertype="regular" data-useruuid="e06f7956-d63e-4777-b186-2b25bb3bf0ef" href="https://www.deviantart.com/insolense/gallery"><span class="_1qFwb _13Gzz" role="img" style="cursor: pointer;"></span></a></div></td></tr></tbody></table><p>Alchemy is an often misunderstood school of magic. Most Wizards don't consider it a "true" school, a typical act of snobbery of the magical elite. That being said, while alchemy is much less impressive than their incantations, it is still most definitely magic, it just happens to be something that those without the talent to cast spells unaided can aspire to.<br /><u><b><br />More than Potions:</b></u><br /><br />Alchemy is based on the idea that material and spirit are two sides of the same coin and with the right incentive, one can become the other and vice versa. This is how potions are made- the physical ingredients an alchemist uses are converted into ideas, which are then recombined to make a new substance, which when imbued with mana, produces a magical effect. But this effect can be used to do so much more. <br /><br /><b>Material to Idea (or Idea to Material)</b><br />Base DC: 8+X<br />Materials Needed: Something to draw a circle with, your material to transform<br /><br />Draw a circle around whatever material you intend to transform. Infuse the circle with mana and induce the transformation.<br /><br />Depending on the complexity of the material you are attempting to transmute, that will alter the difficulty.<br /><br /><b>Transmutation Modifiers:</b><br />- Add +10 to the DC if the material is something complex, made of lots of different substances, has moving parts, took a lot of work to produce<br />- Add +5 to the DC if the material is made of a combination of at least 3 different substances<br />- Add +2 to the DC if the material is made of a combination of two different substances<br />- Subtract -1 from the DC if the material is made entirely of one substance<br />- Subtract -2 from the DC if the material is an irreducible idea (it's all one thing- it can't be thought of as a combination or X+Y, it is Z = Z)<br />- Subtract -3 from the DC if the material is one of the Essences<br /><br />Depending on the amount of Mana Dice you're willing to use, you can transmute a varying amount of material.<br /><br />1 MD can transmute an item weighing less than 100 lbs or the size of a large dog or young child.<br />2 MD can transmute an item weighing less than 500 lbs or the size of a man or a wheelbarrow.<br />3 MD can transmute an item weighing less than 1200 lbs or the size of a horse or a rowboat. <br />4 MD can transmute an item weighing less than 2000 lbs or the size of a cottage. <br />5+ MD can transmute an itemn weighing less than 2000+(1000x) lbs, where X is the amount of MD used. <br /><br /><b>Failed Ritualism Check:<br /><br />1d6</b><br />1- Your circle leaks mana. 1d3 of the MD you dedicated to the transmutation are instead lost in a flash of light, puff of smoke, flash of static electricity or other harmless effect.<br />2- Your circle expands. 1 MD you dedicated to the transmutation instead blasts out and affects a random non-magical object. That object is affected as if you were attempting to transmute it.<br />3- The transmutation works, but the Idea-Form slips away. Whatever was transmuted cannot be recreated.<br />4- The transmutation isn't complete- one of the Essences that helped make up the item transmuted is left behind as a waste product. <br />5- The transmutation isn't complete- one of the component materials is left behind in the circle. If the material is irreducible, instead only half of it was transmuted. <br />6- The circle was improperly charged, so instead of transmuting the material, it is instead infused with energy. This causes a violent reaction which varies depending on the material: flesh and wood burns, metal melts, volatile substances explode, etc. <br /><br />Material converted to ideas become something called Idea-Forms, which are stored in a Memory Slot like a spell. They can also be stored in scrolls or spellbooks. Note that unless they are protected, spells will sometimes destroy them. If you transmute a piece of meat and store it in your mind, your Fireball spell, which is an opportunistic speleovore, might decide to eat it. <br /><br />Reversing this process is easy, just perform the same ritual in reverse. By adding more MD, you can also alter the nature of whatever you're producing. <br /><br /><b>Example:</b><br /><br />Alice is attempting to transmute A piece of wood. She draws a circle around it and infuses it with mana. Since the piece of wood is no longer than her forearm and as it is Wood, it is one of the Essences, the DC to transmute is "5" and it only requires 1 MD. She succeeds and gains the Idea-Form of that wooden stick. <br /><br />Then later on, Alice can draw another circle and transmute the idea of the stick back into a physical object. She could also use more MD to create a larger stick.</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCHEp-SBO0Vo4HyrQOr7jo8NOxVgwpqSBe6cGs1HahD4Rp_A500IuKgwfrnWjkl2MdTTyJl36qk9ZGWeLr_JJ2ol9fgrlMOChKoJPOLFYCr0PqU7K1pbUaHsb66_MoukpIJP31MgoaOcMeQhpErePVaMtYOrKUWVqUVLqAPsaYJ7ZyWp81F-UqGp8l6Q/s4285/Advanced%20Alchemy%202.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="4285" data-original-width="3545" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCHEp-SBO0Vo4HyrQOr7jo8NOxVgwpqSBe6cGs1HahD4Rp_A500IuKgwfrnWjkl2MdTTyJl36qk9ZGWeLr_JJ2ol9fgrlMOChKoJPOLFYCr0PqU7K1pbUaHsb66_MoukpIJP31MgoaOcMeQhpErePVaMtYOrKUWVqUVLqAPsaYJ7ZyWp81F-UqGp8l6Q/s320/Advanced%20Alchemy%202.jpg" width="265" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><div class="_4GWw7 _22pif"><a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/r/m/rmartspren.jpg?2" data-userid="47590071" data-username="RmArtSpren" data-usertype="regular" data-useruuid="0aecff28-1da9-46ad-8f2c-cdea5b468531" href="https://www.deviantart.com/rmartspren/gallery"><span class="_12F3u">by RmArtSpren</span></a><a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/r/m/rmartspren.jpg?2" data-userid="47590071" data-username="RmArtSpren" data-usertype="regular" data-useruuid="0aecff28-1da9-46ad-8f2c-cdea5b468531" href="https://www.deviantart.com/rmartspren/gallery"><span class="_1qFwb _13Gzz" role="img" style="cursor: pointer;"></span></a></div></td></tr></tbody></table><p><u><b>Sidebar: The Ten Essences</b></u><br /><br />Wizards organize the world generally into the Elements. All things are a combination of the Elements- though what counts as an element varies from regions. Wizards from Around Here generally claim there are Four Elements (Water, Earth, Fire, Air), while Magi from Foreign Parts will sometimes claim other things as elements instead. <br /><br />Alchemists generally reject these substances and instead base their model of the universe on the 10 Essences. It is thought that all things are just created from some combination of the Essences and with some exceptions, if you break down a material enough, eventually it will yield one of the Essences. <br /><br />The Essences are also easy to produce and transmute. <br /><br /><b>The Ten Essences:</b><br /><br />1- Air.<br />2- Water.<br />3- Smoke.<br />4- Fire.<br />5- Wood.<br />6- Blood.<br />7- Oil.<br />8- Metal.<br />9- Stone.<br />10- Flesh. <br /><br /><b>/End Sidebar</b></p><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgthFgWTi_D6HVfqAgXhjH_j6yQ-B2E2iOjEvda2AjNaqyWdiD7E7n6S5NaR9cdCezhsgXamB2iUvIIK35QaZLLQ817RFvT9dBA3fEV-peAQkpRWnAp-i1UpmAeEh5TuONmwY8kr2ggslw9lDibMgKmeyH1_9nETi9HGjBHS8xJf-36alKIzgEqMdhotA/s1000/Advanced%20Alchemy%203.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="557" data-original-width="1000" height="178" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgthFgWTi_D6HVfqAgXhjH_j6yQ-B2E2iOjEvda2AjNaqyWdiD7E7n6S5NaR9cdCezhsgXamB2iUvIIK35QaZLLQ817RFvT9dBA3fEV-peAQkpRWnAp-i1UpmAeEh5TuONmwY8kr2ggslw9lDibMgKmeyH1_9nETi9HGjBHS8xJf-36alKIzgEqMdhotA/s320/Advanced%20Alchemy%203.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">from <i>Princess in the Frog</i><br /></td></tr></tbody></table><u><b>Creation and Destruction:</b></u><br /><br />Alchemists can also produce new and unique materials and items. These are referred to poly-materials by Alchemists.<br /><br />This is done by transmuting multiple Idea-Forms simultaneously to create a new poly-material to create; to destroy a poly-material, one can perform the ritual in reverse to dismantle it into it's combination Idea-Forms. <br /><br /><b>Example:</b><br /><br />A Grilled Cheese Sandwich is a poly-material composed of the Idea-Forms of Fire, Cheese and Bread. Bread and Cheese are also poly-materials and could be further broken down, if you wished. <br /><br /><b>Create or Destroy Poly-Material</b><br />DC: 8+X<br />Materials Needed: Something to draw a circle with, multiple Idea-Forms<br /><br />To create, draw a circle and attempt to transmute multiple Idea-Forms simultaneously. Depending on the degree of difficulty in combining the ideas, that will alter the difficulty of the ritual. On a success, this will create a new poly-material. The size of what you produce will be dependent on the amount of MD you infuse into the transmutation (see "Material to Idea" above).<br /><br /><b>Poly-Material Creation Modifiers:</b><br />- Add +4 to the DC if two or more of the Idea-Forms are incompatible or opposite in some way<br />- Add +2 Two or more of the Idea-Forms are an unusual combination that you've rarely or ever seen<br />- Add +1 to the DC for each Idea Form you are attempting to combine<br />- Subtract -1 if two or more of the Idea-Forms are a common combination<br />- Subtract -4 if two or more of the Idea-Forms are almost always seen together, or linked by some explicit connection<br />- Subtract -8 if the Alchemist is following an established Formulae or Recipe such as Fire + Bread + Cheese = Grilled Cheese Sandwich<br /><br />To destroy a poly-material, place it in a circle and transmute it. Depending on the degree of how integrated the component materials/Idea-Forms have, this will alter the difficulty of the ritual. On a success, this will grant you a number of Idea-Forms based on what poly-material you disassembled. The amount of material you transmute is dependent on the amount of MD you infuse into the transmutation. <br /><br /><b>Poly-Material Destruction Modifiers:</b><br />- Add +4 to the DC if two or more of the component materials are almost always paired together <br />- Add +2 to the DC if two or more of the component materials are tightly integrated<br />- Add +1 for each component material that makes up the poly-material<br />- Subtract -2 if two or more component materials are loosely ingrated.<br />- Subtract -4 if two or more component materials are opposed to each other or otherwise antithetical. <br /><br /><b>Failed Ritualism Check (Create Poly-Material):<br /><br />1d6 </b><br />1- You produce a useless grey-black sludge called Alchemical Dross. This sludge is an alchemical waste product- it does nothing useful and is basically identical to ash.<br />2- You transmute one of the Idea-Forms into material. The others remain immaterial and do not join together. <br />3- You transmute one of the Essences, the closest to the Idea-Forms you are using. If you are using one of the Essences, then it simply produces that. <br />4- Your circle leaks, causing all the energy you gathered to disperse in 1d4 [1= A flash of light; 2= A puff of smoke; 3= A horrible noise; 4= A nauseating stench.] <br />5- Your transmutation partially succeeds, causing the poly-material you created to spray out in all directions. <br />6- Your transmutation instead produces Astral Stone, raw spirit given form. These stones are immensely valuable to Magi and certain magical creatures and constantly emit magical energy that can be easily detected by any gifted in those Arts. A potential boon, but not one without risk. <br /><br /><b>(Destroy Poly-Material):<br /><br />1d6</b><br />1- Only one of the component materials is removed from the poly-material. Roll randomly to determine which one. If the remaining poly-material makes no sense, it collapses into Alchemical Dross. <br />2- The transmutation works, but one of the component materials is simply destroyed, instead of being transmuted into an Idea-Form. <br />3- The transmutation works, but all of the component materials are transmuted into pure mana instead- unless someone or something can absorb it, it becomes 1d4 [1= A massive explosion, doing X d6 damage (X is the number of component materials), save for half; 2= A cloud of choking black smoke, cannot breathe within the cloud, fills 10*X' cubic feet; 3= A puddle of green slime- powerful acid that dissolves anything organic or metal to make more of itself- contains 10*X' gallons of the stuff; 4= A passing Outsider snags up that mana. Roll here to determine the Outsider's alignment. Regardless of the result, it becomes interested in you.] <br />4- The circle leaks and 1d4 rays of light blast out from it. Creatures within 30' must save or be struck by one of these. Any creature struck by one must save or have their body transmuted into an Idea-Form (ie Save or Die, see below). Any rays that miss creatures strike a random object within range.<br />5- The circle leaks and loses some of the mana used to infuse it. Only 1d10% of the poly-material is transmuted. <br />6- The circle leaks and the circle of transmutation expands- the Alchemist must successfully save or objects within 1d10' are also transmuted. Creatures within that range, including the Alchemist, must save or be transmuted as well (see "4" and below).<p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhnjNRj2nv2cGR6xt0_eFKW-oRIe9AqP8h9ZVGR52p_UHa80s2Wu_CscLWr9Y21lbOQ89uGOTQBshZQZjwRPoDtmue2QZiuSSlgVUeGtBlDacG8Ittwyovibl-xAlbzF5iat4gqzGvSUZ8ydjHEC-quH6rGz_hTKsKJ5DHuHXQRqW8qaxqWKAf9Ej84Tg/s1080/Advanced%20Alchemy%204.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1080" data-original-width="1080" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhnjNRj2nv2cGR6xt0_eFKW-oRIe9AqP8h9ZVGR52p_UHa80s2Wu_CscLWr9Y21lbOQ89uGOTQBshZQZjwRPoDtmue2QZiuSSlgVUeGtBlDacG8Ittwyovibl-xAlbzF5iat4gqzGvSUZ8ydjHEC-quH6rGz_hTKsKJ5DHuHXQRqW8qaxqWKAf9Ej84Tg/s320/Advanced%20Alchemy%204.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><div class="_4GWw7 _22pif"><a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/c/a/candra.jpg?12" data-userid="1112748" data-username="Candra" data-usertype="core_access" data-useruuid="afb86caa-39ba-4a91-ba30-89b096bb4c5b" href="https://www.deviantart.com/candra/gallery"><span class="_12F3u">by Candra</span></a><a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/c/a/candra.jpg?12" data-userid="1112748" data-username="Candra" data-usertype="core_access" data-useruuid="afb86caa-39ba-4a91-ba30-89b096bb4c5b" href="https://www.deviantart.com/candra/gallery"><span class="_1qFwb TO7u3" role="img" style="cursor: pointer;" title="Core Member"></span></a></div></td></tr></tbody></table><p><u><b>Alchemical Recipes:</b></u><br /><br />Alchemists, like Wizards, jealously hoard their knowledge. They are known to conceal their research or encode them so they resemble seemingly mundane works. Most commonly, this is done to conceal the Alchemical Formulae, or Recipes, the Alchemist has discovered. <br /><br />Alchemical Recipes are methods of creating polymaterials. As long as they are adhered to, the Transmutation is much less likely to fail. <br /><br />If attempting to transfer something not based off a recipe, the Referee should determine if the Idea-Forms can be combined into a sensible combination. If they can, this produces a polymatetial. If not, it produces Dross, a useless black material that is a waste product of failed transmutations. <br /><br /><b>A few common Recipes:</b><br /><br />Sword = Metal (Iron) + Wood + Edge<br />Bread = Grain + Fire + Water + Yeast<br />Boat = Bowl + Wood + Arrowhead Shape<br />Door = Wood or Metal + Handle <br />Lamp = Glass or Metal + Fire + Oil <br />Rope = Hair or Fibers + Woven Cloth + Chain or Knotted Cord or Fabric<br />Coal = Fire + Stone + Wood + Flesh<br />Brick = Water + Earth + Straw + Fire<br />Clothing = Wool or Silk or Linen + Needle + Thread <br /><br /><u><b>Transmuting Living Flesh:</b></u><br /><br />Alchemists can create the bodies of living creatures through transmutation. These remain only bodies, however. A soul cannot be converted to an Idea-Form. Any creature made by an Alchemist will be a hollow shell. This is not always a problem though- many Alchemists make a tidy living transforming waste materials or detritus into edible things. The common folk will describe this as turning rock into meat, but the more accurate description is Dividing the Polymaterial into it's component materials and then recreating the shape but substituting whatever component materials it was made of with flesh. Some Alchemists also use a similar method to produce grain. <br /><br />No one besides them cares about the specifics however, all they care about is that it works. Alchemists who can do this can easily find employment with caravans traveling long-distances over hostile environments, tribes of people in arid or barren environments or armies on the march, as paying a few alchemists is much easier than dealing with extensive supply trains.<br /><br />Alchemists also use this method of creating flesh to create new bodies for the dead- Alchemy is the most common method through which resurrection is accomplished. <br /><br />However, when reversed, this process is universally fatal. If a creature is within an Alchemical circle, an Alchemist can attempt to transmute them. The creature gets a save to resist, with a penalty equal to the Alchemist's skill. On a failed save, their body is transmuted into an Idea-Form. This kills them as Death (in a cosmic sense) is classified as the separation of body, mind and soul.<br /><br />That being said, this is a rather cumbersome weapon and most Alchemists prefer the tried and true method of throwing flasks full of acid, poison darts or horrible potions to something so difficult to set up. <br /><br /><u><b>Alchemical Skill:</b></u> <br /><br />Transmuting living creatures harder than non-living materials. <br /><br />If a creature is in a magic circle, you can attempt to transmute them. They get a save to resist, with a penalty equal to your skill as an Alchemist. <br /><br />Alchemical skill is gained by studying under different masters, reading books on Alchemy and practicing it. <br /><br /><b>Alchemical Skill Modifiers:</b><br />I have trained under 1 Master (+1)<br />I have trained under multiple masters,not including the first (+X)<br />I have read and studied a book on Alchemy (+1)<br />I have written a book on Alchemy (+1)<br />I have taken a student and trained them in Alchemy (+1)</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPFV92Rhw4ugm9khvlimbP21EfO4ZfF2r2O0fBD4io_ZTC1-fXj9B0BFGncqb50xtG7ymatVNUY-VZyPtounv1GBOlM8z2Bqty9ZnkDbuZKhkMqU6VcxD2Q_W1Er935xzDDDd3eqMRGSOHiKxXO1fLrb8fSa7Of1vvyfVa-i_EkT2wmsIT61xrm-J0dQ/s900/Advanced%20Alchemy%205.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="900" data-original-width="900" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPFV92Rhw4ugm9khvlimbP21EfO4ZfF2r2O0fBD4io_ZTC1-fXj9B0BFGncqb50xtG7ymatVNUY-VZyPtounv1GBOlM8z2Bqty9ZnkDbuZKhkMqU6VcxD2Q_W1Er935xzDDDd3eqMRGSOHiKxXO1fLrb8fSa7Of1vvyfVa-i_EkT2wmsIT61xrm-J0dQ/s320/Advanced%20Alchemy%205.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">A Recipe I particularly like: Edward + Winry = True Love<br /></td></tr></tbody></table>by<a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/p/u/pupururu.gif" data-userid="6948710" data-username="pupururu" data-usertype="regular" data-useruuid="b9e5757e-15a3-4de6-9fb7-839ae479627b" href="https://www.deviantart.com/pupururu"><span class="_12F3u"> pupururu</span></a><a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/p/u/pupururu.gif" data-userid="6948710" data-username="pupururu" data-usertype="regular" data-useruuid="b9e5757e-15a3-4de6-9fb7-839ae479627b" href="https://www.deviantart.com/pupururu"><span class="_1qFwb _13Gzz" role="img" style="cursor: pointer;"></span></a>Yami Bakurahttp://www.blogger.com/profile/17266174008401745128noreply@blogger.com0tag:blogger.com,1999:blog-7473866157250794633.post-6753249435663044092023-04-29T11:33:00.000-07:002023-04-29T11:33:12.121-07:00OSR: Fist Arts 4: The Revenge<p>I started reading <i>Legend of the Condor Heroes</i> and it inspired me to make some more magical kung-fu. Some ideas borrowed from the author, Jin Yong. </p><p>More Fighting Man Secret Techniques <a href="https://www.remixesandrevelations.com/2019/03/fighting-men-in-nukaria-reaching-heaven.html">here</a>, <a href="https://www.remixesandrevelations.com/2019/10/osr-fighting-man-secret-techniques-2.html">here</a> and <a href="https://www.remixesandrevelations.com/2021/12/osr-four-secret-techniques-for-fighting.html">here</a>. <br /></p><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2bUc7PWVrqUbR97ST1OMysbt5_wDpnidcpbBLa_5mK1AHXC150qA4DbqV-Fy7QgYG3DUhH1Q2RQaC5qH53viUxzhHMOueqy6ADJ9-HCOx-1vvCv2H8p1ClRR2MsH245UAAVTa6crEO1WBBKv3coQ9T6iNKssoReQ5Lt4i033WLP4e3DGQqp7FgBWJ5Q/s1075/Fist%20Arts%20Three%201.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1075" data-original-width="693" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2bUc7PWVrqUbR97ST1OMysbt5_wDpnidcpbBLa_5mK1AHXC150qA4DbqV-Fy7QgYG3DUhH1Q2RQaC5qH53viUxzhHMOueqy6ADJ9-HCOx-1vvCv2H8p1ClRR2MsH245UAAVTa6crEO1WBBKv3coQ9T6iNKssoReQ5Lt4i033WLP4e3DGQqp7FgBWJ5Q/s320/Fist%20Arts%20Three%201.jpg" width="206" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">from <a href="https://polycount.com/discussion/143247/the-monthly-character-challenge-november-2014-the-martial-artist">here</a><br /></td></tr></tbody></table><b>Orchid Dance</b><br /><br />Magi postulate that mana, or life energy, is derived from the soul and does not interact with the body, except in that it uses a Wizard's physical gestures and the movement of his mouth and tongue to manifest itself. The practitioners of the Fist Arts and other Martial Schools have a different perspective. They postulate the existence of five nodes of power- the Chakras. These nodes produce or transmit life energy through the body, through a network of spiritual channels called Spiritual Channels, Mana Circuits or Chi Lines. It is thought by many that the proper flow of energies along these lines enables vitality and good health. Similarly, if the channels become obstructed or clogged, physical sickness or mental instability is sure to follow. Some regions of the world host Priests and Sages who study the structure of these lines and through the use of needles and meditation, they can speed healing, relieve pain and cure diseases. But there are less wholesome uses for this knowledge. <br /><br />One of these is the Martial School called Orchid Dance, a school which prioritizes precision, grace and sublime technique. The practitioners of Orchid Dance pride themselves in being delicate and gentle, as their techniques enable incredible defense and allow a fighter to incapacitate a foe without doing great harm. Yet Orchid Dance is not as gentle as it often appears, as it leaves minimal marks on a target's body, making it prized by assassins. Additionally, it requires absolute dedication and near-manic focus to master it. Despite how the practitioners often behave like petty aristocrats, cultured, quietly dignified, clad in soft fabrics, they are one and all utterly dedicated to their ruthless school, which is in truth, as delicate as dragon-forged steel. It just happens to be a sword carefully wrapped in soft, elegant reeds. <br /><br /><b>Novice</b>: <i>"The true mark of elegance is to appear uninterested."</i> Your fists do 1d6 damage on a hit. You can parry one attack as a reaction, reducing that attack's damage by 2d6. As an action, you can attempt to make an attack on your enemy's Air Chakra. Make an attack roll. On a hit, instead of doing damage, the enemy gains a penalty to his Atk rolls equal to 1d4+[Your Level in Orchid Dance]. This effect lasts for 1 hour or until a Fighter trained in a Fist Art successfully undoes your effect by succeeding on a COG check with a DC equal to 8+[Your COG Modifier]+[Your level in Orchid Dance]. This also applies to other Chakra strikes done through Orchid Dance.<br /><br /><b>Journeyman</b>: <i>"Do not strike first, instead arrange so your enemy can only harm himself through attacking."</i> As an action, you can make an attack on your enemy's Water Chakra. Make an attack roll. On a hit, instead of doing damage, your paralyze one of your enemy's limbs. If you choose an arm, the enemy cannot use two-handed weapons and some tasks will become impossible with only one limb. If you paralyze a leg, the enemy halves their movement speed and has disadvantage on DEX checks, DEX saves and pursuit rolls. <br /><br /><b>Expert</b>: <i>"Most battles are decided before the first blow is thrown- a practitioner's skill is in recognizing this fact."</i> As an action, you can make an attack on your enemy's Fire Chakra. Make an attack roll. On a hit, instead of doing damage, you stop the flow of chi through an enemy's body. This prevents spellcasters from being able to cast spells and will prevent Fighters from being able to use any of their Secret Techniques that involve utilizing chi. <br /><br /><b>Master</b>: <i>"Seek victory first, then go to battle."</i> As an action, you can make an attack on your enemy's Spirit Chakra. Make an attack roll. On a hit, instead of doing damage, you may select one broad category of action such as "Running Away", "Attacking", "Hiding", etc. The enemy cannot perform that action for the duration of your Chakra strike. An enemy can only be affected by one of these restrictions at a time.<br /><b><br />Spotted Terror</b><br /><br />While often thought to be the most vicious of the Cat Kingdom, many savage tribes venerate Jaguars as precise and effective killers, as Jaguars, with their powerful jaws and ambush tactics, are often known to kill with a single bite to the head. Members of these tribes studied the hunting styles of the Jaguar and gradually developed a fighting style based on that. The Spotted Terror School is not formalized, varying greatly from place to place, though it is generally only practiced by the jungle tribes of the Sweltering North who dwell in regions of forest not claimed by the Handsome Men, or in the Shrouded Forests of the Teeth of Artax. <p></p><p>These savage assassin-warriors form warrior lodges and cloak their teachings in mysticism and veneration of ancient and primordial spirits, those likely to be pleased by martial skill, warrior pride or blood sacrifice. These lodges highly prize their independence and will often refuse to teach those not of the appropriate birth or bloodline, but exceptions are sometimes made to the truly exceptional, or those thought to be touched by the lodge member's ancestral spirits or otherworldly patrons. <br /><br /><b>Novice</b>: <i>"There is nothing so cruel as a fair contest."</i> Your fists do 1d8+Atk damage on a hit. If you attack an enemy from a position of advantage, such as from stealth, from behind, from a greater elevation, etc (Referee's Discretion applies) then you may reroll your damage dice and take the better result. <br /><b><br />Journeyman</b>: <i>"He who strikes first strikes last."</i> You learn the pouncing strike. As an action, you may leap up to 30' in any direction to make a melee attack against an enemy. This move also allows for vertical, as well as horizontal movement. If you successfully hit an enemy while using this move, you take no fall damage, if any. <br /><br /><b>Expert</b>: <i>"Be careful when throwing down the gauntlet, lest your enemy snatch it from the air."</i> You can give yourself advantage on any roll, but if you do so, you suffer a penalty to your Atk rolls equal to -1d6 for the next four rounds or until you can sit down and rest for ten minutes.<br /><br /><b>Master</b>: <i>"There is no victory in conflict, only those who survive and those who fail to."</i> 1/Day, you can, after a successful attack, add +1d8 damage to any damage done as a result of the attack. If you slay a creature in a single blow with this ability, you may use it again. However, each time you use it, you take 1d4 damage, as you strain your muscles.<br /></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh429rnu1KD_9ex5rQ-zGLL9jjKUNP5DRJ_qd4W7DsOBBPFzE1tVN6UPhQNMY8bXRjkfuDYADrZ2KJRv06x25F1yS_iAMccQnUtMlhC4VUR7PwcUtTGJksOK9COX-7c-agk5lOFmIRtv1jaHqw15hj4bSGVxjmIADi5CNVbtfwZXB1cBq6fPkEVMTltog/s1200/Fist%20Arts%20Three%202.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1200" data-original-width="890" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh429rnu1KD_9ex5rQ-zGLL9jjKUNP5DRJ_qd4W7DsOBBPFzE1tVN6UPhQNMY8bXRjkfuDYADrZ2KJRv06x25F1yS_iAMccQnUtMlhC4VUR7PwcUtTGJksOK9COX-7c-agk5lOFmIRtv1jaHqw15hj4bSGVxjmIADi5CNVbtfwZXB1cBq6fPkEVMTltog/s320/Fist%20Arts%20Three%202.jpg" width="237" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a href="https://www.artstation.com/artwork/DK4DO">Saeed Jalabi</a><br /></td></tr></tbody></table><p><b>Poison Palm</b><br /><br />The Poison Palm Fist Art was found by Outcast Hyang-zo, a traveling martial artist better known by the alias Master Blue Ring. An exile from his own homeland, Hyang-zo was said to be a practitioner of a variant of a defensive Fist Art that enabled him to strengthen his body, which enabled him to cross the Iron Dunes on foot. It is said that he was abandoned there with nothing more than a skin of water by those who meant for him to die- who that was, none could say, though there are many theories. And there are plenty who say that whoever they were, they had a good idea. </p><p>Hyang-zo nearly died in his attempt to cross the desert, and by the time he reached the Inverted Mountain, he was dying of thirst and faint with hunger. As such, when he saw one of the Blue-Swirled Squids in one of the many shallow pools around the Mountain, he seized it and ate it, not knowing it was poisonous. Any normal man would have died, but Hyang-zo was able to marshal every ounce of spiritual and physical strength he had to suppress the poison within his body, to prevent it from destroying him. The technique he improvised was so effective he soon began testing it on other poisons, until he was traveling far and wide to seek out rare poisons to improve his technique and gain resistance to new, more exotic toxins. <br /><br />Soon he attracted students eager to learn his secrets, and from these early disciples the Poison Palm Art first began to spread. These disciples became the first masters of the Art, and it is said that they alone learned the true identities of those who attempted to kill their master, a secret that is said to be known only by the High Fraternity and the Grandmaster of the School. Some say that when Master Blue Ring died, it was this secret that motivated his students to continue his mission, building monastery-labs wherever they went, training up new students and refining their study and collection of poisons. Whether or not this is true, practitioners of Poison Palm enjoy relative acceptance in many nations, as they are willing to sell their services and are often employed by the wealthy as food-tasters, bodyguards and secretly, as assassins. </p><p>But even among those who employ these secretive martial artists, it is not known whether or not their claim of fidelity to their late master's thirst for vengeance is a mere pretext to motivate ever-greater technique and innovation, or a secret, bloody faith that could potentially lead to an imminent explosion of violence on some future date. And who knows, that day of retribution they often joke of, it may never come. Or it could come tomorrow, and by the time you realize the danger, it will be far too late. <br /><br /><b>Novice</b>: <i>"Hatred is like fire, it cossets and warms the heart, but unguarded it will devour you."</i> Your fists do 1d6+Atk damage on a hit. 1/Day, instead of taking damage from a poison you are exposed to, you can instead absorb the poison. This poison remains in your system but does no damage. As a free action, when making an attack, you can secrete it through your limbs, doing bonus +1d6 bonus poison damage. You may do this for a number of rounds equal to the number that the poison would affect someone. Alternatively, if the poison only does damage once, then you may secrete it until your fists collectively do enough bonus poison damage equal to the maximum damage that poison could do. For example, if the henbane you absorb does 3d6 damage, then you may do bonus poison damage until you have done 18 poison damage.<br /><br /><b>Journeyman</b>: <i>"Anger is a vice you can ill afford- let it simmer at your peril."</i> You gain resistance to poison damage from any poison you have been exposed to before. You may absorb poison up to 2/Day, but you can only secrete one poison at a time. Additionally, you can fully expel a poison from your system into another container. This "other container" could be another creature, but only if they were helpless. If the creature can resist or move in any way, they may save to take no damage. Creatures that take a full dose of poison from you must save or take damage as if they had been poisoned ordinarily. <br /><br /><b>Expert</b>: <i>"Perfection of body is nothing if the mind that rules it is disordered and full of weakness."</i> You can gain immunity to a poison if you have been exposed to it ten times. You may absorb poison up to 3/Day. You can also fully expel a poison by spraying or spitting it. This is done in a 10' or a 15' line, your choice, and targets may save to take half damage on a success. <br /><br /><b>Master</b>: <i>"Emotions are like the weather, deceptive and fleeting. Trust them not."</i> You can secrete any absorbed poison from your skin in a cloud, forming a toxic aura around yourself. When any creature comes within 10', they take poison damage. Your toxic aura follows the same rules as secreting poison from your limbs to do bonus damage. You may also secrete one type of poison from your limbs and another using your toxic aura. <br /><br /><b>Dead Hand </b><br /><br />One can experiment with powerful hallucinogens for only so long before one finds something that allows the user to separate his soul from his body. This is the perspective of how astral projection was first developed, by early mortals sampling mushrooms and other herbs until they found some that didn't just taste good, but allowed them to see their Gods face-to-face. Eventually, the reaction produced by these drugs were studied and mortals found ways to replicate them without the use of chemicals. It was this technique that first led to the notion of using the soul as more than a way to protect against magical attacks- some scholars saw much greater implications, including some scholars who practiced the fist arts. This led to the Tranquil Silence of the Eternal Mountain Fist style, though it is better known by it's common, laconic name, Dead Hand.<br /><br />The Dead Hand Fist Art is one that involves the manipulation of the soul, allowing the user to fully utilize the resources of their own soul to augment physical strength. Practitioners of this school seek perfection in both mind and body, living in monasteries in desolate places, training endlessly to strengthen their bodies while also practicing sharp discipline and self-denial, refraining from indulgences such as unhealthy or rich foods, alcohol and in some cases, all form of carnal or intimate relations. Any are able to apply to enter their monasteries, but few can last beyond a few weeks of nothing but meat, yogurt and brutal training, mixed with mortification of the spirit and interminable hours of meditation. <br /><br /><b>Novice</b>: <i>"The world is wide and vast, yet thinner than a pane of glass."</i> Your Fists do 1d8 damage. You may parry one attack per round as a reaction, reducing the damage by 1d8. You gain the ability to see into the Shallows of the Astral Sea, so you can see all the little spirit creatures romping around on the other side of the veil. You can also sense the presence of ghosts and undead.<br /><br /><b>Journeyman</b>: <i>"You may slay your enemies, but leave no wound upon their bodies, nor limbs, nor spill a single drop of blood."</i> You gain access to your Chi. You gain X Chi points, equal to your COG+CON modifier. You may spend one of these Chi points to do +1d6 necrotic damage for 1 minute (10 rounds). While this ability is active, you also gain resistance to necrotic damage. Chi points are lost once used but are fully recovered after a long or short rest. Also, for each Fighter level you gain, you gain +1 Chi point starting now. <br /><b><br />Expert</b>: <i>"To the man who has no one, do not despair, for in the union of flesh and spirit, one has all the love they could ever need."</i> By spending 2 Chi points, you can separate your soul and body by a hair, allowing you to make two attack rolls, striking body and soul at the same time. Body attacks work as normal and do HP damage on a hit. Soul attacks are fended off with a Defense roll composed of 1d20+[CHA modifier]+[number of Mana Dice/Chi Points (if any)]. Soul attacks do COG damage. If you reduce a creature's COG to 0, they automatically fail any save against a spell or magical ability. Additionally, by spending 1 Chi point, you may separate your soul and astrally project. While you do this, your body falls comatose and cannot move. Your soul and body are also connected via a silver cord that is invisible to most creatures. However, if this cord is cut, you die. The cord can only be cut by a magical weapon and a creature that can see it or by taking damage from fire. The cord has HP equal to half your COG score and can only be damaged by magic weapons or fire. <br /><br /><b>Master</b>: <i>"Through division, unity, through emptiness, overwhelming strength."</i> The By spending 3 Chi Points, your soul separates from your body and physically manifests. Each round, if you pay one Chi point, you can continue this separation. This allows you to make two actions, with your Body making one and your Soul-form making another. Your Body, when in this state, cannot be charmed or frightened, but also counts as non-magical. It cannot use magic weapons or items, but can walk through barriers designed to keep out magic as if they weren't there. Your body also is immune to necrotic damage. <br /><br />Your Soul-form can fly and takes half damage from non-magical weapons or sources of damage. Your Soul-form is immune to radiant damage. When the Body and Soul-form are separated, they are connected via a silver cord, the same one present when you astrally project.</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5vc6Yr4vgppC0qY-DApYexUjcbR3S1t34_o5vV4mBRl073gSEtljYyiiYitLkkjOSKECTYjIBOCNVLN-fVl82phh805oJVIdRpc8-stCCaB-iOV8u1AEH2K9ycIW0mfoDrBhuK99uRhXcCx5pIWeS3fiZJr_sifznxboJpwbYP7m7c-5tkHAcw2Radw/s736/Fist%20Arts%20Three%203.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="736" data-original-width="736" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5vc6Yr4vgppC0qY-DApYexUjcbR3S1t34_o5vV4mBRl073gSEtljYyiiYitLkkjOSKECTYjIBOCNVLN-fVl82phh805oJVIdRpc8-stCCaB-iOV8u1AEH2K9ycIW0mfoDrBhuK99uRhXcCx5pIWeS3fiZJr_sifznxboJpwbYP7m7c-5tkHAcw2Radw/s320/Fist%20Arts%20Three%203.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">artist unknown<br /></td></tr></tbody></table><br />Yami Bakurahttp://www.blogger.com/profile/17266174008401745128noreply@blogger.com1tag:blogger.com,1999:blog-7473866157250794633.post-51005830387595893692023-04-23T10:43:00.000-07:002024-02-24T12:00:12.548-08:00OSR: Freeform Magic Wizard <p>I wrote some rules for freeform magic a long time ago. The rules for such are <a href="https://www.remixesandrevelations.com/2022/11/osr-free-form-magic.html">here</a>. This is what it would be like to play a Wizard using those rules. Anything I have not included here is the same as my ordinary Wizard class, found <a href="https://www.remixesandrevelations.com/2017/10/osr-wizard.html">here</a>. </p><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRQhP2_n9AnHgTjjb0IELAgE7NcDMELtBUz1iJrHkkniHJ0qFZePy0FYAMYodMqNhNbWb_eDop_SFNuHVABjj6iHeI81-Ztv18L-Yk3guNoB3FJ_6LLwthzTGXpimgGMSGGwsuDeKuutm7TgxvqakVnak0EzoM1MrhUez2xSZllGFbMRWPTZjhkU7xXQ/s1461/Freeform%20Wizard%201.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1461" data-original-width="1024" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRQhP2_n9AnHgTjjb0IELAgE7NcDMELtBUz1iJrHkkniHJ0qFZePy0FYAMYodMqNhNbWb_eDop_SFNuHVABjj6iHeI81-Ztv18L-Yk3guNoB3FJ_6LLwthzTGXpimgGMSGGwsuDeKuutm7TgxvqakVnak0EzoM1MrhUez2xSZllGFbMRWPTZjhkU7xXQ/s320/Freeform%20Wizard%201.jpg" width="224" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><div class="_4GWw7 _22pif"><a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/s/a/satsangeet.jpg?3" data-userid="30222079" data-username="SatSangeet" data-usertype="regular" data-useruuid="c19b94ef-e40c-4939-9d7d-57140dacbb19" href="https://www.deviantart.com/satsangeet/gallery"><span class="_12F3u">by SatSangeet</span></a><a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/s/a/satsangeet.jpg?3" data-userid="30222079" data-username="SatSangeet" data-usertype="regular" data-useruuid="c19b94ef-e40c-4939-9d7d-57140dacbb19" href="https://www.deviantart.com/satsangeet/gallery"><span class="_1qFwb _13Gzz" role="img" style="cursor: pointer;"></span></a></div> </td></tr></tbody></table><b>Magi</b><br />Starting HP: 1/3 Con<br />Fighting Spirit: N/A <br />Atk Modifier: as per <a href="https://www.remixesandrevelations.com/2017/10/osr-wizard.html">Wizard</a><br />Starting Equipment: Fine robes, book of arcane lore, staff or wand, impressive hat, dagger or sling<br /><p></p><p>1: Spellcasting, Affinity, Mana Dice<br />2: Ritual Casting, Reactive Defense<br />3: Safety Casting<br />4: Soul Drain, Death Curse<br />5: Astral Warrior, Affinity Increase<br />6: Learned Resistance, Partial Success<br />7: Dual Affinity, Affinity Increase<br />8: Archmagi<br />9: Master of the Mystic Arts<br /><br />1: <br /><br />Spellcasting: You can use magic. As an action, tell the Referee what you wish to do and he will tell you if it is possible. If it is, he will call for a roll. Roll 1d20+COG modifier. If you equal or exceed the DC the Referee has set for the attempt, your spell succeeds. On a failure, your spell fails to accomplish what you wish. Additionally, if you roll a natural "1" on your d20 roll, your spell automatically fails.<br /> <br />Affinity: Select one element of magic or one school of magic. When attempting a spellcasting roll that involves that school or interacts with that element, you may add +1 to your roll. See below for what affinities you may select. <br /><br />Mana Dice: You have a collection of d6s which are referred to as Mana Dice (MD). You can spend Mana Dice to enhance the power of your spells, rolling as many as you wish and adding them to your spellcasting rolls. You must roll your d20 and Mana Dice at the same time. Mana Dice burn out on a "5" or "6" and return after a long rest. Rolling doubles or triples on them triggers Chaos or Corruption, respectively. <br /><br />2: <br /><br />Ritual Casting: If you attempt a spellcasting roll as part of a ritual, you may receive certain bonuses based on the level and skill of your preparations. Common preparations include writing down a spell on a scroll or in a book to recite, creating a magic circle(s) to contain channeled energies, as well as defensive measures to protect the casters and prevent magical mishaps or feedback. <br /><br />Reactive Defense: As a reaction on your turn, you can attempt to protect yourself by making a spellcasting roll. <br /><br />3: <br /><br />Safety Casting: Once per day, you may replace one of your spellcasting dice with a "1".<br /><br />Affinity Increase: Increase one of your existing Affinities by +1 or gain a new one. You can only select one of the Elements of Magic. <br /><br />4: <br /><br />Soul Drain: You can drain your Fighting Spirit (FS) or Hit Points (HP) and convert them into Mana Dice. 2 points of FS or HP equals 1 Mana Die. <br /><br />Death Curse: If at 0 or less HP, then you cause yourself to take X damage, where X is how much damage you take, and gain X MD. Even if the resulting damage would instantly kill you, you can still attempt your spell before you die. <br /><br />5: <br /><br />Astral Warrior: As long as both spells don't require you to focus or have a persistent effect, X times per day, where X is your CON modifier, you can cast two spells on your turn. <br /><br />Affinity Increase: Increase one of your existing Affinities by +1 or gain a new one. You can only select one of the Elements of Magic.<br /><br />6: <br /><br />Learned Resistance: When taking defense action against a spell or a magical ability that involves one of your Affinities, you may add your Affinity to any roll made to mitigate the effects or damage of that ability. For example, if you have an Affinity for Fire Magic and a Dragon breathes fire on you, you can add your Affinity to your saving throw to take half damage. <br /><br />Partial Success: When you fail a spellcasting roll, X times per day, where X is your CHA modifier, you can gain a partial success instead. This causes half of your intended effect to occur or your spell to succeed at half effectiveness. For example, if you wanted to create an ice bridge over a chasm, the bridge only spans half the distance, or is extremely thin and fragile; or if you threw a fireball at a group of enemies, it only hits one, doing full damage, or it hits all of them, but only does half the damage it would ordinarily do. <br /><br />7: <br /><br />Dual Affinity: When you are casting a spell that involves multiple of your Affinities, you may add them together when attempting a spellcasting roll. <br /><br />Affinity Increase: Increase one of your existing Affinities by +1 or gain a new one. You can only select one of the Elements of Magic.<br /><br />8: <br /><br />Archmagi: 1/Day, you can add +10 to any spellcasting roll or to a damage roll for a successful spell. <br /><br />9: <br /><br />Master of the Mystic Arts: When working Magic or attempting a spellcasting roll involving Magic you have an Affinity in, you cannot trigger Chaos or Corruption. <br /></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEje6ozwg1AeXJEQzXN3IJ9j7f9ZgvEOVeuI3h5IR3noWJnE2MuF7oa5gIE_iUvoxkNaeV1ZxZQr9mZJh_vso2o2aic5LcTccgocqEY3l5AzB-AXJG_oBsgrsRIBqWTQnqjX2Q6uitM8t4szTCjcTLQGN5Kgr-X2wo2ZLHbmna6M2xInKr0Y5k6Z6Dk8VQ/s2400/Freeform%20Wizard%202.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2400" data-original-width="1600" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEje6ozwg1AeXJEQzXN3IJ9j7f9ZgvEOVeuI3h5IR3noWJnE2MuF7oa5gIE_iUvoxkNaeV1ZxZQr9mZJh_vso2o2aic5LcTccgocqEY3l5AzB-AXJG_oBsgrsRIBqWTQnqjX2Q6uitM8t4szTCjcTLQGN5Kgr-X2wo2ZLHbmna6M2xInKr0Y5k6Z6Dk8VQ/s320/Freeform%20Wizard%202.jpg" width="213" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><div class="_4GWw7 _22pif"><a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/l/o/lovetina0726.jpg?10" data-userid="29717806" data-username="lovetina0726" data-usertype="regular" data-useruuid="b7a5ea24-04aa-4bbb-81d9-e2956e09bae9" href="https://www.deviantart.com/lovetina0726/gallery"><span class="_12F3u">by lovetina0726</span></a><a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/l/o/lovetina0726.jpg?10" data-userid="29717806" data-username="lovetina0726" data-usertype="regular" data-useruuid="b7a5ea24-04aa-4bbb-81d9-e2956e09bae9" href="https://www.deviantart.com/lovetina0726/gallery"><span class="_1qFwb _13Gzz" role="img" style="cursor: pointer;"></span></a></div></td></tr></tbody></table><p><u><b>Affinities:</b></u><br /><br />At Level 1, you may choose one of the Schools of Magic or one of the Elements of Magic to have an Affinity in. <br /><br />At level 3, 5 and 7 you may choose an additional Element of Magic or increase an existing Affinity by +1.<br /><br /><b>Schools of Magic: </b><br /><br />- Abjuration: A school specializing in defensive magics. Shields, wards, spells of protection. <br />- Conjuration: A school specializing in summoning objects, creatures or resources. Also the school most focused on spells used for transportation such as portals or teleportation. <br />- Divination: A school specializing in gathering information, especially from the future. <br />- Evocation: A school specializing in combat magicks, especially the manipulations of the elements; highly effective magic often derided for it's simplicity and choice of form over function.<br />- Illusion: A school specializing in manipulation of light and the senses of others. <br />- Transmutation: A school specializing in transforming one substance into another. Also involves the study of shapeshifting, transformation and life-extension. <br /><br />Necromancy is not thought of as a true school of magic, but a mongrel school that steals from other schools but has no strict focus. This is an elitist perspective, but it holds merit. Additionally, necromancy is illegal, so it doesn't have a rich academic tradition, for obvious reason. <br /><br /><b>Elements of Magic: <br /><br />The Ultimates:</b><br /><br />- Select one of the following: Life, Death, Souls, Minds, Force, Words*<br /><b><br />The Fundamentals:</b><br /><br />- Select one of the following: Time, Space, Magnetism, Gravity, Light<br /><br /><b>The Elements:</b><br /><br />- Select one of the following: Fire, Water, Earth, Air, Wood, Metal, Ice, Lightning, Smoke.<br /><br /><b>The Ephemerals: </b><br /><br />- Select one of the following: Plants, Animals, Words*, Information, Emotions<br /><br /><i>*Depending on your school of thought or tradition, some consider words merely a tool to express ideas, while others consider them more important than almost anything else.</i></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgStwRMFHXs6u445_VJZkyx_tA1izniLAi_26ygwVw9zUH513tdv9R3ZoCTuoiOYR6YX4jb3vP-S6rGxnHZZQPoKvtFoChIoovwNv5BytdQkYsBl6xGkBphVlZDU62G9WGjeuk59LPKcICHlOdtkSrZ123C50WRmjAycJuWW-BPfgqIsVCkUdqGbDzmqw/s2715/Freeform%20Wizard%203.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2715" data-original-width="1920" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgStwRMFHXs6u445_VJZkyx_tA1izniLAi_26ygwVw9zUH513tdv9R3ZoCTuoiOYR6YX4jb3vP-S6rGxnHZZQPoKvtFoChIoovwNv5BytdQkYsBl6xGkBphVlZDU62G9WGjeuk59LPKcICHlOdtkSrZ123C50WRmjAycJuWW-BPfgqIsVCkUdqGbDzmqw/s320/Freeform%20Wizard%203.jpg" width="226" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a href="https://www.artstation.com/artwork/KqQLW">zhu liu</a><br /></td></tr></tbody></table><br />Yami Bakurahttp://www.blogger.com/profile/17266174008401745128noreply@blogger.com0tag:blogger.com,1999:blog-7473866157250794633.post-79970998220822018472023-04-08T09:41:00.000-07:002023-04-11T17:56:36.558-07:00OSR: 8 Magic Hammers<p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVDvKTGNqdAWOEw4nrNm2sPGLhmoDuWg4Ye6Eff-RXnY3u-NdjVCQ94tZqV6fRBxSWVmlKXCrSbCF5CEwhJgG44zoJxfjsjbLNPpVNtDyiQXEx3JfqPihvspN_7uJdwBunfbhImYKnPCnNIFSJENw3l2Id2KI7DFPR6B903bV9z6EuAh7fYwUuQCpm1A/s622/Magic%20Hammer%201.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="622" data-original-width="369" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVDvKTGNqdAWOEw4nrNm2sPGLhmoDuWg4Ye6Eff-RXnY3u-NdjVCQ94tZqV6fRBxSWVmlKXCrSbCF5CEwhJgG44zoJxfjsjbLNPpVNtDyiQXEx3JfqPihvspN_7uJdwBunfbhImYKnPCnNIFSJENw3l2Id2KI7DFPR6B903bV9z6EuAh7fYwUuQCpm1A/s320/Magic%20Hammer%201.jpg" width="190" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">from <i>God of War</i><br /></td></tr></tbody></table><u><b>The Tongue / Licker:</b></u><br />1d6+Atk<br /><br />A small hammer made of dark metal, with the forward face painted with a pair of lips, revealing a few white teeth. The handle is wrapped in dull brown leather. Whenever the wielder is in a dangerous situation, the hammer is slightly moist. In the dark of night, previous wielders have also claimed to hear the hammer humming to itself or grinding it's "teeth". <br /><br />Once there was a cruel Judge who used his powers to enrich himself. He judged cases unfairly, accepting bribes and deciding cases brought before him on the basis of who brought him the fattest purse. This enabled him to quickly become rich and powerful, as wealthy men brought their disputes to him, along with their coin, confident he would give them the outcome he desired. But the Judge was not satisfied, for though he possessed an opulent house, rich clothing and many cattle, sheep and goats, the nobles he sought to befriend regarded him as unsavory and crass. <br /><br />He debated why this was and decided it must have to do with his lack of pedigree. Thus, he sought to purchase something that would grant him a degree of legitimacy. So when he heard Barzan, Son of Barcos and his whole clan had died, he went to his house in the hopes of finding his weapon unclaimed. Barzan, Son of Barcos was a skilled and famous warrior and had always carried a crude black hammer with him into battle. </p><p>And though he eventually came to be able to afford weapons far finer than that hammer, that first weapon saved him countless times over his life. But unfortunately, when the Judge arrived at Barzan's house, he found that the rumors were false. Barzan's family were in fact slaughtered, but Barzan's youngest daughter, the virgin Nimiya had survived. <br /><br />Still, this posed no real challenge to the Judge. The Judge spoke to her and pretending to be sympathetic, claimed he wished to purchase her father's hammer from her. After all, a young maid such as herself could not hope to wield it, and a life of violence would not suit her. She agreed with him on this fact. But Nimiya was a clever girl, far smarter than her dainty appearance and youth would suggest. So she said she would sell the hammer, but only if the Judge would pay her a fair price. Otherwise, he would have to pay her five-fold. Furthermore, she ordered him to swear on the Lords of Heaven. <br /><br />The Judge, arrogant and unafraid of the Gods, agreed and offered to bring an appraiser to the City Gates tomorrow. The next day they met there, but he did not bring an appraiser, but a well-spoken servant disguised in rich robes. The Judge's servant inspected the hammer and named a respectable sum, but nothing like what the hammer would truly be worth. The Judge was confident Nimiya would not want others to know she was selling her father's prized possession and bring shame upon herself, so he figured she would accept the low price. But when the servant lied, the words of his falsehood reached the ears of Heaven. <br /><br />Namel, God of Deals and Merchants, heard what was happening below and grew outraged at what happened. So he stretched out his hand and touched Barzan's Hammer. And at his touch, the hammer came to life and declared with a loud voice, "This man is a liar! I am worth ten times what he just offered!" The elders who had gathered at the City Gates to judge and oversee the business of the days were amazed at this, declaring it a sure sign of Heaven's Will. </p><p>But then the hammer spoke again, declaring that the Judge promised to pay 5 times what he offered if he attempted to cheat Nimiya. The elders interrogated the Judge on this, and overcome with terror, he said that it was true. So as punishment for breaking his oath to Heaven, as well as for the other injustices he had inflicted, he would pay Nimiya not only fives times what he promised, but fives times the true price, an absolutely ruinous sum. Then, to ensure he could not retaliate against him, the stripped him of his office, as they declared that no one could trust a Judge to be fair if he broke his oath to Heaven.<br /><br />Thus was the former Judge expelled from the city with little more than a pair of coins in his pocket and his spare cloak, while Nimiya received his beautiful home, many servants and enormous flocks. Nimiya tried to refuse this gift, as the Judge's wealth had come from theft and bribery, but the elders insisted. So she accepted the Judge's possessions as payment. What she did with them wasn't what you would expect, but that is a story for another day. <br /><br />Abilities:<br />- Licker can manifest a tongue that can, upon tasting a dish or liquid, identify if there are any poisons or potentially harmful substances in it. <br />- If Licker licks someone's skin within 1 minute of them telling a lie, it can determine whether or not they are lying. It can't tell you what the lie is specifically, but it can tell you if a lie has been told. Liars taste different. <br />- As an action, it can shoot out the tongue up to 20' and grab objects or grapple creatures. The tongue is strong as a bullwhip and has 1 HD. If cut off, it will regrow in 1d6 days. <br /><br />Licker is still in the hands of Nimiya's descendants, who lend it to those who they judge to be heroic on the condition that they only use it to pursue justice and destroy evil. Those who attempt to cheat them invariably meet with ironic fates, which may or may not be the work of Licker. There is also a prophecy that at a coming hour of great need, Licker will speak again once more, to ensure the Will of Heaven is done, as since that day, the hammer has never spoken. <br /><br /><b><u>Alchemist's Aid / Radak's Folly:</u></b><br />1d6+Atk<br /><br />A hammer of steel, with chunks of clear crystal set into the hilt. Arcane symbols spiral across the sides of it's head. When it strikes metal, it produces a faint, musical chime. Ancient, forged with techniques long lost to history. Exquisitely crafted and obviously the work of a master craftsman.<br /><br />After the Earthly Paradise was shattered by the Dragon-Mother's rampage and the world was left in ruins, the Gods of Law set to rebuilding the world. But while they labored, the resurrected mortals of the world had to survive a world in wild flux, one where other powers could interfere with the work of the Gods. Before the land was restored, it was almost usurped by a conglomeration of monsters collectively referred to as "The Unthinking" or the "Thought-Drinkers". These creatures were intelligent and powerful, gifted with innate abilities that left mortals powerless before them. <br /><br />But the Gods did not abandon us in our fallen state. For among us arose a man named Abimelech, one who would first be called "The Wise". Abimelech was the greatest sorcerer to ever live, possessing unimaginable power. He wove spells that tore apart mountains with a thought and boiled lakes with a whisper. He was the first to rediscover sorcery after the Great Deluge and the first to command the awesome might of the 99 Words of Power. He, along with other heroes of that age, crushed the Unthinking and banished them back to the primordial sludge from which they slithered.<br /><br />Then Abimelech set about establishing a new order to spread his teachings before he died. He entrusted a portion of his teaching and power to his three sons, Radak, Garlug and Zuul, dividing it evenly among them. To Radak he entrusted command of Stone, Metal and Constructed Things; To Garlug, he entrusted command of Water, Oil, Green Plants and Living Creatures; and to Zuul, he entrusted command of Fire, Light, Words and Knowledge. These three Sons eventually founded the three primary schools of magic- Artifice, Alchemy and Incantations. <br /><br />But though they kept their peace while he lived, once Great Abimelech passed, they immediately set to squabbling. Each professed their way to be superior and insisted that they would take up the mantle of their fallen Father. In the end, peace was never an option. <br /><br />Radak struck first. He was the smartest of his brothers, his mind an incomprehensible machine of lightning calculations and dazzling deductions. He lured his brother Garlug to his fortress on a pretense and then struck when Garlug's back was turned. But if Radak had one weakness, it was the living. He could not convince himself that other people were truly intelligent and thus, capable of free action. He thought that all were ultimately predictable. And as he knew that his brother specialized in Alchemy, he had redesigned the protections on his fortress so that any attempt to transmute him or his creations would reflect the attack back. <br /><br />What Radak hadn't considered was the fact that Garlug was not a thinker like him, or a socialite like Zuul. He was an adventurer, an explorer, a traveler. He solved problems not with his mind or his powers, but usually favored more blunt solutions. So when his brother wheeled on him in a rage and attacked him with a workman's hammer Radak had left carelessly lying around, he was too surprised to properly defend himself. This is why for centuries after, when asked by his students what the greatest weakness of a Wizard, Great Zuul did not bring spirit shackles or bindings, but simply said "Hammers".<br /><br /><b>Abilities:</b><br />- When Radak's Folly comes into contact with an item constructed primarily of one of the Ten Essences, it can transmute it randomly into one of the others. Living creatures affected by this can save to resist this ability. To determine the result, roll on the table below. <br />- 3/Day, the wielder can choose what he transmutes his target object into from the table below.<br /><br /><b>The Ten Essences:<br /><br />1d10</b><br />1- Air.<br />2- Water.<br />3- Smoke.<br />4- Fire.<br />5- Wood.<br />6- Blood.<br />7- Oil.<br />8- Metal.<br />9- Stone.<br />10- Flesh. <br /><br />Radak's Folly is currently lost in the laboratory of a mad alchemist who was researching the Elixir of Eternal Youth. He never finished it before his experiments got to him, damn bio-alchemy, but his apprentice insists that if he could just retrieve his master's notes, he could make the Elixir. All you have to do is escort him to the lab and protect him for long enough to disable the magical booby-traps and then you'll all be rich as kings.</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEigYEq-MqZb5iGX-JpIslZm4IXmA8XcHpKvn5khWFqHcn-omitBgHokuVKNhRuj-Y8wpf_A50wJY4uJp16iiimUkfDPo2niZGA9Ge3FGsbsepjyHr23acPopzxzzPcyES8hnbFWkZWO7BfTMk7CkkaBM2v1RgrjYr-GL8ROU9DvYnsi_jD06GPPB4cq3w/s2229/Magic%20Hammer%202.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2229" data-original-width="1600" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEigYEq-MqZb5iGX-JpIslZm4IXmA8XcHpKvn5khWFqHcn-omitBgHokuVKNhRuj-Y8wpf_A50wJY4uJp16iiimUkfDPo2niZGA9Ge3FGsbsepjyHr23acPopzxzzPcyES8hnbFWkZWO7BfTMk7CkkaBM2v1RgrjYr-GL8ROU9DvYnsi_jD06GPPB4cq3w/s320/Magic%20Hammer%202.jpg" width="230" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a href="https://www.artstation.com/artwork/qzwNa">Judash 137</a><br /></td></tr></tbody></table><p><u><b>A Gentleman's Magnaminity / Gentleman's Mallet:</b></u><br />1d6+Atk<br /><br />A wooden hammer, varnished and carved with exquisite care. The handle is wrapped in a light, delicate cloth that feels almost insubstantial, yet is never dirtied or damaged. Three small gems are set into the handle, a flawless topaz stone, a glittering sapphire and a blazing ruby. Three lines of the matching colors wrap around the wooden head of the hammer. The hammer is also extraordinarily resistant to damage, resisting any attempt to harm or break it. <br /><br />The Emperor of Magnaminous Judgement was a kind and wise Emperor who ruled the Empire during the first Long Peace, a period of fourty years where the Empire was relatively stable, with not a single rebellion or revolt recorded. This allowed His Imperium to focus on building projects, social welfare and economic reforms, a task he was eminently suited for. But if he had one flaw, it was arrogance. He failed to properly honor the Goddess Lady Tezika at one of her festivals, ignoring her priests and directives. He did not even lay with the Emissary of Flesh, the Priestess who was her proxy on Earth.<br /><br />For this, her anger was raised against them. But Lady Tezika was not content to merely destroy the Emperor, so she instead consulted her servants and found that he was a great lover of the game Garbald. Garbald is a game that involves striking three balls with wooden hammers, trying to hit your balls into position to score the most points, while knocking away an opponent's balls. His Imperium happened to be truly excellent at this game, defeating all challengers. </p><p>So she cursed him with even greater skill in the game, making it impossible for any to best him in the game. Soon His Imperium did not win most of the time, but all of the time. All praised him for his excellent playing, and at first, His Imperium relished this praise. But as it wore on, he came to despise the cheers. He started to play sloppily, deliberately make mistakes, to barely try, in a vain effort to challenge himself. But it was all in vain. No matter how badly he played, he won easily.<br /><br />So desperate was he to enjoy the game he loved so much once more he made a proclamation that should any defeat him in a game of Garbald, he would grant them anything within his power. And so challengers came from all over the Empire, but none could best him, causing His Imperium to sinke even deeper into despair. Finally, one night, an old woman with a persistent cough came to the Emperor's palace. She declared that she might test her experience and wit against his youth and talent. The Emperor knew he would be victorious, but accepted anyway. <br /><br />And so the game began. The Emperor's first shot was barely aimed and sloppy, yet seemingly by sheer luck, it looked like it might score him an early lead. But then, before he could get the best possible score, the damp grass of the field caused his ball to slip off to the side and instead fail to earn any points. The Emperor was struck dumb by the sight. His courtiers immediately accused the old woman of cheating, but the Emperor bade them stand down. Even he could make a mistake, surely. <br /><br />The game continued and for a brief moment, it was tied. Then the Emperor realized if he could knock all of his opponent's balls out of the scoring zone. But when he attempted the shot, the sun came out from behind the clouds and dazzled him, causing him to miss entirely. His courtiers raged at this- they did not believe in coincidences, nor in the idea that their Emperor could lose Garibald. But the Emperor silenced them, as he was enjoying himself too much. <br /><br />Finally, the game entered it's final stretch. The Emperor and the old woman were tied and she made her last shot, giving herself a tiny lead. If the Emperor could make anything close to a good shot, he could win. The Emperor stretched and using every ounce of intellect he had, calculated the perfect shot. But just before he made the shot, a servant dropped a taper that he was using to light a lamp, causing it to fall and set the Emperor's robes alight. The Emperor thus missed and the old woman won the game. </p><p>The courtiers went into a frenzy at this; the old woman must be cheating and that servant had attempted to kill His Imperium. But the Emperor stood firm and ordered them to release him and the servant. He fell on his knees before the woman and declared that the Heavens favored her, she was truly the greatest Garibald player in all the world. So he asked her what she desired. <br /><br />Then, before the eyes of all his courtiers, the old woman disrobed and shed her disguise, revealing herself as Lady Tezika, Goddess of Civic Spirit, Parties, Alcohol, Families and Abundance. She then demanded her conjugal rights honored, right there and now. So the Emperor shed his clothing and took her on the damp grass of her garden. They spent an entire day and night together, leaving the Emperor on the verge of death and Lady Tezika satisfied. She then removed the curse on the Emperor and departed. <br /><br />And from that day on, it was said that all who had dared to gaze upon the Emperor and Tezika's coupling forever renounced congress and embraced celibacy, for they knew that no matter what they did, it would never equal the sublime beauty and celestial eroticism they witnessed that day. It is also said that the Emperor lost all appetite for any form of intercourse on that day, as all others paled before Lady Tezika. To repay the fact that she ruined his, she left him with a hammer that still worked. <br /><br /><b>Abilities:</b><br />- 3/Day, this hammer can conjure and fire a sphere of glasslike material. The range of these spheres is 20*[STR modifier]' of the wielder. The wielder can conjure three spheres of one type, one of each or any other combination, but can only conjure 3 per day. <br />- Red spheres are full of fire. They are warm and glow as bright as candles. When they strike a hard surface, they shatter and spew flames in a 20' radius circle. These flames do 2d6 damage, save for half, and light creatures on fire on a failed save. These creatures take 1d6 damage a round until they take an action to extinguish the flames. The spheres also ignite flammable items and if not given any normal fuel, burn for 10 minutes unaided. <br />- Blue spheres are full of water. The water can be any type of water the wielder wishes, from cold to warm, potable to salt or brackish. When they strike a hard surface, the spheres shatter and spray water everywhere in a 10' diameter circle. This is sufficient to extinguish any non-magical fire smaller than a bonfire. Creatures struck by this water must save or be blinded, as water gets in their eyes. This blindness automatically goes away on their next turn. <br />- Yellow spheres are full of light. They glow like torches for 1 hour before fading and disappearing. If they strike a hard surface, they explode in a shower of light, doing 2d6 radiant damage, save for half. Creatures who fail their save against this damage are also blinded for 1 minute, or until they pass a CON save. Undead are not blinded on a failed save, but must immediately make a morale check upon taking damage from this weapon. <br /><br />The Gentleman's Mallet was held by the Emperor of the Orzanian Empire, but it was lost during the 87 year war and never recovered. Most believe it was lost in the Sack of AuMar. In reality, it was stolen by a courtier who eventually sold it, out of fear of being executed. It is currently in the hands of an amateur player who spends his days drinking and partying and his nights demolishing the nobles of his city in games of Garbald. They are planning on hiring adventurers to find out how he's cheating. <br /> <br /><b><u>Gambler's Insult / Fortune's Retort:</u></b><br />1d6+Atk<br /><br />An ancient carpenter's hammer of aged black oak, old and worn, every imperfection smoothed down by decades of use. Yet despite it's obvious age fact, shows no signs of damage. The only ornamentation in seems to be a needle of gold inserted into the bottom of the handle and capped with a tight-fitting cap of wood. This is easy to overlook, unless you're carefully studying the hammer. Always faintly warm. When you enter battle wielding this hammer, you feel the sound of dice clattering in your head. <br /><br />Lucky Lucia is considered the luckiest woman to ever live. And how did she achieve this remarkable feat? Well, there are many stories, but one goes like this. The Goddess Fortuna was known to travel in disguise along the road to visit her sisters, Sophia and Fate by traveling along the North Road. The Goddess was known to travel in disguise and to those who aided her on her journey, she blessed them with good fortune. Those who attempted to harm her suffered greatly, finding themselves cursed with the worst of luck. Ever been devoured by a lion in the middle of a bathhouse? Rumors says that happened to the man who took Fortuna's coin purse at dagger-point. But that was his fault, and it was just bad luck that a Nobleman's menagarie was being transported through the town on that day. <br /><br />But back to Lucky Lucia. She was a gambler, known then as Unlucky Lucia, because while a good gambler, she never knew when to stop. So she would win and win, but just when a sensible person would cut her losses, she'd go all-in on a risky bet and end up with nothing. And that was on a good night. The truth was that Lucia owed a lot of dangerous people a lot of money. Specifically, she owed Glinda Goldfang 12 gold sovereigns. </p><p>And since she knew what Goldfang did to those who didn't pay up, she was desperate. So when she learned about Fortuna's journey, she decided to go to that road. She figured that if she could help Fortuna, she could win enough to pay off her debt and not end up drowned in the river with a stone chained to her neck.<br /><br />So Lucia went to the road and waited. The first traveler she met was a shepherdess, who was looking for a lost lamb. Lucia helped her search for it and eventually they found the poor beast trapped in thicket. Lucia ended up shredding her cloak, but she managed to rescue the lamb. But the shepherdess was not Fortuna. Next she encountered an old woman who was trying to fish a pear out of a tree, but it was too high for her to reach. Lucia retrieved the pear, but in the process tore her best dress, as one doesn't dress shabbily when going to meet a God. </p><p>Finally, as the day grew long, she encountered a lost girl, who was crying in the dark. Lucia asked the girl what was wrong and the girl said that she had stolen her Mother's ring to wear, but she had lost it. Now the girl was sure to be punished. Lucia, confident this must be what she was looking for, gave the girl her most prized possession, a bracelet of gold and ivory, worth more than some horses. It was the one treasure she had never sold or pawned. She told the girl to tell her Mother that she traded the ring for the bracelet.<br /><br />After all that, Lucia fell asleep under a tree, hopeful that she had helped Fortuna. But when she was woken in the night, it was not a Goddess, but Goldfang who stood over her. Goldfang asked her where her money was and Lucia replied she didn't have it yet, but she could get it, she just needed time. Glinda Goldfang just laughed and told her servants to grab her and take her to the river. They laid hands on her, but before they could take her away, the shepherdess emerged from the brush and drove them off with her staff. Despite being badly outnumbered, she was able to defeat men much larger and stronger than her. <br /><br />Glinda couldn't believe it and yelled at her men, telling them, "She's just a girl with a stick!" This chastened them and they drew their blades. Then the old woman appeared and with a wave of a willow switch, transformed their weapons into stalks of wheat. And when Goldfang drew her own sword to attack, the child from earlier appeared. "You've been lucky for too long, Goldfang," the girl intoned. Then before the eyes of all, she withdrew a gleaming sickle and pulling on a loose thread from her dress, sliced it off. At with that, Glinda Goldfang fell dead. Her men fled in terror and the Sisters turned to face Lucia. <br /><br />"This is the last time we will intervene to help you," the Shepherdess said. "You will have to make your own way from now on," the old woman said. "When we again meet," the child said, her eyes white as milk, "That will be the last time." Lucia fell down before the Goddesses and worshiped them, but in her heart, she felt fear. She knew that the Goddesses spoke the truth, and that their intervention would not come again. So she turned to Fortuna, disguised as the shepherdess and begged her to return her necklace, currently hanging around the Goddess' throat. Fortuna refused, as she had already more than paid for it. Lucia took her hand and kissed it, then pressed her lips to Fortuna's feet and pleaded. But the Goddess refused. Then, in a puff of wind, they vanished. <br /><br />And since that day, Unlucky Lucia could not lose. She rarely lost at cards and never at dice, even for the worst of odds. She diced with death countless times and won. People claimed it was because she stole the Ring of Fortune right off the Goddess' hand, but even without her rings, her luck was never affected. Even when she clashed with the Demon Prince Zabal the Trice-Slain, stripped of jewels and clothing alike, armed only with her trusty hammer, she still triumphed, if only by sheer luck. After all, how was she supposed to know that her missed blow would have triggered the magical explosives buried at the site of their clash by ancient Sorcerer-Kings but had failed to go off until then?<br /><b><br />Abilities:</b><br />- Whenever you make an attack and successfully hit your target with this hammer, you may roll on the table below. <br />- 3/Day, you may reroll your roll on the table below. You must take whatever result you roll. <br /><br /><b>Gambler's Insult table:<br /><br />1d12</b><br />1- Target regains 2d6 HP. <br />2- Target regains 1d6 HP. <br />3- Target may immediately make a counter-attack against any creature that attacked it this round. <br />4- Target gains +1 to Defense rolls for the rest of the battle. <br />5- Target gains resistance to one type of Elemental damage for the rest of the battle 1d8 (1= Fire; 2= Ice; 3= Lightning; 4= Acid; 5= Poison; 6= Psychic; 7= Radiant; 8= Necrotic.)<br />6- The wielder goes last in the intiative order (if you use group intiative, they go last on their side). <br />7- The wielder gets +1 to Defense rolls for the rest of the battle. <br />8- The target gains vulnerability to one type of Elemental damage for the rest of the battle. See table under "X".<br />9- The wielder gains advantage on his next Atk roll.<br />10- The wielder does +1d6 damage on a hit. <br />11- The wielder does +2d6 damage on a hit. <br />12- The wielder may make one additional attack this round as a free action. <br /> <br />Gambler's Insult is lost, no one knows where it is. But if you need a little luck, you might just find it in your pack when you most need it.</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgjjU1dY0ZMuhP9p2c-Q0_NWRrULS770SffaKo2oEtRP6n-2_kLeEC-8Fq0vsEOKqaapskVZNo9dTXZei-fovI9xOI_9o_UGZF-5DakHgkuNHhiP2CzSFX6asw2LTPgLO6vaBCbyqAwcf83eNUQqkbGbSmv7bSE76qm_XdzsSM_S79eXoAKiC24KMm_vw/s854/Magic%20Hammers%203.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="854" data-original-width="640" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgjjU1dY0ZMuhP9p2c-Q0_NWRrULS770SffaKo2oEtRP6n-2_kLeEC-8Fq0vsEOKqaapskVZNo9dTXZei-fovI9xOI_9o_UGZF-5DakHgkuNHhiP2CzSFX6asw2LTPgLO6vaBCbyqAwcf83eNUQqkbGbSmv7bSE76qm_XdzsSM_S79eXoAKiC24KMm_vw/s320/Magic%20Hammers%203.jpg" width="240" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">artist unknown<br /></td></tr></tbody></table><p><b>Life's Last Chime:</b><br />1d8+Atk+STR<br /><br />A hammer of burnished steel, with holes shot through the metal handle. When you swing it, it creates a faint musical sound. When the head strikes a hard surface, it makes a strangled ringing sound. The sides of the head are covered in an etching depicting a maiden fleeing from a skeleton perched atop a bone-white steed.<br /><br />The poet and musician Safio was known to have the most beautiful voice and most artful mind ever gifted to mortals. It is said that when he practiced, the birds would cease to sing out of respect for him and ponds would become smooth as glass, to not miss a moment of his songs. And this talent of his brought Safio many admirers and great wealth, as rich men and Kings quarreled over who would have the honor of hiring Safio to perform for them. This even led to his marriage to the most beautiful woman in his home city, Fair Isi.<br /><br />But though he was rich and talented, Safio was still mortal and strung to the harp of fate. So when his wife perished while trying to birth her second son, tragedy struck and she died, along with her son. Upon hearing this, Safio wept and raged at the unfairness of the world. His screams aroused pity in all who heard them, including those who should not have heard. That night, a stranger in black greeted Safio and offered him a deal. The stranger gave Safio a bell and told him that the bell had the power to resurrect a person who had died, restoring them to life. But it had a terrible cost- should the bell ring again, the person who was raised would immediately die again. <br /><br />Safio seized the bell at once and immediately rung it. And true to the stranger's word, his wife Isi was raised. She was confused at first, glancing around in shock. But Safio embraced her and told her all was well. And so they continued to live together as husband and wife, but to their dismay, Isi's womb did not quicken again. And though Safio was saddened by this fact, he was not hurt like Isi was. Isi fell into a deep sadness which would not leave her- even her husband's songs could only comfort her for a moment. <br /><br />Finally, one day, Safio got drunk and demanded to know why Isi was so sad. She yelled at him, telling him she missed their son, Safrack. She wept then, pouring out her tears and rage, screaming at him to tell her how she was alive and he was not. Safio had kept the bell a secret from her since that point, but in his drunken state, he thought nothing of it and told her. She laughed now, realizing she could use the bell to raise her son Safrack. She ran to the room where Safio had concealed the bell and before he could stop her, Isi rang the ball. And as it chimed, Isi fell dead. For in his confusion, Safio had failed to mention the second part of the bell's power. <br /><br />Safio began to weep again and tried to use the bell again, but the stranger suddenly reappeared and took it from him. He begged the stranger to allow him to use it again. But the stranger only laughed, disappearing in a flash of black. <br /><br />It was said that years later, when Safio opened his wrists with a dagger, he saw the stranger again, and heard that same, dreadful ringing. <br /><br /><b>Abilities:</b><br />- 3/Day, when you strike a creature with Life's Last Chime, you can note down the number of your naked d20. For example, if your Atk roll was 1d20(10)+1d8(4)+Atk bonus(+1) = 15, then your naked d20 roll is "10". Until the end of the battle, if any creature attacks that creature and hits and rolls the marked number on his d20, the creature affected by Life's Last Chime takes triple damage. To calculate, roll your damage dice three times, but only add modifiers once. <br /><br />An elegant warhammer was found next to Safio's corpse, it is said, but the whereabouts of that hammer are unknown (if it even exists). In unrelated news, a local lawman has declared himself the new rightful King and is leading a rebellion against the Crown. No one knows much about him, but is said that when he enters battle, you can hear bells ringing. This is said to either be wedding bells ringing, as the Land awaits her true Lord and Master, or the chimes of Heaven welcoming the righteous home. <br /><br /><b>Pounding Surf:</b><br />1d8+Atk+STR<br /><br />Laza of Frozen Bloodfall was a famous warrior woman who was as well known for her debauchery as she was for her impeccable skills at war. She was said to be stronger than men twice her size, and Laza was a big woman. She could outfight ten men, outdrink twenty and is said to have regularly thrown parties where she would have relations with up to thirty men at once, including their slaves and occasionally their mounts. Her favorite past-time other than killing was accumulating lovers, which she did with remarkable deft. It is said that she had a lover of every race on the Earth, a claim that even her most ardent fans found hard to dispute.<br /><br />One of those lovers happened by the Mermaid Prince Olkar Vixolos, a terror of the sea-lanes and ruler of a vast underwater kingdom. Laza claimed to be a servant of one of the nearby kingdom of Freiza and seduced him, allegedly for the purpose of securing an alliance. When Mermaid envoys visited the capital of Freiza, they were ignored and mocked. This started another war with the Mermaids, but Freiza was well used to such things. Laza herself had long left, unaware of the doom quickening in her womb. <br /><br />Latsar was born a little less than a year later, just another of Laza's often neglected bastard children. Though her soul was far stronger than Vixolos', the boy still retained some of his father's essence, and longed for the sea, without knowing why. So when the boy had a fight with his then stepfather over something history has not recorded, he ran away to become a sailor. He proved to have a natural knack for sailing and enjoyed a rapid rise from cabin boy to bosun's mate. And perhaps that's all he would have been but a skilled sailor and navigator if he wasn't swept overboard in a three-day gale.<br /><br />Latsar was thought drowned, but his father's blood saved him once again. He sank beneath the sea but he did not die, as he realized he could breathe underwater. This led to him attempting to find his way back to shore, only to be happened upon by a patrol of Mermaids. They captured him and brought him back to their city, convinced he was some kind of spy. But when he was brought before his now-aged Father, Olkar recognized him immediately as blood of his blood. The two embraced and Olkar claimed the boy, naming him Oraga, which means "Prince of the Land". But even his wise father had no clue about how right he would be. <br /><br />In the years to come, the sea-lanes around Freiza became more and more dangerous. Those who swore oaths of allegiance to the Mermaids were permitted to trade freely, as long as they did not give aid or succor to the enemies of the Undersea Folk. Freiza herself was cut off except by land, her island holdings snatched away by mysterious armies that appeared out of nowhere. </p><p>Spies and informants reported that the Mermaids had land-folk working for them and were led by a Halfbreed general who could swam faster than a charging horse and could leap from the sea to a ship's rigging in a single bound. These reports were written off as propaganda or wild tales and the loss of the islands was attributed to lack of resistance or local lords selling themselves in exchange for their lives and positions. <br /><br />It's unknown who was more shocked when an army of land-folk mercenaries backed by Mermaid shamans poured out of the river leading from Freiza to the sea and assaulted the palace itself, but most say it was Laza herself, who was supposedly visiting the city for unrelated business at the time. However, considering how badly the land-folk lost that battle, most contemporary historians seem to think she was not in fact there, as there were no reports of anything she did during the battle. Also, if she had been there, they probably would have won. Probably.<br /><br /><b>EGO Weapon:</b><br />- Pounding Surge will only allow itself to be carried by someone who has a bad relationship with his mother.<br />- Or someone who has a strong relationship with Mermaids, whether through being related to them by blood, marriage or some other form of entanglement.<br />- If not carried by such a person, the weapon will, if taken over a body of water, become heavier and heavier until it is dropped or breaks through the bottom of the ship and falls into the depths, where it will be lost. <br /><b><br />Abilities:</b><br />- 3/Day, can launch the user 50' horizontally or vertically. <br />- 2/Day, the wielder can unleash a shockwave of water by striking the hammer on a surface. This wave of water forces all creatures within 20' to succeed on a Save or be pushed 20' back. Those creatures that fail their saves are also knocked prone.<br />- 1/Day, can grant the wielder wings of water which give him a swimming speed of 60' and also allow him to levitate up to 10' above a body of water. These wings last for 1 minute or until dispelled.<br /><br />Pounding Surge was carried by a mercenary who aided the Mermaids, until he broke his contract for a better deal. Shortly thereafter he drowned after his boat sank when crossing the harbor. His corpse and hammer are still down there, allegedly, and there are those who will pay for it back. Unfortunately, spies working for the Mermaids reported the same, and now they are coming to get the property of Oraga's heirs back.</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOkeDUsWch9_0CsrPOZRTUkvhGl-0QC0XK6Sg_rNSZOiBrue12idjK7qXMYWtFWRznYNs2mQVfjntwgWE0fucvVUSNo0IDYynntKzZTW2KwJMvClGZJ78rfdpN6Sxp2ioXQKf8Xe1whNl3dcho6drgc38qUmfxpmtj3auLGVchF6ufbbAQpWrZySrMqg/s1920/Magic%20Hammers%204.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1685" data-original-width="1920" height="281" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOkeDUsWch9_0CsrPOZRTUkvhGl-0QC0XK6Sg_rNSZOiBrue12idjK7qXMYWtFWRznYNs2mQVfjntwgWE0fucvVUSNo0IDYynntKzZTW2KwJMvClGZJ78rfdpN6Sxp2ioXQKf8Xe1whNl3dcho6drgc38qUmfxpmtj3auLGVchF6ufbbAQpWrZySrMqg/s320/Magic%20Hammers%204.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a href="https://www.artstation.com/artwork/Z3Qw0">Cosmin Alexandru Radu</a><br /></td></tr></tbody></table><p><u><b>War God's Goblet:</b></u><br />1d8+Atk+STR<br /><br />Takiz, Son of No One, was said to be an unlucky fellow, as he had been rejected by both his parents when he was born, and grew up in the grasp of poverty and desolation. Yet Takiz was not deterred by his circumstances, but rose to become a famous hero and eventually, the savior of his people. Here is one of his stories:<br /><br />The King of Gazul died without leaving an heir, an event that plunged the whole kingdom into chaos and uncertainty. Thus, people were relieved when Raz the Red-Handed took over the city, vowing to rule until the Gods sent them another King. But the people's hope swiftly turned to dismay as Raz revealed himself to be a cruel and rapacious individual, who cared only for his own desires. So his rule crushed the people under a rod far heavier than their previous King, with none of his justice. And so the city grew more and more tense, until it seethed on the edge of revolt. But though Raz the Red-Handed was cruel, he was far from foolish. <br /><br />So he declared the rule of Challenge: if you came and declared what you wished to do, you could challenge Raz for the throne of the city. If you won, he would grant the throne to that person. And though many suspected this to be a trap, that didn't stop the city from coming out to see who would challenge Raz. <br /><br />The first of Raz's challengers was a man named Harzar the Mighty, who was so strong he could split boulders with a single swing of his sword. He challenged Raz to a duel to the death. Raz agreed to the duel, but asked that they switch swords, as Raz did not consider himself as good a fighter. Harzar agreed to this, and swapped blades with Raz. The duel began and Raz held his own, but swiftly began to lose. He fell to the ground, but just as he did, Harzar hesitated, allowing Raz to slay him, narrowly winning the challenge. <br /><br />The next of Raz's challengers was a young woman named Yuli. Yuli was said to be unmatched at stones, a game of skill, strategy and intellect. She was said to have never lost a game. So Raz agreed, on the condition that he be allowed to drink and burn incense to his God. Yuli trusted the Gods, so she agreed to this. Surely the Gods would not aid her enemy, a wicked soul such as he. And so, they began to play. Yuli easily took the upper hand at first, but as she played, she grew worse and worse, until she began making illogical or illegal moves. The judges were forced to penalize her and eventually disqualify her. <br /><br />And while his supporters declared that Raz was clearly favored by the Gods, Takiz watched calmly from the sidelines. He investigated and after speaking with a Sage, he used a ritual to summon the soul of Harzar the Mighty from beyond the grave. Harzar's shade revealed that he died by the sword, but poison had been placed on the handle of Raz's sword, poison that dissolved when Harzar sweated and went through his skin. He then went and spoke to Yuli and found out she was perfectly sensible. When he brought up the idea of poison, she said that there was likely some sort of drunk in the incense, as she felt her mind becoming clouded the more she played. So knowing this, Takiz concocted a plan.<br /><br />He went to the Monks of the Tenebrous Order and after defeating their grandmaster in a game of chance, Takiz inquired after their secrets and asked them if they knew any method of converting sin into solid form. The Grandmaster said he did, and he would teach it to Takiz, if he never shared it with anyone. Takiz swore on Heaven and Earth that he would not, and so the Grandmaster taught it to him. Using the secrets he had learned, Takiz forged two crystal cups.<br /><br />When he next returned to Gazul, he found the city in an even worse state than he had left it. So he challenged Raz and proposed a drinking contest. Whoever could drink the most would be the winner. They would use his crystal cups and Raz would provide the wine. Raz agreed and so the contest began. However, at the beginning of the contest, Takiz demanded the right to choose which cup he would use. Raz asked him which one he wanted and Takiz gestured to one. Raz then snatched up that one and told Takiz that since the cups looked the same, it shouldn't matter, right?<br /><br />Takiz reluctantly agreed and so the wine was poured. But when Raz drank his cup dry, he found to his surprise, it was still full. So he drank again. But his cup was still full. Meanwhile, Takiz was already on his third cup. Takiz joked that the wine Raz had provided was so terrible even he couldn't drink it. Raz was enraged and tried to empty his cup again, but no matter how much he drank, he found his cup still brimming with liquid. Takiz was no far ahead of him and seemed barely affected, while Raz felt a pain in his belly. He gulped frantically, but his cup never emptied. Worse, the more he drank, the sharper the pain felt. <br /><br />Finally, nearly overcome with agony, Raz accused Takiz of cheating. Takiz replied that technically, he had not. He explained that what Raz was attempting to drink was not wine, but his own sins. And as wicked as he was, his body would burst long before he consumed even a few drops of the ocean of wickedness he had produced. Raz denied that explanation and declared that he had been poisoned, and the challenge was invalid. He then attacked Takiz with his sword. But Takiz simply stepped aside, and blinded by pain, Raz impaled himself on his sword. He could have survived this would however, if a hand had not reached out of his wound and seized the blade. <br /><br />"Finally, just what I've been looking for," a voice declared from within Raz. The hand pulled the blade inside the tyrant and carved him open, slaying him instantly. The hand turned out to belong to Zarzar the Bloody Fist, a terrible demon which had been hiding inside Raz. The demon then escaped, flying into the night. Takiz would eventually confront that demon, but that is a story for another day. <br /><br />When they saw this, the people rejoiced and immediately moved to declare Takiz their new King. He denied them, claiming that instead they should select a new monarch through the use of his goblets. Whoever had the least sin would become the new King. And that was how Blind Youga, an ancient beggar who lay on the temple steps ended up becoming the new King of Gazul. And by all accounts, he was an excellent King. <br /><br /><b>Abilities: </b><br />- Every time you slay an enemy with War God's Goblet, you gain X Bloody Slivers, which float in the air around you. X equals the slain creature's HD. <br />- You gain +1 to your Defense roll per Bloody Sliver floating around you, to a maximum of +8. <br />- As an action on your turn, you can direct any number of your Bloody Slivers to attack a creature. This requires an attack roll, and is made like a normal ranged weapon attack. Bloody Slivers used to make an attack are used up, whether or not they hit.<br />- 1 Bloody Sliver does 1d6 damage, 2 do 1d6+1, 3 do 1d6+2, 4 do 2d6 damage, 5 do 2d6+1 damage and so on. <br />- All Bloody Slivers last for 1 minute or until used up. <br /><br />The crystal cups that Takiz, Son of No One, were used to select the monarch of Gazul for many centuries until they were melted down and forged into a hammer by one of their would-be warrior kings, who then rode off on campaign and got himself slaughtered. The weapon has since then migrated from soldier to soldier, taken from the dead. It is currently being used by a mercenary whose company has been hired to hunt down an extremely well organized band of brigands, who might just be secretly part of that same mercenary company. <br /><br /><u><b>The Grave Despoiler / The Bane of All Flesh:</b></u><br />1d8+Atk+STR<br /><br />A huge, scratched and battered warhammer. Seems to ooze an aura of malice- being near the hammer makes anyone but the wielder uncomfortable, in the same way most people would be uncomfortable if they had a cobra coiled on their chest. Despite any superficial damage it might have suffered, it is still utterly functional and surprisingly light. When lifted, the wielder will find it fits them extremely well and is very easy to use, despite it's bulk.<br /><br />The King of Nazuka had a dilemma. His wife had just given him twin sons, but something had gone wrong. Usually when two boys are born to the royal line, the one intended to rule the Kingdom has his forehead marked with the Royal Star, a special birthmark unique to the royal line. But this time, both of his sons had it. Distressed, he consulted his Magi and Sages, asking them what he must do. The Magicians and Priests conversed and eventually came to the decision that either could rule, but one must be denied. The Gods had clearly put the decision in the hands of mortals. So the King had one of his priests cut his son's forehead, removing his birthmark. He then entrusted the boy to the High Priest to raise as his own, so to avoid succession wars in the future. <br /><br />And so the boys grew, becoming the best of friends, though they knew not their parentage. But as they grew, the Priest's Son resented his brother, especially when the Prince was betrothed to a beautiful princess whom they had both loved as children. The princess had been their companion when she was younger, and had now blossomed into a beautiful and regal lady. The Priest's Son hoped that their union would not go forward, but it looked like it was going to. Then one dark night, Unta the Imp appeared in the boy's room. Though at first frightened, Unta said he could not harm the boy. Instead, Unta had come to help. Unta revealed that the boy was not the son of the High Priest, but a Prince in his own right. He had been deprived of his birthright by the arbitrary actions of his father. <br /><br />Enraged, the boy swore that he would have his revenge. And when he did so, Unta offered to help. He would give the boy the ability to take his brother's face and steal his memories, allowing him to take his brother's place and live his life. Unta would allow him to do so for seven years. The boy had until then to reveal the truth to the princess and any children that he had with her. If he did not, their bargain would end. The boy agreed in a heart-beat, enraged by what he had been denied. <br /><br />So Unta helped the boy ambush and slay his brother and cut off his face. The boy wore his brother's face like a mask and to all who saw him, he WAS his brother. And so he was married to the princess and they lived happily together for years. But for each year that passed, the boy swore that this year, he would tell her. But each year, he lost his nerve and said he would do it next year. And so seven years passed. On the last night of the year, Unta appeared before the boy again. He told the boy that he must fulfill the bargain now. The boy protested that he could not, that there must be some other way. Unta laughed at him and told him that if he would not pay in one way, another would be found. Then he disappeared, leaving the boy scared and alone. <br /><br />The next night, thunder raged over the Royal Necropolis. In the grave of the High Priest's Son, the boy's mutilated brother stirred. His corpse twitched and spasmed, then came to life in a wave of unholy power. He tore free of his tomb and utilizing the dark powers he had been given, raised an army of the living dead. When the Gravediggers came to stop him, he crushed them with his powers and taking the hammer they planned to use to hammer an iron stake through his heart, raising it as a symbol of revenge. His undead legion rampaged across the land, devouring and destroying everything in their path. The Faceless Prince was unstoppable. All armies sent against him melted away before his Fell powers or the strength of his unholy host. He smashed their defenses and laid siege to their capital. <br /><br />The defenders of the castle went to their King then, to ask him, to beg him for some solution. But they found none- in his chamber, they found only a corpse hanging from a noose, his forehead bare of any Royal Star. The King had taken his life, but his household soon followed him as that very night, the Faceless Prince broke down the gates with his hammer and put them all to the sword.<br /><br /><b>EGO Weapon:</b><br />- The Despoiler will only allow itself to be wielded by a man of endless avarice and bloodlust. Only those dedicated to an endless pursuit of blood, wealth or revenge will sate it.<br />- If it is not wielded by such a person, it will drain 1d4 HP from that person per day and prevent him from using it to heal. It will also prevent him from regaining HP from resting or eating if they carry it on his person. <br /><br /><b>Abilities:</b><br />- 3/Day, the Despoiler can do +1d8 damage to a living creature. The hammer stores this extra damage as HP within itself.<br />- The hammer can store up to 50 HP at a time. <br />- The wielder may drain some of this HP as an action to heal themselves of injuries. <br />- The wielder may also, as an action, infuse a corpse with some of this stolen HP. This animates the corpse as an Undead. Undead created this way have [sum] HP, equal to the amount given to them. These Undead are loyal to the hammer's wielder and remain bound to the wielder for as long as they are continuously fed. These Undead require X HP per day, where X depends on their HP. If a bound Undead's HP is 8 or less, it requires 1 HP per day. If it has 9 to 16 HP, it requires 2 HP per day. If it has 17 to 25 HP, it requires 3 HP per day. <br />- Undead who are not supplied with their required HP become unbound and may do as they wish. <br /><br />The Faceless Prince was never truly destroyed. Though he has been slain, every time he is, he returns on the anniversary of his resurrection to continue his campaign of revenge. And when he comes back, he will want his hammer.</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEifaCCv1nrviCiFMxJ3wP9JnTpK_f-R58hW-jZ6fc-2FHVcBZkKV834NQYHLmpxQzrfgnH4mjBPYeQTFe6b_Gbvqejl6ZSrnWq4Gi0EQY-0O_Icv_Yb8jrlOvE_Vwz2LpleL9RLoc_wd9vHumn5wOfDUM-dFrnCUcPChM5FIdjRR3T3QxRUn3jCCIh_BA/s1500/Magic%20Hammer%205.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1102" data-original-width="1500" height="235" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEifaCCv1nrviCiFMxJ3wP9JnTpK_f-R58hW-jZ6fc-2FHVcBZkKV834NQYHLmpxQzrfgnH4mjBPYeQTFe6b_Gbvqejl6ZSrnWq4Gi0EQY-0O_Icv_Yb8jrlOvE_Vwz2LpleL9RLoc_wd9vHumn5wOfDUM-dFrnCUcPChM5FIdjRR3T3QxRUn3jCCIh_BA/s320/Magic%20Hammer%205.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a href="https://burmak.ru/">Dmitry Burmak</a><br /></td></tr></tbody></table>Yami Bakurahttp://www.blogger.com/profile/17266174008401745128noreply@blogger.com0tag:blogger.com,1999:blog-7473866157250794633.post-74579400356314455232023-04-07T20:06:00.001-07:002023-04-09T09:12:45.292-07:00TwK: Underworld Locations: Fast Food for the Graveyard Shift<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgnT6o7FgRA7OuU3DJS0iOyk4I6_-fIsPrWy5TldyxNqnchpXM61jnEG6cBfNerq-Z9mKVLCVcoreCwBZPk_4ZRggxmURVJTiBYIKsw66xKkivqodr16FALTQ0OvkWUEy-EgwayI3Ckj6ONO4ugj-GBC_E0HiqpUsfZQm-sf8c4ckD3meEQLFvllCCLZg/s720/McFucks%201.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="578" data-original-width="720" height="257" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgnT6o7FgRA7OuU3DJS0iOyk4I6_-fIsPrWy5TldyxNqnchpXM61jnEG6cBfNerq-Z9mKVLCVcoreCwBZPk_4ZRggxmURVJTiBYIKsw66xKkivqodr16FALTQ0OvkWUEy-EgwayI3Ckj6ONO4ugj-GBC_E0HiqpUsfZQm-sf8c4ckD3meEQLFvllCCLZg/s320/McFucks%201.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">artist unknown<br /></td></tr></tbody></table><p><u><b>McFuck's:</b></u><br /><br />It's actually a Burger King. The windows are partially boarded up, the sign only lits up sporadically and the ground outside is littered with crushed glass and occasionally, shell casings. The boards are adorned with symbols added via spray-paint and sloppy brushstrokes. Some are genuine sigils of warding and protection, but just as many are mere mummery. Inside the store is mostly clean, but everything looks slapdash and mismatched, as if they haven't gotten a decent resupply in days. In truth, it's been much longer. <br /><br />The food is lousy, but it will do. Of course, no one comes to McFuck's because of the food.<br /><br />The staff are all sleep-deprived college kids and burnouts who are either depressed, stoned or both. However, unlike a normal Burger King, they are also Understudies, those who have knowledge of Downworld. This restaurant, as such, acts as sort of hub for Understudies, a neutral ground where those affiliated with various gangs, cults, syndicates and secret organizations can meet with the relative promise of safety.<br /><br /><u><b>Characters of Note:</b></u><br /><br /><b>Aaron.</b> He's the store manager, short with a well-trimmed beard and an affable demeanor. He is widely liked by the staff. If he was threatened, they would be quick to return the favor. He is often the mediator between various groups. Everyone who knows him likes him. Weakness: Aaron knows of his reputation and is aware most people wouldn't hurt him on purpose. He will not see a surprise attack or a betrayal coming.<br /><br /><b>Gale.</b> The other store manager, who always works the Night Shift. He's tall and muscular, clean shaven with gauge earrings that have bullets through the holes. He is a laissez-faire sort of guy, fairly genial most of the time. Do whatever you want, just don't threaten his customers or subordinates. If you do, he'll throw you out. He is known to carry around an old looking Japanese sword, who customers and patrons alike will tell you is very sharp and very dangerous. Some will even tell you stories of how Gale decapitated someone in the store for pointing a gun at him. Others will tell you it's all nonsense, though. Weakness: Gale does not respond well to threats to himself or others. He fixates on obvious dangers to either. A gun to the face will distract him from anything else you might be up to. He's also sensitive to slights. Stand up to him and he will retaliate in kind. <br /><br /><b>Angel.</b> Despite the fact that he is a flamboyant gay man who wears too much make-up and styles his hair eccentrically, Angel is definitely an alias. He's a sleazy character who plies his wares in and out of the store. When Gale is there, he's usually outside, hanging out near the dumpster. He sells illicit substances and stolen goods out of the back of his van. No one really likes Angel, but he's reliable and knows when to keep his mouth shut, so they let him stay. Plus, if they kicked him out, then they'd have to find someone else to sell them coke. Weakness: Beautiful boys, preferably ones that are cold and cruel, especially toward him. This is common knowledge, both managers and all regulars know it.</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgIhi0VIHFTarBDl9D7WZeplb3jMSbflEZnnoptvCEwXE9mhjLjq2FXE0-QNrgxXsP8zLOhH0Vi3g-H_CEZ_Z0-iT7HwDZr-99Vd9qF6Z_F_YGNfni8XDYJygvcHKPzdGLoBvI5arC_j8fXdMRFJZrTZUdCm8leDY4RtVaiB4TzEsyWbICrswJY4T3J6A/s1000/McFucks%202.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1000" data-original-width="674" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgIhi0VIHFTarBDl9D7WZeplb3jMSbflEZnnoptvCEwXE9mhjLjq2FXE0-QNrgxXsP8zLOhH0Vi3g-H_CEZ_Z0-iT7HwDZr-99Vd9qF6Z_F_YGNfni8XDYJygvcHKPzdGLoBvI5arC_j8fXdMRFJZrTZUdCm8leDY4RtVaiB4TzEsyWbICrswJY4T3J6A/s320/McFucks%202.jpg" width="216" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/a/n/anekashu.jpg?6" data-userid="18388147" data-username="AnekaShu" data-usertype="regular" data-useruuid="530c31b8-dc20-40a4-8eac-9deea747da51" href="https://www.deviantart.com/anekashu/gallery"><span class="_12F3u">by AnekaShu</span></a><a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/a/n/anekashu.jpg?6" data-userid="18388147" data-username="AnekaShu" data-usertype="regular" data-useruuid="530c31b8-dc20-40a4-8eac-9deea747da51" href="https://www.deviantart.com/anekashu/gallery"><span class="_1qFwb _13Gzz" role="img" style="cursor: pointer;"></span></a></td></tr></tbody></table><p><b>Who else is here?<br /><br />1d8</b><br />1- The Lionesses. A group of 1d6+2 girls in sexy outfits (schoolgirls, flappers, cosplay, etc). They're Werecats who have the ability to transform into huge Cats. They claim this is because of a pact they made with a Cat Goddess, but rumor says it is actually because of their matching amber pendants. They're available for hire as bodyguards, additional muscle or very deadly, if unsubtle, assassins. They're loud and crude and sleazy when not working, but are ruthless and professional when they are. They are expensive, but if you defeat them in a challenge, they are willing to offer large discounts. Today's challenge is 1d4 [1= A sex contest. Bring one of them to orgasm within 3 minutes or you lose; 2= An eating contest. Whoever eats the most raw meat in 1 minute wins; 3= A riddle contest. Each team presents 3 riddles. The one who successfully answers the most riddles wins; 4= Truth or Dare. First person to tell a lie (they claim to be able to smell them) or back out of a dare loses.] Fail one of their challenges and you will also have to face a penalty that is likely expensive and almost certainly embarrassing. Secret: They are looking for a strong man to become their husband (they will share him) and help them reclaim their kidnapped offspring. <br />2- The Mumbler. A man who wears thick Groucho Marx glasses, a fedora and a huge trenchcoat. Cannot seem to speak above a mutter, hence the name. Seems to possess an absolutely ludicrous level of social anxiety. Refuses to speak when anyone but the people he's directly talking to might notice. No one at the store has ever spoken to him, except for maybe Aaron. Carries a trio of three silver dollars which with he often toys. Also, according to regulars, he has a nose for trouble. He's never around when there's trouble, so if he leaves, it's time to clear out. Similarly, if he's there, everything is probably fine. Secret: He's a Prophet, though a very weak one, only able to see about an hour into the future. He'll tell your fortune if you get to know him and treat him nicely. <br />3- Susan Mubarak. Goes by the name 'Amani' and wears a headscarf in an attempt to connect to her "native" culture. No one, not even her, seems to really believe it. Is an excellent shot and is an expert on firearms and long-range assassinations. Available for hire. Will not take jobs that she feels aid the allies of capitalism or the Masters of the Universe. Secret: Currently wanted by the mundane authorities for killing two cops with her signature .306 rifle. They don't know who she is, but they're looking for someone who matches her description. <br />4- The Redneck Ronin. A man with a strong country accent, white cowboy hat, kilt and katana. He's a fairly good duelist and you can hire him as a henchmen. He will only take jobs that he feels are "honorable" and won't fight believers in the Good Book, even if they're hypocritical. He considers Gale his rival, a feeling not shared by Gale, who mostly ignores him. Secret: Is under a Death Curse. Knows he will die in a fire and avoids anything that could potentially involve large amounts of it. Is scrupulous about fire safety. Will not work with you if you use a lot of Molotov cocktails or an improvised flamethrower. <br />5- The Blob. Five people of mixed age, sex and race. They all wear matching outfits, blue jeans and white t-shirts, and move in eerie sycnhronicity. Seem to be able to communicate telepathically among each other. When communicating with outsiders, one will speak while the others watch. None of them have ever been seen apart from the others. Secret: They are responsible for the disappearance of two of the other regulars, who are being used as the basis for another one of this species. The humans are actually puppets for a central telepathic entity, which controls them like puppets. <br />6- Zakony Johnson. A dark-skinned man in a cheap suit, with a great love for fine art and exotic pornography, which he appreciates in a detatched, analytical way. Is an information monger and has his finger on the area's metaphorical pulse. Will trade art for rumors, information he can resell and secrets. Secret: He is secretly an Agency informant, helping them keep tabs on the locals. <br />7- The Great Swahili. A drunken clown in faded pastels, with a bright red nose and a perpetual frown. No one is sure if he's just a depressed human or something else. Rumors persist of his magical powers- one story claims he was shot in the head, point-blank, and lived to tell the tale. He will deny any rumors if you ask them about him. He's available for birthday parties, he will tell you. He will also ask for help in getting rid of his ex-wife, who took the kids and, he believes, is an actual Demon. Secret: He has no actual magical powers, he's just a man.<br />8- Big Joe and the Brewhouse Boys. A hillbilly who makes his own moonshine, despises the government and carries an excess amount of guns, even for an Understudy, who generally treat the Second Amendment like the Word of God. He references events that don't seem to have happened, or perhaps will happen. He sells extremely powerful and basically undrinkable alcohol, though it functions well as a disinfectant and it's good for making molotovs. Willing to buy guns and gasoline for top dollar, though he usually pays in gold or barter. He is usually accompanied by a small mob of well-armed, stars-and-bars clad kinsmen who are available for hire for modest fees, as long as you're willing to include ammo and booze. Secret: He is actually from the future, right after the Third American Revolution. </p><p><b>What's going on today?<br /><br />1d6</b><br />1- A game of cards. One player is on a hot streak and probably cheating. No one can figure out how though.<br />2- A famous fighter has offered to fight anyone who challenges him for a small fee. If you beat him, you get the pot. There is a small line of people lined up to try their luck, while a much larger group is watching. <br />3- A mysterious salesman is selling potions. Angel is pissed and is seriously considering doing something about it. Sample the man's wares and see if there is anything to these potions.<br />4- Nothing at first, but as you sit down to eat, the TV that never usually works turns on, tuned to a news program. The News Anchor inform you to kill one of the other patrons. No one else seems to notice this broadcast.<br />5- An armed group is laying siege to the Restaurant. The group is 1d4 [1= A group of gangers who want the cash in the register and the manager's stash of magical drugs; 2= A pack of monsters who want to eat everyone inside; 3= Some Lighthouse Affiliates trying to burn the place down for some unclear reason- probably political; 4= Agency Members, Knight Class- Mostly human except for their gibbering madness and the earpieces sticking into their flesh. They are here for some reason that is clear to no one but themselves, but it seems to involve a lot of shooting.]<br />6- One of the patrons is being held hostage by another. Half the patrons/staff are trying to de-escalate the situation while the other half are running for cover. Aaron and Gale are smoking a blunt and sharping his sword respectively. <br /><br /><b>What are they out of today?<br /><br />1d6</b><br />1- Iced Tea. They're serving coffee instead. Everyone is jittery and miserable.<br />2- Burgers. The delivery driver is late. Probably. Gale disappeared into the freezer an hour ago saying he was going to "take care of it". No one has seen him since and strange lights and smells are coming from the deep freeze.<br />3- Ice Cream. Aaron's girlfriend disappeared mysteriously and he's been alternating between binge-eating it and leaving for hours at a time, with no explanation of where he's going or when he'll be back. The ice cream machine is making strange noises and when you turn it out, vanilla mixed with blood and human teeth comes out.<br />4- Salt. The fries are worse than usual, but if you complain, everyone will make fun of you.<br />5- Ice. Everyone is actually okay with this, as now the sodas actually have something in them.<br />6- Chicken Tenders. Tempers are flaring as the chicken tendies are the only decent thing in this place. The restaurant is a powder keg, all it needs is a spark.<br /><br /><b>What is Angel selling today?<br /><br />1d6</b><br />1- Potions of lesser Healing. He claims they will fill you with vitality. They aren't magical at all, and only heal 1d6 FS. The effect is a result of the placebo effect. Magically talented characters or those with strong faith who actually believe it will help also heal 1d4 HP. If you get told the truth, there is a 80% that drinking one has no effect. <br />2- Crystal Salts. A drug. Snort or inject them to become immune to pain, take -2 less damage from non-magical sources and gain advantage on Fear or other mental effects, other than illusions or Charm spells. Has a variety of horrible side effects, but those who take them generally don't care. <br />3- Fuzzy Dice. A magic item that allows you to reroll any d20 3/Day. But if you roll a "1" while carrying them, you suffer a critical fumble. The Referee is encouraged to be sadistic. The item is thought to be cursed, as most of it's previous owners have died violently. It's not actually, but what happened to it's previous owners is well known.<br />4- Battle Vests. Ramshackle armor made of a mix of thin metal plates and repurposed kevlar. Offers decent protection but if they take 1 point of Fire damage, they immediately fall apart and are destroyed. <br />5- CIA-level hallucinogens. Let you see the presence of ghosts, spirits and other immaterial entities when you take these. You can also see through illusions while on them. Simultaneously causes hallucinations at the same time though, so make sure that's a real spirit you're talking to and not a manifestation of your guilty subconscious.<br />6- A Chainsaw. It looks well-used and has a Hello Kitty charm hanging from the handle. Angel claims he just really needs the money and only used it a few times. In reality, it's stolen and belongs to a very important local Understudy, who is famous for both their heroism and love of ultraviolence. He/she will want her toy back. <br /><br />Besides 1d3 of these, Angel also sells regular Drugs and will buy stolen goods. He also has 1d20 other stolen mundane items he will try to sell to you. Example items: Records, rope, plates, mirrors, TVs, DVDs, gaming consoles, jewelry, recently reset cellphones, guns, swords, power tools, etc.</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhnOpBNEmb5eW0Znh5djGsznyyGLamD101D8tTeOuza9GKEOHKIUdHA68oTe_QtxatyiEUR8S9NfQmRwD-WT-bpBthTOl_byaXYaOebk7THYYLH3ABdyc9f4yP-3UA4nPQJoHEUHT8EbWdSZ43Vy6PiETKtKKr9Tj1R1BhPWndfnRbwo046bZb0QUyKCg/s905/McFucks%203.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="905" data-original-width="640" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhnOpBNEmb5eW0Znh5djGsznyyGLamD101D8tTeOuza9GKEOHKIUdHA68oTe_QtxatyiEUR8S9NfQmRwD-WT-bpBthTOl_byaXYaOebk7THYYLH3ABdyc9f4yP-3UA4nPQJoHEUHT8EbWdSZ43Vy6PiETKtKKr9Tj1R1BhPWndfnRbwo046bZb0QUyKCg/s320/McFucks%203.jpg" width="226" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">from <i>Miyoho</i><br /></td></tr></tbody></table><p><u><b>The Secret Menu:</b></u><br /><br />Aaron is actually a great chef and if he likes you, or if sufficiently compensated, will let you order off the Secret Menu. If something requires an exotic ingredient, you'll need to procure it for yourself.<br /><br />Eternal Pie<br />Rarity: Uncommon<br />Cooking DC: 12<br />Special Ingredients: Blood from a creature that can manipulate Time, or chrono-crystals, which grow around portals or other places where time travel occurs.<br /><br />Eternal Pie is a special type of pizza. You can make it any way you want and vary the toppings to your liking. Then infuse it with the special ingredients, either by mixing into the dough or the sauce. Bake at 425 degrees for 15 minutes or until crust is flaky and delicious. The name comes from if you don't eat the entire pizza. As long as there is at least 1 slice left, the Pizza will regenerate 1 slice every 1d4 hours. (For convenience, the Pizza is always cut into 8 pieces and 2 slices is enough for a full meal.) If entirely consumed, the pizza's magical effects will not occur. <br /><br />Opium Cakes<br />Rarity: Uncommon<br />Cooking DC: 10<br />Special Ingredient: Opium, Heroin or Raw Opium Poppies<br /><br />Small cakes, colored red and delicious topped with cream cheese icing, these cakes have astounding anaesthetic properties. Eating an Opium Cake while in pain will dramatically reduce it, removing it almost entirely. If eaten by someone who is resting, it removes pain, but when eaten by someone in an agitated state, such as right before a battle, it almost entirely removes their ability to feel pain. Creatures under the influence of this effect cannot have their ability to fight impeded by pain or negative sensations. They also become resistant to fear, making all saves against Fear or negative sentiments with advantage. <br /><br />Sex 'n' Cinnamon<br />Rarity: Common<br />Cooking DC: 10<br />Special Ingredient: Cinnamon, broken crockery. <br /><br />A special type of milkshake that involves mixing shards of broken crockery into the sweet mixture. A broken teapot is traditional but not required. When consumed, it makes the user come off as sweet and charming, no matter how they act. No matter what breach of manners the drinker commits or what heinous statements they say, whatever they say will be taken as entirely nice and kind. You could go to a Bar Mitzvah and loudly quote Hitler and everyone would just politely chuckle and compliment you on your excellent witticisms. Note that this charm effect does not apply to explicitly violent actions, so it will wear off if you attack or take an action to hurt someone. The charm effect also wears off for anyone you seduce while affected by the shake, which is where the name comes from. <br /><br />McAcid<br />Rarity: Common<br />Cooking DC: 8<br />Special Ingredient: Lemon-Lime soda<br /><br />This sugary-sweet soda is a mixture of lemon lime soda and a few other more toxic ingredients. When consumed, McAcid makes the drinker's bodily fluids, from sweat to tears to everything else a potent acid. This acid dissolves everything but glass, plastic and magical items and can eat through anything else given time. This makes the drinker able to easily escape from most forms of confinement and bypass most obstacles. It's hard to keep such a person out when they can just melt through a door. Those under the influence of McAcid will naturally produce one flask of acid per hour via their sweat if engaged in non-strenuous exercise, or one every 10 minutes if in combat or engaged in hard work. However, the sweat not gathered will do damage to any clothing or armor they wear that can be dissolved. <br /><br />Incomprehensible Sauce <br />Rarity: Uncommon<br />Cooking DC: 12<br />Special Ingredient: Worcestershire Sauce, a powerful hallucinogen<br /><br />Incomprehensible Sauce is a special sauce that resembles clear jelly. When applied to a living creature, that creature emits an aura of sheer, baffling confusion. Creatures who look upon the affected creature must save to understand what the affected is doing. The more recognizable an action, the easier it is to recognize, as well as the more important. For example, eating or trying to stab someone is easily recognizable, but if the affected creature started trying to make origami or dancing the waltz, others would be utterly baffled on what was happening. Incomprehensible Sauce also renders the speech of the affected creature into incomprehensible gibberish. No one can understand what the affected creature is saying. Even two creatures affected by the same batch of sauce will find the other speaks nothing but incoherent nonsense.</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPmdmsrrEQmPB8Eu93dtvvOsSl-76CczYvo0hNuo8YLFrmmXdvJgZJJRlRPRty4YfmsizUAauVdOusI0fIYq8vAlPXpzcu4ltMOlcMPrvKSxrRxo8py7RymN0KwWD4L1EaEFXMf4pc5WkJSTU_B1sBckMABXVfzHQhWtMfXeO1Cfv7N0vQOotakoYZ8Q/s1200/McFucks%204.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="900" data-original-width="1200" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPmdmsrrEQmPB8Eu93dtvvOsSl-76CczYvo0hNuo8YLFrmmXdvJgZJJRlRPRty4YfmsizUAauVdOusI0fIYq8vAlPXpzcu4ltMOlcMPrvKSxrRxo8py7RymN0KwWD4L1EaEFXMf4pc5WkJSTU_B1sBckMABXVfzHQhWtMfXeO1Cfv7N0vQOotakoYZ8Q/s320/McFucks%204.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <i>Burger King</i>'s marketing team<br /></td></tr></tbody></table>Yami Bakurahttp://www.blogger.com/profile/17266174008401745128noreply@blogger.com0tag:blogger.com,1999:blog-7473866157250794633.post-78502108115622872412023-03-25T00:51:00.000-07:002023-03-25T00:51:41.328-07:00Twk: Do you know the Primary Colors?<p>The following creature was created by <a href="https://www.youtube.com/@leovincible7736">Leovincible</a>. All art belongs to him unless otherwise credited.</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjnBCQei9hnEbd2nku7R73d9XXyRJMdcOdW0vZylBmUdLZi95X8QKM149zopvips-QHsHTDBzKgVUf-7xmkYAPheYO12t0XwVyq-wz0hIv99cPTsE0fMRrEKbBkyEs5jKM_xZ-NUA8vBtxDOtHObFGlpjPqk9i-ZG1IbmsN6ogWgkRtzn2QscqWAC1UOw/s1036/Primary%20Color%20Man%201.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="916" data-original-width="1036" height="283" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjnBCQei9hnEbd2nku7R73d9XXyRJMdcOdW0vZylBmUdLZi95X8QKM149zopvips-QHsHTDBzKgVUf-7xmkYAPheYO12t0XwVyq-wz0hIv99cPTsE0fMRrEKbBkyEs5jKM_xZ-NUA8vBtxDOtHObFGlpjPqk9i-ZG1IbmsN6ogWgkRtzn2QscqWAC1UOw/s320/Primary%20Color%20Man%201.jpg" width="320" /></a></div>Number Appearing: 1<br />Alignment: Chaotic Evil<br />Languages: The Lingua Franca<br />Treasure: Stolen cash, blood-stained ID and credit cards, keys to vehicles and houses, lots of raw meat, primary-colored items<br /><br />There is a strange creature roaming the world of humans, killing indiscriminately, torturing victims and building elaborate torture devices for the purpose of gratifying sadistic appetites. The being is a color-shifting, shapeshifting predator that despite it's rainbow colored hide seems to be able to seamlessly blend into our world. For lack of a better name, it has been dubbed "Primary Color Man" for it's usual coloration.<br /><br />Primary Color Man is a tall, long-limbed humanoid with color-changing skin. It can change it's coloration to camoflague against surfaces or display eye-gouging hues. It seems to be sexless, with no visible genitals. It seems to disdain the trappings of humanity, rarely wearing clothes, and usually alters it's skin so it is covered in three broad columns of red, yellow and blue. <br /><br /><b>Primary Color Man</b><br />HD 4<br />AR 3<br />Atk Fist or Weapon (1d6+3/1d6+3)<br />Mor 13<br />Saves 13 or less<br /><br />Pigmentation Change: Primary Color Man can alter the color of his skin to take any shade he desires. He can use this to camouflague against the environment, getting advantage on stealth rolls, or pretend to be something else by changing his color. <br /><br />Induce Synthesia: Primary Color Man, can, by touching a creature, induce a violent synthesia. When a creature is affected by this ability, Primary Color Man may choose one of the options below and have it apply to that creature. A creature can be affected by more than 1 of these options at a time. <br /><br />Red- If this creature sees the color red, he takes 1d4 psychic damage and feels intense pain. <br />Orange- If this creature sees the color orange, he must save or become motion-sick. A failed save means the creature has disadvantage on DEX Checks and Saves. <br />Yellow- If this creature sees the color yellow, he must save or become hungry. Hungry creatures get -1d4 to do anything until they eat something. <br />Green- If this creature sees the color green, he must save or become nauseous. Creatures who fail their save lose their action and spend it violently throwing up. <br />Blue- If this creature sees the color blue, he must save or lose the effects of any abilities that affect emotions. Creatures get a new save against Charm or Fear effects, but also cannot be inspired, Carnivores cannot rage, etc. <br />Indigo- Creatures who can cast spells, if they see this color, have a 2-in-6 chance of their spells triggering Chaos. This does not accrue Doom Points. <br />Violet- Creatures affected by this ability who see this color must save or be frightened. Frightened creatures have disadvantage on Atk rolls against the Primary Color Man and will not move closer to him. Additionally, they take 1d6 COG damage a round. If reduced to 0 COG by this ability, creatures must run or hide. <br /><br />Tactics:<br />- Find a vulnerable victim<br />- Stalk and alter their perceptions<br />- Only strike when the target is helpless<br />- Avoid fair fights or battles not of your choosing<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjsD6kYKvpbNJDygniQMQa4Gk_6LERjzTpVc3QigQgPJsgOkCLSwpFPIOtqOAYzFqVC0lH1NuH-uWUOBUIxBJRGcAnPJ8zpCOl7f5ubavWNwo0UQrAtAUwgpiXA0zZrxdV25lMSg_aM7YUpA5UG-nouxMz9ves0YtNPrj8lD72D3wyX6gYou4EjxOBqfQ/s2048/Primary%20Color%20Man%202.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2048" data-original-width="2048" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjsD6kYKvpbNJDygniQMQa4Gk_6LERjzTpVc3QigQgPJsgOkCLSwpFPIOtqOAYzFqVC0lH1NuH-uWUOBUIxBJRGcAnPJ8zpCOl7f5ubavWNwo0UQrAtAUwgpiXA0zZrxdV25lMSg_aM7YUpA5UG-nouxMz9ves0YtNPrj8lD72D3wyX6gYou4EjxOBqfQ/s320/Primary%20Color%20Man%202.jpg" width="320" /></a></div><p>The Primary Color Man is a stalker-type Xeno, who seeks out lone or vulnerable humans and preys on them exclusively. It flees from well-armed groups and avoids superior force when presented with it. It's methods are to follow and stalk a potential target, slowly altering the target's perceptions until the target cannot perceive the world without severe discomfort. </p><p>The Primary Color Man will use it's abilities to isolate a target and prevent them from reaching out for help. It has the ability to induce violent synthesia in creatures, causing them to feel, hear and even taste colors at such violent intensities that it can even be painful. For example, it might break into someone's house, make them afraid of the color purple and then cover all their phones in violet stickers. The creature will have to overcome their fear to even pick up a phone to call for help. This might drive it to hide, and leave it vulnerable and alone, or it might drive them to leave, right into a potential ambush. <br /> <br />Primary Color Man is a sadistic creature who tortures his prey before killing them. Sometimes he does this through the use of physical pain, mutilating his victims and leaving them to die, but just as often he uses his powers. Sometimes he builds elaborate torture rooms or death-traps for victims and strands them inside, hiding nearby to watch their suffering.<br /><br /><b>Torture Traps of the Primary Color Man:<br /><br />1d6</b><br />1- A person who feels pain at the sight of the color red has been trapped in a room with all the walls, except for one, painted red. The non-red wall bears the corpse of a loved one, nailed to the wall. The victim cannot leave the room and the only tool left with them is a spoon with a sharpened edge. <br />2- Several friends or family members are left trapped in a room that is painted yellow. All of them are affected by the Primary Color Man's abilities and thus feel hunger at the sight of yellow. They are provided water but no food. He waits to see what will happen, whether they will feed on each other or simply wither and die from starvation. <br />3- A creature who has been changed to feel fear at the sight of purple is in a room with a closed door and a purple stuffed animal blocking the way. If they work up the courage to open the door, the booby-trap rigged to the door will blow their hand off, vindicating their fear.<br />4- Two people are trapped in a blue-painted room with a knife. Neither of them can leave until dies. One has been affected to feel only calm and logic from the sight of blue. The other is normal. Watching them debate will be most amusing, he feels. <br />5- Two people are trapped in a darkened room. They are informed that there are a multitude of keys on the floor. They must find the key that opens the door. The only lamp they have produces red light. One of the people has been affected so red light causes him pain. Additionally, some of the keys have been booby-trapped. None of them actually open the door. <br />6- A spellcaster is trapped in a room with another person or persons, both of whom are in danger of dying, perhaps from a sealed tank slowly filling with water. The spellcaster is restrained so he can only use magic to free the other person. The fact that the spellcaster has been affected so that his spells fail more commonly when faced with the color Indigo is thus a bit of a problem, especially given the massive amount of the color all around him. <br /><br />No one knows why the Primary Color Man kills. Perhaps he feeds on people in some way, or simply needs their resources. Or perhaps it is because it merely derives pleasure from killing and suffering. Likely it is a combination of factors, though sadism seems to be the primary one. <br /><br />The Primary Color Man can speak, though rarely does so. He is intelligent, but usually only speaks to negotiate with creatures too powerful to kill or taunt his victims. He can be reasoned with and there are stories of him being recruited or working alongside other Xenos or less scrupulous Understudies. None of them end well. </p><p>However, the stories all agree that the only things the Primary Color Man values are large quantities of raw meat and items colored red, yellow or blue. They have to be brightly colored with high-quality dyes however. Any random item smeared with red or blue or yellow will not pass his rigorous criteria. Additionally, the Primary Color Man is sometimes known to accept an alliance and betray it later, usually at the worst possible time for everyone but him. Whether he does this to harm his potential allies in a premeditated way or out of opportunistic sadism is unknown. <br /><br /><u><b>Intercepted Agency Report:</b></u><br /><br />Fragments of a document on this creature was recovered from a secure Agency database by hackers associated with the Monodominant Sons of Zion was recovered and released onto a few restricted forums intended for use by Understudies. The incomplete nature of the database entry is possibly due to Agency encryption or potentially the Sons keeping back certain bits of information, with either being possible but neither provable at this moment. <br /><br /><b>IAE #7684</b><br /><br />Classification: Anomalous Humanoid<br />Intelligence Rating: 5<br />Thaumaturgy Rating: 9<br />Threat Level: D<br />Directive: BOLO (Be On the Look Out)<br /><br />IAE-7684 is a Thaumaturgic Anomalous Humanoid with intelligence on par with an unaugmented homo sapiens. The entity possesses the ability to alter it's coloration, including into colors beyond the visual light spectrum, up to shades of paryl and chi. It also possesses the ability to enhance the sensory abilities of creatures it touches, usually to their detriment...<br /><br />...The following clip (<a href="https://www.youtube.com/watch?v=ucvqQ64XDZE">see here</a>) has been included as evidence for the creature's Intelligence Rating. The video appears to have been produced by either an ally of the creature or the creature itself for purposes unknown...<br /><br />...IAE-7684 is not to be engaged unless it poses a threat to Agency Personnel or Operations. Command has decreed that the collateral damage it causes is minimal. If the entity shows itself to be hostile to Agency or Command Directives it is to be eliminated with extreme prejudice, preferably in such a way that samples can be taken. From previous confinements, it has been shown to be vulnerable to human-forged weapons, including firearms and blades. The former is the recommended method of termination, as IAE-7684's physical strength and dexterity vastly exceed that of unaugmented homo sapiens or D or E-level field agents.</p><div style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh45MaCY9tlfbYXhNoeMyirULhDhYQgWi0Z8YxooXpvH08guwZKU7azUp4vGbJsmU3SSZZHD2smTJm1NzMDuSFxi_eqnuGElBtuXe6tdnfLgpcMoZ-9my8m4uHfmg3FAfh3fVnqq1MK8UIyP2sX6g7egJuS6hMRdpYDUi-kNziq1kYTJptrfuZDvO9QSQ/s2048/Primary%20Color%20Man%203.jpg"><img border="0" data-original-height="2048" data-original-width="2048" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh45MaCY9tlfbYXhNoeMyirULhDhYQgWi0Z8YxooXpvH08guwZKU7azUp4vGbJsmU3SSZZHD2smTJm1NzMDuSFxi_eqnuGElBtuXe6tdnfLgpcMoZ-9my8m4uHfmg3FAfh3fVnqq1MK8UIyP2sX6g7egJuS6hMRdpYDUi-kNziq1kYTJptrfuZDvO9QSQ/s320/Primary%20Color%20Man%203.jpg" width="320" /></a></div>Yami Bakurahttp://www.blogger.com/profile/17266174008401745128noreply@blogger.com0tag:blogger.com,1999:blog-7473866157250794633.post-50026010616029145602023-02-25T14:29:00.000-08:002023-02-25T14:29:31.324-08:00OSR: Mounts and Steeds<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEggXhMjqeh6HmZVKnv5ERN24HERn4PaFbAN67zwkJk-YFvCfinvC5DXrQnC_r_8vgwsCeA1KY5Q7jtZ0mDZoZHPLVZc4Im2sfeAmC5YFFmKpt6F4Rl4GDmzk5YaQt94m3-wj_K23Qpedh-BMy80sInU3w2T8SSzq3AB3PQkkyq8bYI2Qz3XqlproX1quA/s900/Mounts%201.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="900" data-original-width="750" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEggXhMjqeh6HmZVKnv5ERN24HERn4PaFbAN67zwkJk-YFvCfinvC5DXrQnC_r_8vgwsCeA1KY5Q7jtZ0mDZoZHPLVZc4Im2sfeAmC5YFFmKpt6F4Rl4GDmzk5YaQt94m3-wj_K23Qpedh-BMy80sInU3w2T8SSzq3AB3PQkkyq8bYI2Qz3XqlproX1quA/s320/Mounts%201.jpg" width="267" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a href="https://fineartamerica.com/featured/pack-horse-and-rider-ann-arensmeyer.html">Ann Arensmeyer</a><br /></td></tr></tbody></table><p>I was thinking about Horses the other day. They're very much a part of almost every fantasy story, and yet, at the same time, they're not. Horses in most stories are little more than plot devices to speed travel. And that's fine, but even in that role, they are extremely useful. If you can walk or ride, you would always choose to ride, unless for some reason Horses would be a downside. <br /><br />Additionally, depending on setting, creatures could find all sorts of useful creatures that could be tamed or domesticated besides horses and mules. So I decided to write up some stuff about that. <br /><br /><u><b>Rules and Terms:</b></u><br /><br />Dashing- An action you can take on your turn. This doubles a character's movement speed and gives creatures attacking or attempting to grapple it disadvantage. When running away, as per the Pursuit Rolls, you have advantage on your DEX check if you choose to Dash.<br /><br />Speed- How far a creature can move in a turn. The normal speed of a Medium creature is 30'. <br /><br />Capacity- Refers to a creature's ability to carry stuff. Basically function as inventory space, but also determines the number of creatures that can fit on a creature. Creatures that exceed their capacity are over-encumbered, meaning they act last in the initiative order and have disadvantage on any check made to move quickly, dodge, evade or etc. <br /><br />A Medium Creature takes up 2 Capacity. <br /><br />Mounted Combat- When mounted on a combat, mount (if capable of independent action) and writer act on the same turn. When fighting creatures that are on foot, mounted creatures get +1 to Atk and Damage. This bonus also applies to Defense rolls. <br /> <br /><u><b>Quality:</b></u><br /><br />For some more common mounts, breeding and care matters. Only roll on the table below if the party are purchasing a relatively common type of beast, something that could have enough diversity in it's potential gene-pool that there could be a vast difference between a quality specimen and a useless one. For unique or rare mounts, don't bother.<br /><br />Also note that the Statblocks below indicate an average creature of that species. Care and breeding can easily turn a mediocre animal into a fearsome steed, or reduce a majestic creature to a shadow of it's true potential. <br /><br /><b>Mount Quality Table:<br /><br />1d6</b><br />1- Nag. Reduce the creature's HD by 1 (min 1). It gets -1 to Atk. It might also have something wrong with it, such as being malnourished, diseased, cursed or simply violent and disagreeable.<br />2- Poor. Reduce the creature's Atk by -1. This specimen is not good, but it might be worth it, at a discounted price. <br />3-4- Average. This is about the middle of the road in terms of quality for a creature like this. <br />5- Good. Increase the creature's Atk by +1. There is a 2-in-6 chance this creature has a special quality. <br />6- Excellent. Increase the creature's HD and Atk by 1. There is a 3-in-6 chance this creature has a special quality.</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh6Xzb9X2Hha7Za8lgiA292bAmObO4i7mgFIda9yn-2zS53SHCM7A8KWavk7HffAGJtI2WWSMykwseUv8CPv-D-sLa3KHylY7lJuBwDZ1mIJ9I9SFJ9V-6XsVlpIYjWLa3boFZgGEENA977SeBpRuEGwA7nCvT9lHvaaLDoSiyX0Kg-z-5yTPk3f15G4A/s900/Mounts%202.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="900" data-original-width="745" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh6Xzb9X2Hha7Za8lgiA292bAmObO4i7mgFIda9yn-2zS53SHCM7A8KWavk7HffAGJtI2WWSMykwseUv8CPv-D-sLa3KHylY7lJuBwDZ1mIJ9I9SFJ9V-6XsVlpIYjWLa3boFZgGEENA977SeBpRuEGwA7nCvT9lHvaaLDoSiyX0Kg-z-5yTPk3f15G4A/s320/Mounts%202.jpg" width="265" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a href="https://fineartamerica.com/featured/-horse-head-3-arthur-braginsky.html">Arthur Braginsky</a><br /></td></tr></tbody></table><p><u><b>Steeds for Sale:</b></u><br /><br /><b>Common Horse</b><br />HD 2<br />AR 0 <br />Atk Kick (1d8) or Trample <br />Mor 8<br />Saves 9 or less<br />Capacity 4<br />Speed 50'<br /><br />Skittish: Horses are easily spooked. When faced with loud noises, bright lights, obvious magic, fire or the presence of a natural predator (such as a Dragon, Giant, Troll, etc) Horses must make a morale check or try to flee. <br /><br />Trample: Horses can charge creatures. If the Horse dashes at a creature and has at least 50' between it and the creature it can try to Trample it. This adds +1d6 to Atk and Damage, but the creature can choose to make a DEX save to try and avoid it. If the creature passes the save, it takes no damage, while taking regular damage on full. <br /><br />Horses have been humanity's allies since time immemorial. The race of Man was the first to tame them and are still the best to ride them, with the exception of perhaps the ever-perfect Elves. Horses prefer humans above all other species, and are actively hostile to certain species. If you are playing in a game with animal races or other types of humanoid, some of them may be offensive to horses, who will not allow certain creatures to ride them, unless raised and trained around or by them. For example, in Nukaria, Wolf, Bear and Orzane/Pigmen cannot ride horses, as horses are scared of them. <br /><br /><b>Horse Special Qualities:<br /><br />1d4</b><br />1- Brave. This Horses has a Morale of "12". That's pretty brave for a Horse.<br />2- Aggressive. This Horse doesn't let anyone but someone who it respects ride it. Anyone else is likely to lose a finger or get bucked off. <br />3- Chieftain. This Horse is recognized as Noble by other Horses. Other Horses can advantage on morale checks when they can see it. <br />4- Loyal. This Horse loves it's rider and will come to their aid, even if it endangers the Horse. <br /><br />Mule/Donkey<br />HD 2<br />AR 0<br />Atk Kick or Bite (1d6+2)<br />Mor 12<br />Saves 9 or less<br />Capacity 4<br />Speed 40'<br /><br />Dog Hatred: Donkeys (and to a lesser extent Mules) hate Canines. Anything that looks like a wolf, coyote, dingo, jackal or dog is liable to provoke their rage. When a Donkey senses a Canine or Canine-type creature, including such things as a Canine monster or Dogman, it must make a Morale check or immediately take defensive action against such a creature. If such a creature looks weak or threatens the herd, the Donkey will attack. <br /><br />Stubborn: Donkeys are stubborn beasts. If you're trying to force it to do something it doesn't want to do, it will simply stop and stand there. You can kick it, yell at it, swear yourself hoarse and it will refuse to budge.<br /><br />Donkeys are like Horses, except smaller, cheaper and infinitely less pliable. Donkeys are much less willing to do things a Horse can be coaxed or bullied into. They are also known to absolutely despise wolves, coyotes and anything canine-shaped. Mules are Donkeys cross-bred with horses, making them slightly more pliable and less aggressive. <br /><br /><b>Donkey Special Qualities:<br /><br />1d4</b><br />1- Lycanophobe. This Donkey can tell if someone is a Werewolf by scent alone. It hates Werewolves and treats them like dogs. <br />2- Wise-Cracking. This Donkey can talk. It almost never has anything useful to say, but by God does it love to talk. <br />3- Fearless. This Donkey is immune to Fear effects and being frightened. It feels no Fear. <br />4- Hateful. This Donkey hates almost everything. The trait for 'Dog Hatred' now applies to anyone who treats the Donkey poorly, annoys it or randomly on a 1-in-6 chance. No one knows why the Donkey is like this. <br /><br /><b>Big Dog</b><br />HD 1<br />AR 2<br />Atk Bite (1d6+1 + Grapple)<br />Mor 13<br />Saves 8 or less<br />Capacity 1<br />Speed 45'<br /><br />I wrote plenty about Dogs and their special qualities here. <br /><br />Dogs are the friend of Man, but certain other species have made great use of them as well. The Hoba have found that a large dog can just as easily carry one of them, or any other Small creature, as ably as a horse can, but with much less cost. Plus, horses make Hoba and other small creatures nervous, in the same way that you would look twice at the Ogre that rode a giant, unpredictable Elephant.</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUiIQitWWoYQfKbBg5A6tqKOQjfDoinl9VRQvqSwOErs4pQ9_kpOGcvQnKJ0qHmWmfzGoWqeliOZSsDwfU7wM5XlMTn2z3rJLRNUikaUD2M_wVAq7A_J0mIGSnptOqyccfyisiTDL2IL1lY6iKdC8RnPY5m0kDniQ57knh5bNATWQ5fWtlntT7mImDBw/s1074/Mounts%203.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="705" data-original-width="1074" height="210" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUiIQitWWoYQfKbBg5A6tqKOQjfDoinl9VRQvqSwOErs4pQ9_kpOGcvQnKJ0qHmWmfzGoWqeliOZSsDwfU7wM5XlMTn2z3rJLRNUikaUD2M_wVAq7A_J0mIGSnptOqyccfyisiTDL2IL1lY6iKdC8RnPY5m0kDniQ57knh5bNATWQ5fWtlntT7mImDBw/s320/Mounts%203.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">artist unknown<br /></td></tr></tbody></table><p><b>Bear</b><br />HD 5<br />AR 2<br />Atk Claw (1d6+2/1d6+2)<br />Mor 14<br />Saves 12<br />Capacity 3<br />Speed 25' <br /><br />Big Eater: Bears consume double the amount of food a Horse would. They get surly if not fed the proper amount and trust me, you won't like them when they are hungry. <br /><br />Tracker: Bears have a keen sense of smell. They get +4 to track by scent and can follow a scent-trail if given something belonging to a specific creature. <br /><br />Roar: As an action, a Bear can roar. Any creatures who can see the Bear or are within 100' must immediately make a Morale check. On a failed check, they will immediately flee or surrender. <br /><br />There are a dozen explanations for who decided that trying to tame bears to ride, and none of them are very good. Frankly, it is just a terrible idea. Only species with sufficient technology or magical prowess would even attempt such a silly project. Bears are slower than horses, less trainable, less manageable and a terrible danger to anyone who attempts to take care of them or ride them. The only people who make a regular project are Elves, Wizards and the insane, but I repeat myself. <br /><br /><b>Bear Special Qualities:<br /><br />1d4</b><br />1- Honey-Hoarder. This Bear loves honey. When given the chance to obtain glass, it will steal containers to fill with honey and store for later. Anyone who touches it's stash of honey will face growls and potential violence. <br />2- Hibernator. This Bear, when faced with cold weather, will curl up into a ball and pass into a coma-like state. It can sleep for up to 4 months like this. <br />3- Man-Eater. This Bear loves the taste of manflesh. When given the chance, it will eat humans. If allowed to do this for too long, bad things will start to happen, as this a violation of natural law. <br />4- Snow Bear. This Bear has white fur and is resistant to cold damage and cold weather. <br /><br /><b>Giant Wolf</b><br />HD 3<br />AR 1<br />Atk Bite (1d8+1 + Grapple)<br />Mor 13<br />Saves 10 or less <br />Capacity 2<br />Speed 40' <br /><br />Terrifying: Giant Wolves are fearsome carnivores who strike fear into the hearts of prey animals, such as horses. When prey animals catch sight of or scent a Giant Wolf, they must succeed a Morale check or attempt to flee. <br /><br />Obligate Carnivore: Giant Wolves only eat meat. This is much more expensive than ordinary feed for livestock.<br /><br />The Knights Lupus were an ancient order of Knights that served the Grand Duchy of Yashan. They were fearless protectors of the weak, noble friends of the just and proud servants of the Grand Duke. They led his armies in battle and defended his peasants against the many grasping nobles attempting to assert themselves with the death of the long-distant Emperor and the de facto emancipation of the Water Duchies. By the end of the Order's life, the Knights were all-but running the Duchy, the Grand Duke little more than a puppet, while the Protector of the Realm made all the real decisions. So when the Duchy itself fell, the Chivalric order fell and splintered with it. The Knights Lupus were no more, much of their secrets lost in the chaos or stolen by unscrupulous members. <br /> <br />Besides their own magicks and fighting techniques, the Knights Lupus were most famous for the breeding and training of a special type of giant Wolf. These mounts were part of their mythos and brought them countless victories on the battlefield. Since the Order's demise, the secrets of breeding and training the Wolves has fallen into the hands of several groups, none of whom have any where close to the skill, talent or required knowledge to do it safely or effectively. Still, even if these beasts are shadows of what those Knights rode in that more heroic age, they are still potent weapons. <br /><br />That being said, don't let their lengthy pedigree fool you. These Beasts have been domesticated, but they are still extremely dangerous. Mistreat one and you could easily end up it's meal. And even if you don't, accidents happen. These accidents are so common that in some parts of the world, "Riding the Wolf" is a common term for attempting something extremely foolish. <br /><br /><b>Giant Wolf Special Qualities:<br /><br />1d4</b><br />1- Silver Fangs. The Giant Wolf has silver fangs. These cause it's bite attacks to count as magical and allow it to bite immaterial things, such as ghosts. <br />2- Winter Wolf. The Wolf is white-furred. It is resistant to cold and cold damage. <br />3- Grand Commander. This Wolf terrifies lesser Wolves and canines. When faced with it, they will submit to it's authority and will refuse to attack any group this Wolf is a part of.<br />4- Ghost-Bound. On nights with a Full or Wolf Moon, this Wolf can summon the spirits of it's ancient ancestors to ride and hunt with it. The Wolf can do this 1/Day (night) and can summon 1d6+4 Giant Wolf ghosts. <br /><br /><b>Aurochs</b><br />HD 4<br />AR 2<br />Atk Horns (1d8) or Trample<br />Mor 10<br />Saves 11 or less<br />Capacity 5<br />Speed 35'<br /> <br />Tempermental: Aurochs can't see well and are generally unpleasant creatures. When faced with something irritating or potentially dangerous, or the color red, Aurochs must make a Morale check. On a failed Morale check, they charge. Also, Aurochs generally respond to threats by trying to gore or trample them. <br /><br />Trample: Aurochs can charge creatures. If the Aurochs dashes at a creature and has at least 30' between it and the creature it can try to Trample it. This adds +1d6 to Atk and Damage, but the creature can choose to make a DEX save to try and avoid it. If the creature passes the save, it takes no damage, while taking regular damage on full. <br /><br />Because Horses do not permit some species to ride them, a new solution was sought. This solution ended up arriving in the form of the Aurochs, the shaggy-haired and even worse tempered cousins of the buffalo and the cow. Aurochs are slower than horses, but make up for this in their ability to carry more and their natural aggression. Horses have to be trained to fight and not flee in the face of violence and adversity. Aurochs have to be trained to retreat and not just trample everything.<br /><br />These creatures often are depicted in ancient legends as prized by the Gods, and many ancient Gods of blood and war wore antlers of the Aurochs as they demanded sacrifice spilled over their golden idols. One of the most famous heroes of Orzanian legend has one of their future Emperors stealing a red-skinned Bull from the pastures of the Gods and riding into battle, goring countless foes on it's horns. The Bull would later on become a symbol of many of the Orzanian Gods, including Marzan, their God of Glory, Soldiers and War. This makes it rather embarassing that many of the Orzanian's conquered peoples enjoy blood-sport where champions fight Aurochs and bulls in the arena.<br /><br /><b>Aurochs Special Qualities:<br /><br />1d4</b><br />1- Warhorn. This Auroch used to belong to a soldier. It gets +1 to Atk. <br />2- Splint-Hind. This Auroch has udders and produces thick, viscous milk that is basically undrinkable, unless you have no better options. There is a 1-in-10 chance that upon tasting it, a creature will like the taste. Otherwise, it is just disgusting. But if you don't milk it, the Auroch will get very irritated. <br />3- God-blooded. This Auroch can trace it's ancestry to that original stolen Divine Bull. Other Aurochs will not attack it, nor allow their riders to. <br />4- Kane Ra. This Auroch is one of the Kane Ra Bulls, known for their awful smell, red hair and unquestionable courage. This Auroch, if it is ever Frightened or affected by a mental condition, can 1/Day ignore that state and replace it with blistering, soul-blackening rage.</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitmEOSxAQ246Djn8tQgJrbK1OedzrHi0-EDtCI7UYWv9Fzc_-1PzqXf6MHbUZ50bVOFBQ5z2Qb626urd2Wb40Pwp798sFRSLgQib71YLdUnCOEOg_dcX9dSRgdabc5zfT4QG_08ymzqxiJPKHOmXUl8tZ--1yNXL6OFMqOF8_DirkQypJP_k-fsOcG-w/s1280/Mounts%204.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1280" data-original-width="1280" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitmEOSxAQ246Djn8tQgJrbK1OedzrHi0-EDtCI7UYWv9Fzc_-1PzqXf6MHbUZ50bVOFBQ5z2Qb626urd2Wb40Pwp798sFRSLgQib71YLdUnCOEOg_dcX9dSRgdabc5zfT4QG_08ymzqxiJPKHOmXUl8tZ--1yNXL6OFMqOF8_DirkQypJP_k-fsOcG-w/s320/Mounts%204.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><div class="_4GWw7 _22pif"><a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/h/e/herckeim.jpg?9" data-userid="17978110" data-username="Herckeim" data-usertype="regular" data-useruuid="ef1ae03c-3478-42c6-ac24-32e1ebb5221b" href="https://www.deviantart.com/herckeim"><span class="_12F3u">by Herckeim</span></a><a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/h/e/herckeim.jpg?9" data-userid="17978110" data-username="Herckeim" data-usertype="regular" data-useruuid="ef1ae03c-3478-42c6-ac24-32e1ebb5221b" href="https://www.deviantart.com/herckeim"><span class="_1qFwb _13Gzz L--bS" role="img" style="cursor: pointer;"></span></a></div></td></tr></tbody></table><p><b>Bison Beetle</b><br />HD 4<br />AR 3<br />Atk Antlers (1d6 + Grapple)<br />Mor 10<br />Saves 11 or less <br />Capacity 6<br />Speed 25' (on the ground)<br />70' (in the air)<br /><br />Limited Flight: Bison Beetles can fly, but only when at 2/3 Capacity or less. They can also only fly for 1 hour continuously before they get too tired and have to rest. <br /><br />Throw: When a Bison Beetle successfully hits someone, they entangle that person in their antlers. If a person in a Bison Beetle's antlers at the start of it's turn, it can, as an action, hurl that person 50' in any direction it chooses. This also throws the person 1d6*10' into the air and does normal falling damage. <br /><br />Bison Beetles are huge, domesticated beetles covered in slab-like armor. They are slow moving and though they possess the ability to fly, rarely choose to do so except to escape dangerous terrestrial predators or move over obstacles they cannot climb over, such as gorges or wide rivers. They are poor swimmers. Bison Beetles are very common in more arid regions as beasts of burden, as they while slow, they are very genial and not nearly as fearsome as they appear. They can also carry large loads and only really tire after flying, otherwise they can plod along for long periods with little rest.<br /><br /><b>Bison Beetle Special Qualities: <br /><br />1d4</b><br />1- Silver-Shelled. Unlike others of it's kind, this Beetle has an exoskeleton of blazing silver. It has resistance to fire damage and can survive in desert conditions with no problems.<br />2- Jewel Beetle. This Beetle has the uncanny ability to find gemstones. If it detects a nearby vein or collection, it will change directions and walk as close as it can, then flop down nearby. <br />3- Grinder. This Beetle loves to chew rocks. It will go and seek out the largest rock it can find and slowly crush it up. This is rather annoying and causes persistent noise. <br />4- Fertilized. The Beetle you bought was a female and had recently been mounted. 1d3 weeks after you first acquired her, she lays 1d10+2 eggs which hatch into baby Bison Beetles. She will watch over the eggs until they hatch, after which she will abandon them. The babies will crawl onto her back and ride her around for the first couple months, or until they get too heavy and she throws them off. <br /><br /><b>Giant Squirrel or Chitterer</b><br />HD 2<br />AR 0 <br />Atk Bite (1d8+2)<br />Mor 10 <br />Saves 9 or less <br />Capacity 2<br />Speed 55'<br /><br />Skittish: Giant Squirrels are easily spooked. When faced with loud noises, bright lights, obvious magic, fire or the presence of a natural predator (such as a Dragon, Giant, Troll, etc) Giant Squirrels must make a morale check or try to flee. <br /><br />Climber: Giant Squirrels can easily climb wood or other soft surfaces, gaining a +4 bonus to do so. They also gain a +2 bonus to climb stone or harder surfaces their claws cannot penetrate.<br /><br />Giant Squirrels, or Chitterers, are strange creatures. They are usually only found in Elven or Faerie woods, as they love the enormous trees and massive nuts there. Despite this fact, they are often highly prized by certain types of knights as rare and agile mounts. Though not overflowing in courage, Chitterers, as they are sometimes known, are quick and and intelligent steeds that easily make the most of their abilities. They move with incredible speed and can climb trees as easily as they run. Additionally, in spite of their cowardice, they have jaws that can crush skulls and helmets with ease. <br /><br /><b>Giant Squirrel Special Qualities:<br /><br />1d4</b><br />1- Glider. This Giant Squirrel has flaps of skin under it's arms. If it leaps off a high place, it can glide down to the ground. <br />2- Tail Pollen. This Giant Squirrel has a fungus living in it's tail in a mutualistic relationship. The fungi produce halluciongenic chemicals so that if the Squirrel swipes someone with it's tail, they must save or start hallucinating for 1d4 hours. <br />3- Color-changing Fur. This Giant Squirrel has color-changing fur. It can camoflague itself to match it's environment, gaining a +4 to stealth. <br />4- Cuddly. This Squirrel knows how to comfort others. If someone is frightened, charmed or otherwise distressed, the Squirrel will restrain and cuddle them, wrapping them in it's fluffy tail. This grants a new save and is super comforting. <br /><br /><b>Elephant</b><br />HD 8<br />AR 2<br />Atk Trunk Grab or Trample (1d12+1d6)<br />Mor 12<br />Saves 13 or less <br />Capacity 12<br />Speed 40'<br /><br />Big Eater: Elephants eat four times what a Large mount would eat. They get surly and unhelpful if not fed. <br /><br />Trample: Elephants can charge creatures. If the Elephant dashes at a creature and has at least 30' between it and the creature it can try to Trample it. This adds +1d6 to Atk and Damage, but the creature can choose to make a DEX save to try and avoid it. If the creature passes the save, it takes no damage, while taking regular damage on full.<br /><br />Trudger: Elephants cannot dash. <br /><br />There are some who object to the use of the Elephant as a beast of burden or tool of war. These gentle giants, they claim, are simply too noble to allow them to dirty their tusks with blood or grit. And then there are the people who have seen the incredible use an Elephant can provide through it's overwhelming size and power. To these folks, there is simply no argument otherwise. <br /><br /><b>Elephant Special Qualities:<br /><br />1d4</b><br />1- Albino. White Elephants are considered to be favored by the Gods. Even in cultures where Elephants are used as beasts of burden, it is considered a grave sin to make a White Elephant work. The Gods will surely punish such a person. And if the Gods don't, the King definitely will. That being said, White Elephants are said to bring great fortune to those who own them. <br />2- Long Speech. This Elephant has the ability to receive and transmit messages to other Elephants over vast, impossible distances. Using two Elephants like this, you could communicate with another Elephant rider dozens of leagues away. Non-talented Elephants can receive these messages as well, though they might not understand them. <br />3- Dragon-bred. This is an Elephant bred by Dragons to function as a food source. Though less intelligent and sensitive, this Elephant is much larger. Add +1 to it's HD and Capacity. <br />4- Anointed. This Elephant is what mortals confuse ordinary White Elephants with. This Elephant is secretly an emissary of the Gods. It will pretend to be a normal Elephant and judge it's owners. If they are noble and good, it will reveal it's true nature to them, then bless them and disappear. If they are wicked, it will curse them and vanish.</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgSyY7uGInLxLULbDxx0uQ3yf2oqBVDBQfSKZ1Pcb-qNx37xwJ0fmtQrBXm5SCg2zKoLwVTByk9aVUc9sajHQLacYpgLokE0UyFYoPF5CnU6oIw_8abmzsTDhvP7n3pYzR3H57oeFyazdnkNb3QvY6sB9TWUxd9HhtkShE6m871Dj6gk5aRuzQFujCwuw/s1920/Mounts%205.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1920" data-original-width="1920" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgSyY7uGInLxLULbDxx0uQ3yf2oqBVDBQfSKZ1Pcb-qNx37xwJ0fmtQrBXm5SCg2zKoLwVTByk9aVUc9sajHQLacYpgLokE0UyFYoPF5CnU6oIw_8abmzsTDhvP7n3pYzR3H57oeFyazdnkNb3QvY6sB9TWUxd9HhtkShE6m871Dj6gk5aRuzQFujCwuw/s320/Mounts%205.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a href="https://www.artstation.com/artwork/xzdK0m">Tatiana Yamshanova</a><br /></td></tr></tbody></table><p><u><b>Rare Mounts: </b></u><br /><br />From this point on, all the mounts below are already to be considered rare and powerful. They all possess special features. Roll on the table below to see what special qualities they have.<br /><br />Also, I feel like I shouldn't have to explain this, but none of the mounts below are ones you can buy, unless you're buying them from a God or a Lich or something on that level. These are mounts earned exclusively through quests and being a brass-balled son-of-a-gun. <br /><br /><b>Pegasus </b><br />HD 3<br />AR 0 <br />Atk Kick (1d8) or Aerial Armor<br />Mor 13<br />Saves 10 or less<br />Capacity 3<br />Speed 45' (on the ground)<br />120' (in the air)<br /><br />Smarter than it looks: Pegasi can understand many languages. They cannot speak, lacking the throats, but they are as smart as humans. <br /><br />Aerial Armor: When flying, a Pegasus can surround itself with a protective layer of fast-flowing air, giving it an AR equal to 4. This armor does not exist while it isn't moving, however.<br /><br />Pegasi are the beautiful, ethereal horses that soar above the peaks of green mountains or haunt the lonely vales of abandoned mountain cities. They seem fragile and delicate, but move like the wind and possess an intelligence equal to man. Pegasi seek only to live freely and to have adventures. They look down on other horses as you look down on apes. Pegasi will never be pressed into service and will only accept riders who are faithful and noble- wicked, greedy or unscrupulous individuals will be abandoned or rejected.<br /><br /><b>Pegasi Special Features: <br /><br />1d4</b><br />1- Brother of Birds. This Pegasus is loved by a powerful Bird, who will come to it's aid if the Pegasus is ever in danger, or calls for aid. <br />2- Gale Blades. This Pegasus has the ability to project blades of wind. It can fire off two blades of air that do 1d6 damage, or 1 that does no damage, but forces a STR save, and on a failed save knocks creatures prone and pushes them 30' away from the Pegasus. <br />3- Companion of Heroes. This Pegasus aided a Hero on a quest in the past. The Pegasi, for it's troubles, was given a magical necklace that gives it the ability to speak telepathically to all creatures within 100', if chooses. <br />4- Steel-shod Hooves. This Pegasus' hooves are augmented with horseshoes of enchanted steel. It does 1d10 damage on a hit and it's attacks count as magical. <br /><br /><b>Gryphon</b><br />HD 5<br />AR 1<br />Atk Claws (1d6+2/1d6+2) or Beak (1d8 + Bleed)<br />Mor 14<br />Saves 12 or less <br />Capacity 4<br />Speed 45' (on the ground)<br />90' (in the air)<br /><br />Terrifying: Gryphons are fearsome carnivores who strike fear into the hearts of prey animals, such as horses. When prey animals catch sight of or scents a Gryphon, they must succeed a Morale check or attempt to flee. <br /><br />Lover of Horseflesh: When a Gryphon has a chance to eat or hunt a Horse, it must succeed on a morale check to resist the temptation. <br /><br />Gryphons are the proud and noble lords of the air. Noble and beautiful, these creatures rule vast territories of wind-swept plains or rocky hills, living in small societies of up to 50. Though beasts, they possess keen intelligence and a strong sense of honor. They will serve men, but only when they feel respected and appropriately honored. They love the taste of horseflesh and eagerly hunt horses above all foods. <br /><br /><b>Gryphon Special Qualities:<br /><br />1d4</b><br />1- Lord of the Air. The air will never disturb the flight of this Gryphon. No wind, rain or snow will make it harder for it to fly. Lightning will never strike it, whether conjured or natural. <br />2- Pack Hunter. This Gryphon can summon 1d4 other Gryphons to aid it in battle. <br />3- Feathered Crown. This Gryphon can summon birds to aid it. As an action, the Gryphon can summon 1d20 other birds. It usually summons other birds of prey, but it will also summon more common birds. <br />4- Victory's Cry. 1/Day, this Gryphon can unleash a cry that echoes for miles. At the sound, your allies regain 1d4 FS and can save again against any Charm, Fear or other mental effect. Meanwhile, enemies must make a Morale check or flee. <br /><br /><b>Wyvern</b><br />HD 4<br />AR 2<br />Atk Bite (1d8+2 + Grapple) or Stinger (1d6 + Venom)<br />Mor 12<br />Saves 11 or less<br />Capacity 3<br />Speed 25' (on the ground)<br />100' (in the air)<br /><br />Terrifying: Wyverns are fearsome carnivores who strike fear into the hearts of prey animals, such as horses. When prey animals catch sight of or scents a Wyverns, they must succeed a Morale check or attempt to flee. <br /><br />Venomous Stinger: When stung by a Wyvern's sting, any creature that is Medium or smaller must save or die. On a successful save, take 2d6 poison damage. On a failed save, you die. Large or bigger creatures take 2d6 poison damage on a successful save, 4d6 on a failed save. <br /><br />Wyverns are (relatively) small flying lizards possessing fearsome stingers and a voracious appetite. They are the bane of farmers and land-lords everywhere, as they are extremely hard to kill. Agile on the ground and untouchable in the air, a Wyvern is easily capable of swooping down into a sheep pen, stuffing a sheep down it's gullet, grabbing another and then flying off in less than a minute, though it's unlikely to do so. Wyverns rarely feel the need to hurry, as they know they always have their hyper-lethal venom to fall back on. <br /><br />Wyvern venom is horribly lethal to most creatures because it's meant to dissuade Dragons and other super-predators from trying to eat them. A Dragon who is stung will likely survive, though Dragons have been known to die from such stings. That being said, it will be extremely unpleasant and very painful in the mean-time, while also leaving a Dragon vulnerable to being robbed or attacked by other predators. But when such venom is directed against a smaller, frailer creature, the results are much more dangerous. A human who is stung by a Wyvern and lives is not unheard of, but it is rare. It is mostly a result of luck and the intervention of fickle Gods. <br /><br /><b>Wyvern Special Traits: <br /><br />1d4</b><br />1- Agonizing Venom. This Wyvern is a mutant. It's venom cannot kill you, but it does cause agonizing pain. When stung by this Wyvern, you take 1d6 COG damage if you choose to move or take an action (2d6 if you do both). If reduced to 0 COG you lay there on the ground, twitching in horrible pain. Too much exposure will drive someone permanently insane. <br />2- Natural Kerosene. This Wyvern sprays an organic, and highly flammable sludge from it's stinger. This a variety known as a False Dragon. <br />3- Hypnotic Eyespots. This Wyvern has eyespots on it's wings. If it exposes them, creatures must succeed on a CHA save or fall into a catatonic state. This lasts until the creatures take damage or are otherwise shaken out of their trance. <br />4- Brood-mother. This Wyvern is a mother and has 1d4 hatchlings with her. Each hatchling is about the size of a dog and eats half it's body weight in meat every other day. Thw Wyvern mother will never abandon her young and any who harm her will face her wrath.</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUjlNufApffjR8Qh0Sr87xLlDIzc3jgk4cNfrNvYlePr4LVWXmLroxH_JJVomLUQYys-LZPq847FtoTIV9vQRx0BYWupkP-EaiuB3g1I72RmxiIDpIvSEwGjYjK3-caclcerQOS8BRa76vpUn-ZVeVtaonz0b3rPAOsfLjPIXumLCErV9LfHPhYAg5eA/s2794/Mounts%206.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2794" data-original-width="1920" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUjlNufApffjR8Qh0Sr87xLlDIzc3jgk4cNfrNvYlePr4LVWXmLroxH_JJVomLUQYys-LZPq847FtoTIV9vQRx0BYWupkP-EaiuB3g1I72RmxiIDpIvSEwGjYjK3-caclcerQOS8BRa76vpUn-ZVeVtaonz0b3rPAOsfLjPIXumLCErV9LfHPhYAg5eA/s320/Mounts%206.jpg" width="220" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a href="https://www.newgrounds.com/art/view/alexdinulescu/griffin-illustration">alexdinulescu</a></td></tr></tbody></table>Yami Bakurahttp://www.blogger.com/profile/17266174008401745128noreply@blogger.com0tag:blogger.com,1999:blog-7473866157250794633.post-83136704993474430092023-01-08T05:14:00.000-08:002023-01-08T05:14:01.840-08:00OSR: True Names and Binding<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXuFpeGhHR0J__GP9-pGXjZwXRCIEtS6AHgGcmZe46f33ekOat0aHlzM3cZj4T-RhxVg6KeFLc1EZ1Ca9eXGFER_7pMNPpjUOwFZB6bOuqNB7E6YEi4kbpnkobIrMPPCx4Jr8pklfIKW7ZY-ajTjZrqpM6K4lQXapOpVq0FPL7Ulpw8v-rl2Y8mgwd2A/s1707/Binding%201.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1707" data-original-width="1024" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXuFpeGhHR0J__GP9-pGXjZwXRCIEtS6AHgGcmZe46f33ekOat0aHlzM3cZj4T-RhxVg6KeFLc1EZ1Ca9eXGFER_7pMNPpjUOwFZB6bOuqNB7E6YEi4kbpnkobIrMPPCx4Jr8pklfIKW7ZY-ajTjZrqpM6K4lQXapOpVq0FPL7Ulpw8v-rl2Y8mgwd2A/s320/Binding%201.jpg" width="192" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><div class="_4GWw7 _22pif"><a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/p/u/pusiaty.png?4" data-userid="18839944" data-username="pusiaty" data-usertype="regular" data-useruuid="73dcac7d-79ec-48e6-b7ab-61a731334214" href="https://www.deviantart.com/pusiaty"><span class="_12F3u">by pusiaty</span></a><a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/p/u/pusiaty.png?4" data-userid="18839944" data-username="pusiaty" data-usertype="regular" data-useruuid="73dcac7d-79ec-48e6-b7ab-61a731334214" href="https://www.deviantart.com/pusiaty"><span class="_1qFwb _13Gzz L--bS" role="img" style="cursor: pointer;"></span></a></div></td></tr></tbody></table><p>It is common knowledge among the peasantry that you should never tell a Wizard your name, because if they know your name, they can control you, steal your good Fortune, bewitch you and do a variety of other things. Most of these folk beliefs are not true, but one is. <br /><br />You never tell a Wizard your real name.<br /><br /><u><b>Mortals:</b></u><br /><br />Mortals accumulate names as they age. You're born Jonathan Smith, but later your parents might start just calling you Jon. Your friends might start calling you Big J or Jack. When you get older you might get a job and become Supervisor Smith. When you become a father, your offspring will call you Father, Dad, Daddy or Pa. When your children get a bit older, their friends will call you "Mr. Smith" or "Mr. Jon". When your children grow up and have kids of their own, suddenly you're Grandpa or Pop-pop. <br /><br />All of these are your names, but the first one is the most important to us. This is your True Name, also called a Red Name or a Blood Name. It is the name that forms the bedrock of your identity, the name you hear when you think of yourself.<br /><br />If a Magic User knows this name, they can use it to influence you. If a Wizard knows someone's name, if the Wizard targets you with a Charm, Fear or Illusion spell, you have disadvantage against the save, if there is one. If they target you with a spell that requires a Saving Throw, you have disadvantage on the save. Additionally, they get a bonus to Scry you if they know your Red Name. <br /><br />The way to avoid this is through the use of a Gray Name. A Gray Name is an alias that refers to you and that others use. Others might even think it is your real name. It's not, however. Knowing someone's Gray Name provides no benefit to enchanting or finding them with magic. <br /><br /><u><b>Wizards:</b></u><br /><br />Wizards accumulate names, just as mortals do. However, one thing that can happen over a long time is that your True Name can change. If a Wizard is gifted with a long life or manages to extend their life through the use of sorcery, then they will come to think of themselves differently than if they were like other mortals.<br /><br />As such, a Wizard's True Name might not be "Anton Grevaine" as he was born, but he might come to think of himself as Emerik Enchanter. <br /><br />Wizards are also notorious for using many aliases and even concealing some as if they were secret, or hiding behind layers of fake identities. The Wizard tells you his name is Adamus, then confesses his True Name is Ezik, but then that turns out to be just as false.</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxipyK-DCR9SDREYEgLNSsoM_EU_TSl-MJCRvu4RZ1MkVLTqYZ4VE_svcXXfK2MZeVbYezjnd6MCs_b9z6VyoA4fWGXZygd4r2f0oLiD1CJ6ai6Djoc_ap0QVdIl2935bAvev_xLHVER_yfPpq6apCiEOOrAOk_ziKGt75LW-bUIg0-koO_AAIeebd7g/s720/Binding%202.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="720" data-original-width="480" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxipyK-DCR9SDREYEgLNSsoM_EU_TSl-MJCRvu4RZ1MkVLTqYZ4VE_svcXXfK2MZeVbYezjnd6MCs_b9z6VyoA4fWGXZygd4r2f0oLiD1CJ6ai6Djoc_ap0QVdIl2935bAvev_xLHVER_yfPpq6apCiEOOrAOk_ziKGt75LW-bUIg0-koO_AAIeebd7g/s320/Binding%202.jpg" width="213" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">artist unknown<br /></td></tr></tbody></table><p><u><b>Dragons:</b></u><br /><br />Dragons are known to name themselves after the greatest treasure they own. It is said that this is because Dragons do not name their offspring when they are born. But this is simple nonsense. Dragon parents name their offspring, just as any parent would. Dragons taking the name of their greatest treasure is simply their method of choosing a Grey Name.<br /><br />This is why young Dragons are often named something vaguely silly and overblown, such as "The Winged Terror" or "Bronze Boneeater", as the Dragons feel the need to use a Grey Name even before they have established themselves or built themselves a decent horde. <br /><br />You might be surprised at the use of Grey Names among Dragons, but this is because it is surprisingly common for Wizards with more ego than sense to try and bind Dragons to their will. Despite the many stories of this going ABSOLUTELY TERRIBLE, most of them true, this still fails to dissuade many young Wizards, drunk on their first Major Arcana.</p><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqMWeJ8S_RhUrngeGTI-G20VCk63O_kY36O9G24Mnso6egFwyNP0gZTna69CJ2-nhef_LdY06BAD9vp-qTehTEgd-66N7lOB3yiwgqnCVHu_Hi3_6j3o56EIfsWfvGZeaPsOymfZ2EI1UHKcZIvqIh7VnQ8rAeas5iRCCnKgW65n9E-zX3iMWOB5wPjw/s1920/Binding%203.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1611" data-original-width="1920" height="269" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqMWeJ8S_RhUrngeGTI-G20VCk63O_kY36O9G24Mnso6egFwyNP0gZTna69CJ2-nhef_LdY06BAD9vp-qTehTEgd-66N7lOB3yiwgqnCVHu_Hi3_6j3o56EIfsWfvGZeaPsOymfZ2EI1UHKcZIvqIh7VnQ8rAeas5iRCCnKgW65n9E-zX3iMWOB5wPjw/s320/Binding%203.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a href="https://www.artstation.com/artwork/Dzk9R">Clint MacLean</a><br /></td></tr></tbody></table><u><b>Demons, Angels and Spirits: <br /></b></u><br />Outsiders often have many names. The more names they have, the weaker they are. A Demon named Gristlebane Boneweaver Alfred Coppereye Farcino Blackstar is much weaker than an Angel named Sabine Alushaliel. <br /><br />The most powerful spirits have only one name, which they often conceal. The Queen of Air and Darkness, the Winter Queen, the Snow Queen, the Lady of Frost and Stars, these are all proper ways to address the Sovereign of the Winter Court. But if you call her "Mab", then be prepared for her eye to fall heavily upon her.<br /><br />All Spirits and Demons, even Angels to a much lesser extent, seek to become more powerful. They do this by shedding their names.<br /><br />Outsiders are immortal and cannot truly be killed. If destroyed, they return to the Well of Elysium, where they are reborn as beings of pure sentiment. A Demon might be born a mass of pure rage, or hate, or greed. An Angel might be born uncontainable love, joy, hope. Other Outsiders gather up these unbound creatures and bind them by Naming them. <br /><br />Once Named, an Outsider cannot be renamed. It can only have Names taken from it. Spirits make bargains with the hopes that they can convince those who they serve or aid to take one of their Names. This ritual weakens the Binding and allows a Spirit to become stronger. <br /><br />The only way an Outsider can gain new Names, besides through death and rebirth, is if it violates a pact. If an Outsider swears a pact and then violates it, the Outsider reverts to it's previous, unbound state. This creature will be essentially mindless and usually destructive. A being of pure love and no intellect might not sound dangerous, but that's only because you've never seen one loose in a city before. <br /><br />In such cases, if an Outsider can be contained, another being can bind it by naming it. This process dramatically reduces the power of the unbound Outsider, while also restoring consciousness and intelligence.<p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg95rgaUgG5bJVP89m5JcC2S2EULRFgHKxpyPrWr_LOQfLeFpVBkpd3lWWXHyGj_4jz5drLPTVQKWuHROp6_K9PRN7kir07nOJHHGlVWsXAG9gkm5MhblZmyGhuc0_r_vbDENn4691cF18LHLX8fhbQi9rijvpqBjSexaOBIhbIgAC79GfN73wm02K81w/s1192/Binding%204.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="670" data-original-width="1192" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg95rgaUgG5bJVP89m5JcC2S2EULRFgHKxpyPrWr_LOQfLeFpVBkpd3lWWXHyGj_4jz5drLPTVQKWuHROp6_K9PRN7kir07nOJHHGlVWsXAG9gkm5MhblZmyGhuc0_r_vbDENn4691cF18LHLX8fhbQi9rijvpqBjSexaOBIhbIgAC79GfN73wm02K81w/s320/Binding%204.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><div class="_4GWw7 _22pif"><a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/m/a/magicnaanavi.jpg?14" data-userid="12771221" data-username="MagicnaAnavi" data-usertype="beta" data-useruuid="ae3a734d-5d6e-4a3a-aa1c-d5ee5ef1b6fb" href="https://www.deviantart.com/magicnaanavi"><span class="_12F3u">by MagicnaAnavi</span></a><a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/m/a/magicnaanavi.jpg?14" data-userid="12771221" data-username="MagicnaAnavi" data-usertype="beta" data-useruuid="ae3a734d-5d6e-4a3a-aa1c-d5ee5ef1b6fb" href="https://www.deviantart.com/magicnaanavi"><span class="_1qFwb _3Q80Z L--bS" role="img" style="cursor: pointer;" title="Beta Tester"></span></a></div></td></tr></tbody></table><p><u><b>Binding: </b></u><br /><br />Binding is a magical ritual that allows a magically-talented or otherwise empowered being to force another creature to obey the binder's will. <br /><br /><b>Bind Creature</b><br />Base DC: Varies, see below<br />Materials Needed: Varies, see below<br /><br />Allows you to bind another creature and force it to serve you. The only real requirements for this ritual are a Magic Circle to contain the creature you are attempting to bind and the will to try it.<br /><br />This circle can be anything from a simple circle of chalk on the floor to an elaborate construction involving representations of the Elements, the Senses, the Cardinal Directions and much, much more. Generally, the more elaborate a circle, the safer it will be. Even if you fail to bind a Creature, if you made a good circle, it will still be trapped. <br /><br />Once inside the circle, you must force the creature to obey you. You do this by making COG checks, as opposed by the creature. If you succeed on 3 checks, then you bind that creature. If the creature succeeds on 3 checks, they resist any attempt to be bound.<br /><br />Each time you fail a check, you must roll on the Failed Ritualism Check table below.<br /><br />If you know a Creature's True Name, you only need to succeed on one COG check. <br /><br />If you are attempting to bind an Outsider, you must guess which of it's names is it's True Name. Choose wisely. <br /><br />Note that Wizards and magically-gifted mortals can be bound, but non-magical mortals (ie Vanilla humans and other non-magical races) cannot. No one knows why this is, but it is an iron law of the universe. <br /><br /><b>Failed Ritualism Check:<br /><br />1d6</b><br />1- The circle breaks. The creature you trapped is free!<br />2- The creature gains an advantage. It only needs to win 2 checks to prevent you from binding it. <br />3- If you knew the creature's True Name, you suddenly don't. The creature stole the knowledge from your mind. <br />4- The creature learns one of your names. List all your aliases, common titles and variations of your name, along with your True Name. Assign them all numbers and roll. The creature learns that name.<br />5- The circle reverses, trapping you inside it.<br />6- The creature and you become intertwined. What affects one of you affects both of you. This immediately ends the ritual.</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgWOy5Ki9X9II0rnOpY8iZ5VhT-q9NpEJf9XlD0HNDuWCNOX_PA8M7ET6-tv3HmyaU3w9snAh_I98hkvuHJ0eCBlp1wNGHOkWpRpqJzhPmHR_tXun81NHjCvkDa4i6J3dz_T8haaejQbpJReTaxqc98uQ98FwgowCtuBUymCKFSgW0yL9Fy6YFRI5oHXw/s1920/Binding%205.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1410" data-original-width="1920" height="235" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgWOy5Ki9X9II0rnOpY8iZ5VhT-q9NpEJf9XlD0HNDuWCNOX_PA8M7ET6-tv3HmyaU3w9snAh_I98hkvuHJ0eCBlp1wNGHOkWpRpqJzhPmHR_tXun81NHjCvkDa4i6J3dz_T8haaejQbpJReTaxqc98uQ98FwgowCtuBUymCKFSgW0yL9Fy6YFRI5oHXw/s320/Binding%205.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">by <a href="https://www.artofmtg.com/art/spectral-binding/">Campell White</a><br /></td></tr></tbody></table>Yami Bakurahttp://www.blogger.com/profile/17266174008401745128noreply@blogger.com0tag:blogger.com,1999:blog-7473866157250794633.post-42105319837329879582022-12-31T15:43:00.002-08:002022-12-31T15:43:42.288-08:00OSR: Palace of the Sun and Moon: Dungeon23 Challenge<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><img border="0" data-original-height="640" data-original-width="1024" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjIaHW9cOIRvqvY4onr-RE8Q2vdbkQegrrUGN3wPiBTvd0WzpiSL0aZP_bJ4iIVnmue38Edsj9d3R1m4vQzDFnoCSZMcZRNfHihVyWTRX20StAvg_W9l6hipihmCvgGZ_i15bjQOZp44RMjYcyZo2R90EeCArMCd0T1ifJ-bmdH5pFBK9GTMQkOQZHVQ/s320/Dungeon%2023%20Challenge%203.jpg" style="margin-left: auto; margin-right: auto;" width="320" /></td></tr><tr><td class="tr-caption" style="text-align: center;"><div class="_4GWw7 _22pif"><a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/n/o/nokadi.jpg?4" data-userid="17716139" data-username="Nokadi" data-usertype="regular" data-useruuid="d38d9656-f19b-4ab5-a13b-db53ee18bbda" href="https://www.deviantart.com/nokadi"><span class="_12F3u">by Nokadi</span></a><a class="user-link _277bf" data-hook="user_link" data-icon="https://a.deviantart.net/avatars-big/n/o/nokadi.jpg?4" data-userid="17716139" data-username="Nokadi" data-usertype="regular" data-useruuid="d38d9656-f19b-4ab5-a13b-db53ee18bbda" href="https://www.deviantart.com/nokadi"><span class="_1qFwb _13Gzz L--bS" role="img" style="cursor: pointer;"></span></a></div></td></tr></tbody></table><div style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjIaHW9cOIRvqvY4onr-RE8Q2vdbkQegrrUGN3wPiBTvd0WzpiSL0aZP_bJ4iIVnmue38Edsj9d3R1m4vQzDFnoCSZMcZRNfHihVyWTRX20StAvg_W9l6hipihmCvgGZ_i15bjQOZp44RMjYcyZo2R90EeCArMCd0T1ifJ-bmdH5pFBK9GTMQkOQZHVQ/s1024/Dungeon%2023%20Challenge%203.jpg" imageanchor="1"> </a></div><div style="text-align: left;">The Orzane, the Pigmen of the Midlands, have a long and storied tradition of myth and folklore, much of which is common knowledge. In all the lands they conquered, the Orzane erected created pyramidal structures to display the glory and majesty of their Gods. There the priests of the Imperial Faith offer sacrifices to appease the Dragon-Mother's murdered flesh and to honor the Gods, lead the people in showing their devotion, host enormous rituals to ensure the success of the harvest, victory in war or any number of other things.<br /><br />Some of these Pyramids are mere shrines, intended only for mortal use, but others are Temples where a Divinity lives when not in the Celestial Court. There are many Gods in Nukaria, and not all are high-status enough to sit in Heaven. And while all the Law Gods of Nukaria thereotically offer fealty to the Throne of Order, many are only sporadically invited to visit the Highest Court and attend Anuman, King of the Law Gods and Protector of the Settled Lands.<br /><br />And while Anuman is Supreme Master according to the oaths they swore, in practice he is much too busy to micro-manage the affairs of the lesser Law Gods, who are usually free to do as they wish within their domains, provided nothing they do endangers their King's dominion, nor draws the attention of his sharp-eyed wife or brutal assassin of a son. <br /><br />Yet just like the pretty oaths that mean much less than they first appear, the reign of Anuman has not been as smooth as the priests and inscriptions would make it seem. For while his reign has been unchallenged for millennia at this point, Anuman's kingship was almost ended before it began. <br /><br /><u><b>A Long Time Ago, After the End of the World...</b></u><br /><br />The Dragon-Goddess Tiamat, Mother of Chaos, destroyed the world and laid it to ruin. Marzan, Son of Anuman, slew her and used her body to repair the world. Afterwards, he returned to the battered ruins of Heaven and asked for the crown. He was expected to take the throne himself, and had he done so, it's unlikely such a crisis would have followed. But instead, Marzan planned to give it to his Father, Anuman, who was wiser and more experienced than he. But as far as everyone else was concerned, Anuman was an inferior choice, weak and limp-wristed, a scholar and a musician, not a King or Commander. <br /><br />As such, many of the other Orzanian Gods protested Anuman's ascension. When Marzan ignored them, some declared their intention to break their oaths, while others insisted on another taking the throne. And while these squabbles distracted the Orzanian Gods, other pantheons took notice. What had once looked like the sudden and irresistible victory of these upstart Gods suddenly became an opportunity to take it for oneself. So the other pantheons began scheming. When one took the first step toward seizing the throne, the Orzanians retaliated and just like that, the Court of Heaven was split.<br /><br />The Law Gods broke apart along factional lines, each Pantheon battling for the throne. The work of repairing the world was put on hold and the peoples of the Earth were left defenseless and unsupervised. It was perhaps inevitable that the fighting would spill out of Heaven, and when it did, it triggered a series of Jihads and Holy Wars that later historians would define as the 70 and 7 year war, a far too tame story for a war that drowned the world in blood and turned the newly organized tribes of men against each other.<br /><br />The history of the Scouring of Heaven and the 70 and 7 Year War is far too elaborate to be contained here, but the relevant details are these. Eventually, the lesser contenders for the throne of Heaven were defeated or collaesced behind two factions, the Orzanian radicals and their allies and the older powers and their representatives, Solgar and Lunnette.<br /><br />Solgar and Lunnette, or Sol and Lune, were the old Sun and Moon Gods from before the Great Deluge brought on by Tiamat. They had been fairly minor functionaries, but both had proved themselves vastly under-utilized. With a fresh infusion of power, Solgar and Lunnette proved terrible foes. They battled the Orzanian pantheon to a standstill and nearly claimed total victory a half-dozen times. Yet they could never truly defeat Marzan and his forces.<br /><br />But just as it seemed that this conflict might drag on forever, Lunnette received a message from Unta, Imp of Suffering and former attendant to the lover of the Dragon-Goddess. He said that he hated his new masters (true) and that they were cruel to him (asurdly true) and that he knew of their weakness (likely true). But at the same time, this was Unta, the most craven, deceitful and clever creature in all the known worlds. To trust him would be folly. It was almost certainly a trap. But at the same time, Solgar and Lunnette did not feel they had any better options. So they took the information offered by Unta and struck. <br /><br />It would have been a devastating, crippling blow that would have spelled the doom of the Orzanian Gods. But it was, just as they feared, a trap. There is a reason why no one trusts a traitor. <br /><br />And with that, Solgar and Lunnette were defeated and the Orzanian Gods achieved dominion of Heaven and in time, all the Law Gods and Nukaria.<br /><br />But there remained a small question. That of real estate.<br /><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqmAYtmJ9FbFIYvHUHwbz2GznyTJQURd-g1tR9ztEvqRDStX_vpmQElA8BOr7f5tfoCcuI4id45VWzMtX6apgND-K6BZ2jErdGwpB3rx9U6Lm93GRxxlEUIo6tsSbYmrQ5_vgNWmCBv0qMYbdPufVNcCjmXkDPN2zETyNpmj4t6vAQbIYcBp7yp8eq-g/s1357/Dungeon%2023%20Challenge%202.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="917" data-original-width="1357" height="216" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqmAYtmJ9FbFIYvHUHwbz2GznyTJQURd-g1tR9ztEvqRDStX_vpmQElA8BOr7f5tfoCcuI4id45VWzMtX6apgND-K6BZ2jErdGwpB3rx9U6Lm93GRxxlEUIo6tsSbYmrQ5_vgNWmCBv0qMYbdPufVNcCjmXkDPN2zETyNpmj4t6vAQbIYcBp7yp8eq-g/s320/Dungeon%2023%20Challenge%202.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">from <a href="https://bloodborne.fandom.com/wiki/Forsaken_Cainhurst_Castle">here</a><br /></td></tr></tbody></table><p><u><b>Heaven Sweet Heaven:</b></u><br /><br />Solgar and Lunnette built themselves a new palace atop the distant Clouds. This structure was their command center and base of operations from which they planned to rule, once they achieved victory. Let the Orzanians keep the ruins of the old Celestial Citadel. They spared no expense on constructing their new home, sending towers out in all directions, domes flowering out as arcades wound and grew like roots. For a time, on clear days, you could see two Heavens floating in the great vault of the sky.<br /><br />After the Orzanians Gods won, Solgar and Lunnette's Heaven disappeared- a defensive measure late in activating, it was assumed. And since it did not reappear and the chief conspirators were gone, the other Gods dismissed the whole notion as unimportant. <br /><br />And so the Second Heaven disappeared from the minds of Men and Gods, becoming little more than an interesting footnote in some semi-heretical texts. But no one, not the scholars, not the priests and certainly not the Gods, expected it to reappear. <br /><br /><b>How did you find out about this?<br /><br />1d4</b><br />1- For the last few decades, every ten years near a certain mountain peak, a floating palace complex appears out of the ether for an irregular amount of time. Sometime it only stays for a few days. Other times it stays for weeks, and once it stayed for almost three months. Then it vanishes again. Those who entered and returned brought with them unimaginable riches and treasures beyond the wildest dreams of men. And it has almost been 10 years since that strange structure appeared...<br />2- In an ancient Wizard's laboratory, amid the mouldering books and mad scribblings, there was references to a floating castle full of divine wisdom and celestial power. This Wizard planned on claiming it for himself, before Fate ruined those plans in a most permanent way. But his maps seem accurate. It's a shame no one ever got to use them. Perhaps you can remedy that. <br />3- A stranger in a magical ship shows up in port. He has some crazy plan and is definitely up to no good. But the money he's promising, it's too good to pass up. It's only when you're too far away to object that he will reveal his plan to loot an ancient divine construct that occasionally slips into our world. Mom was right, you really should have become a baker. <br />4- When the floating castle appeared in the sky, everyone started screaming and yelling. But shortly thereafter, when it didn't do anything but sit there, it was decided that someone should be sent up there to go investigate it and see if it was dangerous or potentially useful. And since you all were the only ones able to get up there/crazy enough to try, you got the job. Good luck!</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbh8vRaIsSZT_GYHP1wZvJBlO8GADPWTqKUNbGnsWAZRhdfN-kT9IVOVC46Occa1KqmP5e5ccjSXlYpvoQ9isYMVnygL7G_hGx1d0dBrzOYgxQsd8sifjgULvb2k9ScipppiSyp7kLNcZPP39aj2lE5uCvk0JQG2PwAl61aHxO6wXh7IPifzWbBN6DDg/s1920/Dungeon%2023%20Challenge%204.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="824" data-original-width="1920" height="137" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbh8vRaIsSZT_GYHP1wZvJBlO8GADPWTqKUNbGnsWAZRhdfN-kT9IVOVC46Occa1KqmP5e5ccjSXlYpvoQ9isYMVnygL7G_hGx1d0dBrzOYgxQsd8sifjgULvb2k9ScipppiSyp7kLNcZPP39aj2lE5uCvk0JQG2PwAl61aHxO6wXh7IPifzWbBN6DDg/s320/Dungeon%2023%20Challenge%204.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">from <a href="https://wallhaven.cc/w/j5rq9m">here</a><br /></td></tr></tbody></table><br />Yami Bakurahttp://www.blogger.com/profile/17266174008401745128noreply@blogger.com0