Thursday, June 6, 2024

OSR: Aliens: The Greys

by soyunmito
A race of savants, Greys are well represented in pop culture, despite the official denials of their existence.  Despite the facts that almost everyone has at least heard of them, most people don't believe they are real.  This is, in fact, what they want.  

Greys look exactly like you imagine, ranging in height from three and a half to four and a half feet tall.  They are covered in grey skin that is usually wet to the touch, glistening with slime.  Their mouths are small and dainty and they have huge, liquid eyes that are opague and black.  You can see your reflection in them if you get close enough.  They also have long, delicate fingers well suited to manipulating complex objects.  There are also Greys that rise to the height of five and half to six feet; these are known as the tall Greys, for obvious reasons.  However, short Greys tend to be much more common.  

Greys and humans have had contact for many decades, starting with the Roswell incident in the 50s.  There was never a crash, the Greys simply landed and informed the military that they were here.  The Americans quickly agreed to sign a secret treaty with them, with one of the stipulations being that the Greys could not reveal themselves publicly and must take measures to conceal themselves.  The Greys agreed to this treaty.  It is believed that this event might have been what created the Agency in the first place, or at least accelerated it's current incarnation, but this is speculation.

While the details of the treaty are largely unknown, it is believed that the Greys trade either technology or information for the right to kidnap and experiment on humans.  Their agenda is largely unknown, but the Greys seem to display a great interest in humans, particularly in our biology and physiology, but also in our psychology.  Other things that humans produce, such as our technology and culture have produced no visible reaction.  They seem to have no interest in such things.  

by Rucalok
Grey Technician:

Number Appearing: 1d4+2
Alignment: Lawful Neutral
Languages: N/A
Treasure: Futuristic Technology, Amulets that boost psychic abilities, medical equipment, mysterious organic-looking plastic-esque substances

Grey Technician
HD 2
AR 3 [Nanoweave Garments]
Atk Tearmaker [See Below]
Mor 12
Saves 9 or less  

Telepathic: Greys are telepathic.  They can communicate with any intelligent creature with a mind within 1 mile of them, as long as the Grey is aware of that creature.  Greys can also sense the presence of non-shielded minds through the auras and mental noise all creatures naturally emit. 

Innate Spellcasting: Greys have psychic abilities that they can use to manipulate their environments.  Their MD burn out on a roll of 5 or 6 and on doubles or triples trigger a roll on the Chaos table, (see below).  Grey Technicians have 4 MD and know the spells Illusion, Invisibility, Magic Missile and Take Captive.

Chaos of the Greys:
1- Glowing orbs of varying colors and sizes fill the air around the Grey in a 30' diameter circle.  
2- Strange, dissonant tones fill the air, all creatures within 50' must save or be paralyzed for 1 minute.
3- One piece of human technology within 100' randomly and catastrophically malfunctions.  
4- One piece of Grey technology within 100' ceases to function for 1d10 minutes.  
5- The Grey takes 1d6 Psychic damage as backlash.    
6- All creatures within 50' of the Grey suffer splitting headaches.  They make all Attacks and rolls based on precision, focus or skill at disadvantage unless they pass a successful COG check.  This lasts for 1d10 minutes or until the Grey that triggered Chaos passes 3 saves.  

Grey Technology: All groups of Grey Technicians larger than 4 members or on some form of mission will carry a piece of Grey Technology to aid them on their quest.  Roll on the table below or select the one that would be most suitable to their purpose.  

Tearmaker: Grey Technicians are armed with for their species is a basic infantry weapon called (by humans) a Tearmaker.  These weapons fire tiny teardrops of metal about the size of a bullet at great speed.  The normal rounds do 1d8+2 damage, with a save to reduce damage as per damage from a firearm.  They also have a variety of other types of rounds- Grey Technicians will also carry non-lethal rounds which do 1d8 electrical and 1d6 DEX damage on a hit, with a save to reduce both as per damage from a firearm.  If these rounds reduce a creature to 0 DEX, that creature is unable to move for one minute.     

- Isolate and Restrain the Target
- Perform your Analysis
- Avoid unnecessary violence
- Flee if faced with stiff resistance

Grey Technicians are highly intelligent, but stiff to outsiders.  They will generally refuse to communicate with those they are abducting or experimenting on, as they regard them as little more than a potential data-set.  Scientists don't argue with the lab rats about the necessity of the experiment, that's silly.  

Grey Technicians will communicate with outsiders if they must, which they primarily do through telepathy.  Technicians are scientifically oriented, almost to an autistic degree, on issues of medicine, biology, genetics and other scientific issues relating to living organisms.  They can and do other things, but these are done begrudgingly, rarely with any real zeal.  Their true passion is science and experimentation.  They have commented on there being other types of Technicians, but these are universally regarded with disdain by Technicians that specialize in other fields.

They generally regard humans in general with benign neglect to subtle contempt.  They don't care that they are hurting us and wouldn't do anything to help us, but in truth, they are largely non-malicious.  To them, their actions are entirely justified and it is true that their experiments are rarely permanently harmful, though that does not make them pleasant to go through or that they leave no lasting injuries, physical or otherwise.      

by WeAreSuperNeutral
Grey Technology: 

All Grey Technology requires a degree of psychic power/magical skill to operate.  It is controlled entirely through mental input- creatures without this talent are unable to use Grey Technology.  

Additionally, Grey Technology is extremely difficult to repair or recharge should it's power cells fail.  Whenever you use a piece of Grey Technology, roll 1d20.  On a roll of 1, it stops working.  You will need to repair it before it can be used again.  This is often very difficult, as very few creatures know how to fix Grey Technology besides the Greys themselves, who do not hand out their technology to those they do not favor.  

1- Neural Chimes: Strange metallic cylinders that 3/Day, can emit a piercing chime that forces all creatures within 50' to save or be paralyzed.  The chimes can be used to target one creature or all creatures within range.  Greys automatically pass their saves against this device.    
2- Godhand Glove: A gauntlet of steel wires with embedded stones and etched stones that amplify psychic ability, enabling any psychic creature who wears the gauntlet to use telekinesis.  The creature can manipulate objects as if their mind could produce a force with a strength equal to the creature's COG (or INT) score.  Grey Technicians have a COG of 16 for the purposes of telekinetic strength.    
3- Floating Saucers: Tiny discs of metal about the size of pie tins that levitate on their own.  Can act as drones for the Greys, transmitting audio or visual data.  The Saucers can fly and move quite fast.  Their edges are also razor sharp and can cut through flesh and bone with ease if moving at sufficient speed.  [HD 1 AR 4  Atk 1d8+2  Mor 20 Saves 7 or less].    
4- Radio Wand: A rod of cut crystal that allows the user to scan an object within 50' and see inside of it, as well as see a 3D model of it in their mind.  Can only be blocked by Tetragrammatic Wards, an inch of metal, three inches of concrete or a foot of dirt.  
5- Retractor Ray: A device that fires a beam of energy up to 100' long.  Creatures caught in the light are paralyzed and can be moved forward or backwards along the beam of light.  This beam can only target one Medium sized creature at a time.  Creatures larger than this get a save to resist being paralyzed or moved.    
6- Excruciator: A device that when pointed at a creature, fires electrical pulses that trigger agonizing pain in whatever creature they strike.  The device has a 30' ray and creatures targeted take 1d8 psychic damage, save for half.  This damage cannot reduce a creature below 0, but it can inflict mental trauma.  It passes through non-magical armor, unless that armor is designed to keep out radiation.  
7- Cloaking Discs: Small devices that resemble micro-CDs contained in small black jackets.  When placed on an object and activated, they cover whatever they are touching in an illusion of the user's choice.  This object can be a creature or a static object.  These illusions do not stand up to physical touch.  The Cloaking Discs can only produce visual illusions.
8- Flight Suits: Outfits that resemble wetsuits, with padded areas that resemble bulletproof plating under the fabric.  The suits enable whoever wears them to levitate and gives them a flight speed of 30'.  The downside is that the suits are fragile and can be damaged by fire or acid or anything that gives the wearer a Horrible Wound.  If it takes damage of one of those types, the wearer must save to see if the suit breaks.   

Grey Envoys:

Number Appearing: 1 or 2
Alignment: Lawful Neutral
Languages: Whatever languages they prepared for
Treasure: Grey Translation Devices, Ceremonial Robes, Futuristic Technology

Grey Envoy
HD 3
AR 3 [Nanoweave Garments]
Atk [See below]
Mor 14
Saves 10 or less  

Telepathic, Grey Technology: see above

Innate Spellcasting: Greys have psychic abilities that they can use to manipulate their environments.  Their MD burn out on a roll of 5 or 6 and on doubles or triples trigger a roll on the Chaos table, (see above).  Grey Envoys have 5 MD and know the spells Charm Person, Disguise Self, Invisibility, Hypnotic Pattern and Magic Missile.

Tearmaker: As Grey Technician.  

- Avoid combat, Charm enemy leaders
- Disguise yourself as an ally or turn invisible
- Strike with overwhelming force if threatened

Grey Envoys are better known as "Tall Greys" to humans.  Unlike their shorter cousins, they stand from five to five and half feet tall.  They are much more loquacious and willing to talk to humans, in fact, they enjoy it.  Grey Envoys primary purpose is to negotiate and communicate with non-Greys.  They, unlike other Greys, can talk using their mouths, though they still prefer to communicate telepathically, though they understand that this is often considered invasive by non-Telepathic species.  

Grey Envoys are capable of speaking any language they need to and can learn a new one within a few days, depending on the complexity and availability of data.  A Grey Envoy might have difficulty learning how to speak ancient Greek or Hebrew, but could learn how to speak any common human language within a few days.  They always have strange accents or lack thereof, but otherwise talk as if they were fully fluent in the language (because they are).  

Grey Envoys are believed to be the ones that communicated with the governments of Earth and negotiated the deals that allow them to abduct and experiment on humans.  They are more sympathetic to our plight, but they are still loyal to their race above all else.  They have hinted that they need humans and the data we can provide for some greatly important project the Greys are working on.  No one but them knows what this project is, or whether or not it would be beneficial to the people of Earth.  

While the opinions of the Greys as a collective is largely unknown, it is known that the Grey Envoys do not value the governments of Earth much.  The Greys cooperate because that is the easiest way for them to carry out their secret projects, but the Greys find the restrictions on them burdensome.  They constantly test the boundaries of their agreements and will break them if necessary, but prefer to abide by their deals as much as possible and exploit loopholes and unclear language when they can.

by Redwoodjedi
Grey Services:

The Greys do not have much in the way of treasure, beyond their technology, but they might be willing to offer one of these services in trade.

1- Life Extension.  The Greys can make you younger, extending your life-span through the use of their impossible technology.  
2- Healing.  The Greys can easily fix any injury you have, including regrowing limbs or lost appendages.  They can also easily cure any non-magical disease and have a good chance of curing the latter, though it's not guaranteed.  
3- Transportation.  The Greys can take you anywhere on Earth you wish, as long as you can fly one of their spaceships there.  So unless it's underground or in another universe, the Greys can get you there.  If they really like you, they can also take you anywhere you want to go in the Solar System. 
4- Knowledge.  The Greys don't know everything, but they know many things.  Especially if your question relates to technology, engineering or biology, they'll be able to answer your questions.  Their biggest blind spot is humans and their current activities however, they don't really understand us or know what we're up to.  
5- Digital Manipulation.  Want a file scrubbed from 99% of the Internet?  Want access to any secure database on Earth?  The Greys could do it in five minutes or your money back.
6- Psychic Manipulation.  Want someone's memory modified?  Want to send someone a psychic message or vision?  Want to get rid of your own mental illness or inflict one on someone else?  The Greys can do all that and more.  

Big Twists: The Greys:

Big Twist #1: The Greys are modified humans.  Through countless centuries of evolution, inbreeding due to constrained gene pools and intentional genetic manipulation created the Greys.  Yet despite their odd and bizarre appearance they were once homo sapiens.  Though at this point, the gulf between them is as vast the distance between humans and chimpanzees.  

Big Twist #2: The Greys are a Slave Race.  The Greys were created by a greater Race at some point to perform some function, such as scientific research, exploration or some other esoteric purpose.  There are likely other castes of Grey out there designed for other purposes such as Artists, Warriors, Leaders, etc.  

Big Twist #3: The Master Race is extant.  The Race that created the Greys is still around and they are on their way to Earth.  The Greys are preparing the way for an invasion.  

Big Twist #4: The Greys are humans from the distant future.  Eons from now, the human race ascends to unimaginable peaks.  We master all technology, including near-supreme control over time and space.  This enables us to travel back in time.  The Greys that returned to our age are those godlike Star-men from some impossible future age, having journeyed back to humanity's infancy for their own ineffable purposes.  

Grey Plot Hooks:

1- The Greys abduct the party for their experiments.  They subject the party to a variety of physical challenges and intensive rituals to try and get details out of them.
2- The Greys have accidentally abducted a person who is notable and attracted media attention.  The Agency is attempting to cover up the evidence and silence anyone who knows better.  The party happens to be one of those loose ends in need of being tied up.
3- The Greys have lost a piece of their technology on Earth, but due to treaty constraints, cannot recover it, as it is located in a military/government/Agency facility.  They send an Envoy to recruit the players to steal their tech back for them.       
4- The Greys and some human representatives are having a secret meeting.  You are hired to spy on this meeting and try to find out what the meeting is about and what the agenda of the Greys and/or the humans is.  
5- The party are contacted by a Grey Envoy, possibly in disguise, who is concerned about a human weapon test.  The Greys would like you to infiltrate the base where the weapon test is being undertaken and investigate it, then report back to the Envoy.  
6- The Greys wish to speak to a particular person without the interference of the locals or the Agency.  Please create a distraction big enough for them to sneak in, converse with their target, inform them of what the Greys wish the individual to know, then leave.  Also, if you get caught, the Greys will deny all involvement.  

by OfficialPazora

Sunday, May 19, 2024

OSR: Sirenhead

All art on this post is from the Trevor Henderson wiki, found here.

"She was on vacation with her husband and they were scoping out graveyards on the way, as you do, when she saw it. Rising out of the old cemetery, big as an old (macabre) telephone pole. Was this some kind of bizarre art piece the authorities hadn't gotten wise to yet? Even as she stepped out of the car, the megaphones on it's "head" screeched to life. "NINE. EIGHTEEN. ONE. CHILD. SEVENTEEN. REMOVE. VILE.". A buzzing, doubled voice screamed random words at her. At this point, it jerked into motion, striding down the hill towards her."
- Trevor Henderson

Number Appearing: 1
Alignment: Neutral Evil
Languages: The lingua franca plus 1d6 local languages, though it does not speak, but can understand these tongues
Treasure: Destroyed technology, the abandoned possessions of it's victims, human bones

Terrifying and sinister predators, these awful creatures prey upon the race of man, cruel cats toying with skittering mice.  They are tall and gaunt, their bodies brown or grey, perfectly suited to camflague in an urban environment.  They resemble telephone or utility poles, often, but not always, topped with a pair of realistic seeming siren horns.  Though obvious under close examination, in the dark or low visibility conditions, you won't see them coming until far too late.  

Despite the gaunt, wiry structure of their bodies, they are fast enough to effortlessly catch a human in flight, while being strong enough to rip apart a car or house to get at the delicious man-flesh inside.  They have even been seen keeping up with speeding cars for short distances.

Ferociously intelligent predators, Sirenheads pursue prey over days or weeks, stalking a particular human, learning their habits, routines, schedules.  When they leave for work, what their favorite TV show is, if they get up in the middle of the night to pee, all of these facts will be analyzed and used to form a hunting strategy. 
A Sirenhead might grab you when you stumble out of your apartment in the wee hours of the morning on your way to work, or it might snatch you in the dead of night, having stealthily broken your bathroom window while you were at work.  When you get up to use the toilet, a hand large enough to engulf your torso reaches through the window and drags you to your death.  Or it might drop a tree on you while you sleep and pulp you into red and pink jelly.  They are as devious as they are vicious.

Besides their ability to lurk and hide, their other best tool for hunting is their uncanny ability to mimic any sound they have heard.  Their siren-horn like appendages can then replicate these sounds at varying volumes, from deafening to speaking volume.  The Sirenhead will use whatever sounds it believes will be sufficient to attract, disarm or trick it's prey.  For example, it might use the laughter of children to prey on a lonely child or a woman's drunken song to draw out a would-be human predator.

This has led to much speculation on the intelligence of the Sirenhead.  They are clearly smart enough to create plots, manipulate humans and take actions that clearly require premeditation and planning.  They even seem to grasp the concept of language and spoken communication, yet there has never been a case of a Sirenhead attempting to speak to or responding to the speech of a human.
There are many theories on this fact; perhaps they simply cannot, and their grasp of our language is more of a "Chinese Room" situation.  Or perhaps they do not think of us as truly intelligent, just advanced animals, just as humans destroy ant-hills without considering the effect on the ants.  Or,most chilling of all, perhaps they do know we are intelligent and they simply don't care.  Despite it's popularity, this theory is rarely discussed,  for obvious reasons.  When it is, it is always in bright light, far away from any utility poles.

HD 8  AR 3  Atk (+4) Fist 1d8+4
Mor 15  Saves 13 or less

False Appearance: A Sirenhead can resemble any form of utility pole.  Standing still, it is hard to distinguish one from the genuine article until the Sirenhead moves or a close inspection is done.

Mimicry: A Sirenhead can mimic any soundcit has heard.  A listener can only tell these sounds do not come from the normal source by succeeding on a COG save or a DC 13 COG check.

Deafening Roar: A Sirenhead can release a deafening shout that causes all creatures within 50' to save or be deafened.  Creatures within 30' also take 2d6 thunder damage, save for half.  Any creature affected by this roar must automatically save or be frightened of the Sirenhead.

Great Strength: A Sirenhead is strong enough to tear apart a car with it's bare hands and rip through any material softer than concrete.  It can also hurl heavy objects, such as small trees, cars or refridgerators with relative ease.  

- Stalk a vulnerable target
- Lure them out to an isolated location and kill them
- If targeted, respond with overwhelming violence

Songs of the Sirenhead:

Each Sirenhead has a 3-in-6 chance of knowing one of the following songs.  They can use one of these as an action.  The song will continue to play as long as the Sirenhead uses it's action to continue singing.

1- Hypnotic Song: Any intelligent creatures who hear this song must save or fall into a hypnotic trance.  As long as a creature keeps hearing this song, they must make a save each round.  Deafening oneself is the only way to stop making these saves.  Those affected will obey simple instructions from anyone who speaks to them, though they will generally be unable to do anything sophisticated or requiring precision and skill.  
2- Anti-Memetic Song: Any intelligent creature who hears this song will not notice the Sirenhead or pay attention to it unless it is taking actions that directly affect it.  The Sirenhead could be sitting right next to it and the creature would not notice.  
3- Terrifying Song: Any intelligent creature who hears this must save or be frightened.  As long as a creature keeps hearing this song, they must make a save each round.  Deafening oneself is the only way to stop making these saves.  Creatures who become frightened take 1d6 COG damage each round they can see or are within reach of the Sirenhead.  If reduced to 0 COG, they will flee and try to get as far away from the Sirenhead as possible.  If flight is impossible, they will hide.  If that is impossible, only then will they fight.
4- Raging Song: Any intelligent creature that hears this song must save or fly into a blind rage.  As long as a creature keeps hearing this song, they must make a save each round.  Deafening oneself is the only way to stop making these saves.  Creatures who succeed on their save but can still hear take 1d6 COG damage a round.  If they are reduced to 0 COG they fly into a rage and must attack a creature each round on their turn, unless there are no available targets, in which case the affected creatures will either destroy property or seek out new targets.   
5- Charm Song: Any intelligent creatures who hear this song must save or be Charmed by the Sirenhead.  As long as a creature keeps hearing this song, they must make a save each round.  Deafening oneself is the only way to stop making these saves.  Creatures who become charmd take 1d6 COG damage each round they can see or hear the song of the Sirenhead.  Those charmed or reduced to 0 COG will move toward the Sirenhead, praise it, sing songs in it's honor and try to give it gifts.  This Charm effect lasts for 1 hour or until the Sirenhead does something terrible to a charmed creature, which will grant the creature another save.
6- Industrial Song: All pieces of technology within 100' of the Sirenhead have a Xd10% chance of suddenly malfunctioning, breaking or needing to be repaired.  This chance can be determined by the complexity of the machine.  A sword or a simple melee weapon has a complexity of 1, while a gun has a complexity of 5.  A steam engine has a complexity of 3, while a computer has a complexity of 8.  Each minute the Sirenhead sings, machines must roll again.  After three failures, the device is totally useless and must be totally dismantled and put back together within new repairs to fix it.    

Variations of the Sirenhead:


This variation of Sirenhead instead has a head that resembles the top of a radio tower.  This variation can listen to and transmit radio signals.  It can mimic human voices through the radio.  It also has the ability to prevent communication in a circular area in a 1 mile radius around itself.  


This variation of Sirenhead can listen to and transmit television signals.  It can modify television broadcasts, distorting the images and making different things.  If you're watching the evening news and the anchors start very seriously telling you about how the FBI is going to come to your house and kill you, then you might be a target for one of these.  Teleheads seem to truly enjoy chipping away at the sanity of their prey, driving them to madness and isolating them before devouring them.  


This variation of Sirenhead can access the internet.  If other variations of Sirenhead must stalk their victims to obtain information, this variation can remain exactly where it is and learn everything about you.  From your sexual fetishes to bank statements to your social security number, it knows everything about you.  It will use this incredible level of information it has to effortless manipulate it's prey using a variety of schemes.  Perhaps a long-lost lover suddenly reaches out and wants to try and rebuild your relationship, or a colleague from work is in a real tough spot and needs you to meet him, or your mom really needs money to pay her bills or the bank will take all her money.  


This variation of Sirenhead has the ability to control electricity.  Besides being immune to lightning strikes and electrical damage, this variation can fire bolts of lightning as an attack, trigger electrical overloads that destroy electronics and trigger localized blackouts.  The least subtle and most brutal of this terrible race.  

"I don't know why, but I had the sense that it was gloating as it ate Charlie.  As it bit him in half and gore rained down on it, this awfully staticky sound was pouring out of it.  I couldn't help but think of it as ghoulish laughter.  Maybe I'm just overreacting, but I know it's smart.  I just didn't think it was smarter than us."
- Author Unknown

Friday, March 22, 2024

OSR: Even More Schools of Magic

As usual, I'm very late to this trend, if it ever was one.  Consider this post a companion piece to this one.

by SeaofFireflies
The Imperial Model:

The Arcane University in Au-Mar categorize Magic as divided between the Greater and lesser schools.  

The Greater Schools are as follows:

- Conjuration, which focuses on moving things, namely objects, creatures and information from one place to another.
- Evocation, which is dedicated to the manipulation of energies.
- Transmutation, which is focused on the changing of one item to another.  

The Lesser Schools are said to be derived from one of the Greater Schools.
Divination is a Lesser School, derived from Conjuration, as it focuses on moving information from one location to another.  

Illusion is a Lesser School, which derives from Evocation, is focused on the manipulation of light, sound and the senses.  

And of course, there are fierce debates about where some Schools fall.  Does Shape-shifting count as it's own School, and if it does, does it count as a part of Biomancy?  And on the subject, is Biomancy derived from Transmutation, as it is the changing of an existing substance, or is it merely the manipulation of existing energies and material, thus making it derive from Evocation?  There is no consensus on this topic, only arguments of varying validity.  

by yigitkoroglu
The Winds of Magic Theory:

The Strixa, an ancient civilization that produced unparalleled advances in sorcery and mathematics, theorized that magic flowed from various sources that, when intermingled, formed a flowing, fluid network that changed and altered based on external forces.  They called these forces The Winds of Magic.  

The Winds were:

The Wind of Fire: The Red Wind.  Originates from the Sun.  Enabled the manipulation of fire, heat, light and time.  Also useful for purification.  

The Wind of Change: The Silver/White Wind (varies by tradition).  Originates from the Moon.  Enabled the manipulation of the mind, the creation of illusions and shapeshifting. 

The Wind of Heaven: The Teal/White Wind (varies by tradition).  Originates from the Stars.  Enabled the acquisition of knowledge, the manipulation of fortune and space and invisibility.  This was considered the most useful Wind to draw upon when Scrying.  

The Wind of Air/Sky (see above): The Blue/Azure Wind.  Originates from the Sky, but only during the day.  Enabled the manipulation of the weather, lightning, clouds and wind.  The best Wind to draw upon if you wanted to fly.  

The Wind of Stone: The Yellow Wind.  Originates from the Earth.  Enables the manipulation of rock, stone, earth, metal and minerals.  

The Wind of Tides: The Blue/Cobalt Wind.  Originates from the Ocean.  Enables the manipulation of water, storms and sea-life.  Scholars are split on whether or not this or the Wind of Sky grants better control over weather.  

The Wind of Shadow: The Purple Wind.  Originates from Darkness.  Enables the manipulation of shadows, darkness, decay and hidden things.  It is the best Wind to use when concealing things  and debately, practicing Necromancy.  

The Wind of Life: The Green Wind.  Originates from the World-Spirit.  Enables the manipulation of life, living creatures, poison, growth, disease and mutation.  The best source to draw upon for Healing magic.  Also some argue that this Wind is a better source for powering Necromancy than the Wind of Shadow.

The best argument for this theory is that it is possible to draw mana from the above listed natural sources, though it is dangerous and usually not worth the effort, unless you're attempting a massive working.  The best argument against it is that it's rather arbitrary.  According to some Scholars, the Stars are present during the day, we just can't see them.  And why does the Sky get two Winds associated with it?  And who gets control over weather, the Wind best for controlling water or the one that controls clouds?  And what, exactly is the World-Spirit?  

Some Strixan scholars argued it was the true source of all life, an Ur-creature, an All-Mother that could have looked like anything, from a divine Goddess to a hermaphroditic demigod to a continent-sized slab of flesh.  Others, meanwhile, argued that the World-Spirit was all living things collectively, or the soul to the physical body of the world.  

That latter group ruthlessly persecuted those who specialized in the tapping of the Wind of Life, for they believed that excessive use could harm the world itself and potentially lead to the death of all living things.  There was never any agreement, not when the Strixans ruled a third of the world and certainly not now, as the civilizations living on their bones squabble over the detritus they left behind.   

by zhaoenzhe
The Metal Magi of Yi'Fa:

The lands of Yi'Fa categorize Magi into a series of schools named after and based on the their Theory of Metallurgy, a spiritual and philosophical school that governs much of their government policy, cultural activities and religious practice.  The Theory of Metallurgy is based on the idea that the universe can be divided into five aspects which interact and battle with each other.  These aspects are each tied to one of the five "Prime" metals.  The Five Prime Metals are Gold, Silver, Iron, Pewter and Mercury. 

To the Yi'fan, Gold represents the Sun, Eternity, Divinity and Royalty.  As such, Golden Magi are among the most honored in their society.  Golden Magi practice magic relating to healing and protection, using their magic to protect, heal and restore.  Their orders are highly exclusive, recruiting only from the most talented and noble.  Though sought out by nobles and Kings alike, Golden Magi are still beloved by the common people and play a great role in the folklore of Yi'Fa.  Golden Magi can often be identified by the fact that by practicing their arts for long enough, parts of their flesh will transform into living gold.  

Silver represents Quickness, Motion, Commerce, the Sea and Luck.  Silver Magi command wind and water, as well as the tides of fortune.  They are prized by merchants and sailors, who employ them to speed journeys on their way or bring them safely to a distant destination.  Silver Magi are much more egalitarian, recruiting anyone who wishes to and possesses the talent.  Their academies are known across the region, for both their effectiveness in training Magi and their ruinous prices.  Still, many Silver Magi earn more than enough to pay off their debts, and many even go on to command their own businesses, fleets or combines.  A Merchant's Guild that does not keep at least one Silver Magi on staff is sure to lose out to those that do.  That being said, Silver Magi are not well-loved by commoners for they have a reputation for being heartless money-grubbers.  The Nobility also generally aren't big fans of them, as the wealth of some of the merchant-princes threatens to eclipse that of even the Great Houses.  

Iron represents Blood, Law, War and Wild Beasts.  Iron Magi have the ability to tear men apart with their bare hands or reduce crowds of attacks to chunks of bloody meat with a shouted word.  They are killers and mercenaries, warlords and wild-men stalking the wild.  In times of strife, Iron Magi are revered by soldiers and utilized to tear apart enemy armies and assassinate rival princes.  However, as soon as the war ends, Iron Magi find themselves treated with cold respect.  The more generous ones retreat to the wilderness or frontier, or accept a well-paid position somewhere politically inconvenient and very far from anywhere relevant.  The less gentle ones become bandits and criminals, using their bloody skills to amass wealth and power.  Iron Magi are feared by all, but are very convenient friends to have.  Plus, while the Nobility do fear them, they fear what would happen if they tried to purge the Irons more.  

Pewter represents the Earth, the People, Cities and Industry.  Pewter Magi can manipulate stone and metal, as well as altering people's perceptions and feelings.  They are known for their ability to construct buildings without a single tool and repair damaged objects with a wave of their hand.  Despite this, or perhaps because of it, Pewter Magi are celebrated as heroes wherever they go, friends of the common man and threats to corrupt officials and tyrants.  If Golden Magi are beloved, Pewter Magi are basically worshiped by the common people.  They are similarly feared by the Nobility, as they tend to not be fans of the ruling dynasty, even when things are going well.  And when things go poorly, many a peasant revolt has been headed up or aided by Pewter Magi.  

Mercury represents Transformation, Longevity, Knowledge and Chaos.  Mercury Magi, also called Mercury Mages or Mercurians, command the strange power to transform themselves into beasts or other strange forms, as well as to transform one substance into another.  They also possess the ability to spy on enemies from far away, steal knowledge and trigger disruptions that can cause everything from bad luck to disease to natural disasters.  Mercury Magi are the rarest of their kind, known for their research into the far reaches of accumulated knowledge, as well as their bizarre and often dangerous experiments.  According to the stories about them, most are interested in two primary abilities, the ability turn non-precious metals into gold and the ability to extend life or grant immortality.  For this reason, they are often courted by kings and Emperors for their unique knowledge, while the common people fear them.  Despite the fact that they are often greatly favored by the powerful, Mercury Magi are rarely content to be a monarch's caged mage and often abandon such a lucrative post to pursue their own agendas.  Their reputation for being capricious, mysterious and paranoid is well-earned.  Despite this, however, no one powerful will turn away a Mercury Magi, if only for what they might know.  

The main problem with the Yi'fan's theory of magic is that it is tied to their Theory of Metallurgy, which makes it unwieldly and impractical.  The Theory is so prized and central to their culture that though it is not a religious text, it's tenets have taken on a sacred aspect, especially among the upper classes.  As such, scholars and Magi alike contort their logic and stretch definitions to categorize them under one metal or the other.  This leads to many highly passionate and ferocious debates over spells that cannot neatly fit into one of the Primes.

For example, most would argue transformation spells fall solidly under Mercury, as it the school that commands the power of transformation.  However, Iron also has power over wild beasts, so what would a spell that transforms someone into a wild beast fall under?  Similarly, what about a spell that tears apart a large stone and hurls out a shower of stones at high speed?  Is that Pewter, because it manipulates the Earth, or Iron, because it is primarily used for violence?  

Or what about a simple spell to conjure fire?  Most would argue that falls under Gold, as the Sun is often associated with fire, but what if you accept the notion that fire is just air moving rapidly?  Wouldn't that make that conjured flame fall under Silver instead?  And as these definitions are not just academic, but tied closely to religious and political convictions, the debates tend to quickly devolve into shouting, brawling and petitioning the government to ban your academic or philosophical rivals as seditious rebels.

by muju

Tuesday, March 5, 2024

OSR: Power Armor

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 Mecha or fantasy power armor.

artist unknown, from here
Power Armor:

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.  

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.

Base Abilities:

All Power Armor begins with these base traits-

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.

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.    

Rules for Use:

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.  

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.  

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.   

Put on the Suit:

To customize a suit of Power Armor, consult the tables below.   

Quality Level:

- Low.  Base FS +6, DR 1.  Usable 1/Day.  4 Attachment Slots.  STR 16, DEX 13, CON 17.
- Moderate.  Base FS +7, DR 1.  Usable 1/Day.  5 Attachment Slots.  STR 17, DEX 15, CON 18.  
- High.  Base FS +8, DR 2.  Usable 2/Day.  6 Attachment Slots.  STR 18, DEX 16, CON 19.
- Legendary.  Base FS +10, DR 2.  Usable 3/Day.  7 Attachment Slots.  STR 19, DEX 18, CON 19.


- Shield Generators (2).  Boost your Armor's DR by +1.  
- 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.  
- 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.    
- 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).    
- 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.
- 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.      
- 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.   
- 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.    
- 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.      
- 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.  
- 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.   
- 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.  
- 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.  


- 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.  
- 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.  
- Rocket Launcher (2).  Varies depending on ammunition type.  See below.    
- Grenade Launcher.  Varies depending on ammunition type.  See below.  
- 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.    
- Assault Rifle.  Does 1d10+1 damage, enemies get a save vs firearm.  Reloads on an 11+.
- 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.   
- 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.    
- 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.  
- Thunder Hammer. Want to wield the Hammer of Thor?  This is your best option.  It does 1d10+STR+Atk damage on a hit.
- 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.  
- 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.      

Ammunition Types:

Unless stated otherwise, Grenades affect a circular area with a diameter of 30'.  Rockets affect a circular area of 50'.  

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.  
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.        
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.  
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.
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'.
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.  
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.]       
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.        

by Wolfdawgartcorner 
Special Variants:

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.      

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. 

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.   

by BiagioDAlessandro

"Fuck it, we ball."

Sunday, February 25, 2024

OSR: Vampire Class 2.0

A long time ago, I made a playable Vampire class.  I was very proud of it at the time, but it hasn't aged well.  This is a new version, much improved.  

“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.”

- Grady Hendrix, The Southern Book Club's Guide to Slaying Vampires

Starting HP: 1/3 Con
Fighting Spirit: +2 FS per Vampire level
Atk Modifier: +1 per level (max +5)
Starting Equipment: Casual clothes, coat, vial or bag of blood, dark glasses, false wax teeth (to hide your fangs), club or dagger

Sanguine Thirst, Bite, Blood Points, Degeneration
Sensory Enhancement, Predator's Stare, Sunlight Sensitivity 
Regeneration, Blood Resonance
Preternatural Speed, Sunlight Vulnerability
Inhuman Strength
Cessation of Concern, Coffin Home, Immortal Heart
The Long March, Prince of the Dark
Banquet of Blood, Injury Unmade, Perpetual Sleep
Undying Thirst


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.  

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.  

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.  

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).  


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.  

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.

Sunlight Sensitivity: Your skin and eyes become sensitive to direct sunlight.  You have disadvantage on all checks and saves made in direct sunlight.  


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.  

Blood Resonance: The blood of mortals is tinged with the emotions and feelings of the state they were in prior to feeding.  

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.

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.

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.  


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.

Sunlight Vulnerability: Sunlight sears your flesh.  Each round you begin in direct sunlight you take 1d6 radiant damage.  


Supernatural Strength: You can enhance your strength.  For each BP spent, you add +1 to STR checks and saves, Attack and Damage rolls.  

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.  


Cessation of Concern: Your mortal body's needs diminish.  If you spend a Blood Point, you do not need to eat or drink.  

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.  

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.    


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.  

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.  

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.    


Banquet of Blood: You can now have up to 2*CON score BP stored with you.

Injury Unmade: Your Regeneration now heals 1d6 HP per BP spent.  You can also heal Horrible Wounds by 1d4 per BP spent.  

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.


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.    

Besides through sunlight, you can only be killed by...

1- Staking you through the heart, ripping out your fangs, then burying you in a silver-lined coffin.  
2- Removing the head, removing your heart and stuffing your neck-stump with garlic and thyme.  
3- Cutting your body into four pieces, burning it to ash and scattering those ashes at a crossroads.
4- Crucifying you and draining you of all your blood, then once you stop moving, casting you into a mighty river.
5- Impaling you with a stake made from a hawthorn tree and burying your corpse in holy ground.
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.  

Some Notes on Vampires:

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.  

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.  

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.  

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.  

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.

by Manzanedo
Vampire Progression:

Vampires usually develop their abilities over long periods of time.  

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.

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. 

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.  

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.  

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. 

Consult the tables below to see how you a Vampire degenerates and the effects it has on you.

by PhuThieu1989
Vampire Society:

Vampires don't call themselves Vampires- they referred to themselves as the Kin, the Kindred, the Embraced or the Gentle Beasts.  

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.

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.  

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.  

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.  

Vampire Ranking:

- Newborn: From 0 days to 1 year.
- Fledgling: From 1 year to 5 years.  
- Neophyte:  From 5 to 10 years.  
- Seasoned: From 10 to 30 years.  
- Mature: From 30 to 70 years.  
- Elder: From 70 to 150 years.  
- Ancient: From 150 years or up.       

Blood Arts:

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.  

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.  

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.  
Random Blood Art:
1- Addictive Fluids: See below
2- Baptism of Blood: See below 
3- Beguiling Stare: As Charm Person
4- Blood Mastery: See below
5- Command the Unclean: See below
6- Create Servant: As Create Servant
7- Darkness: See below 
8- Enslave Undead: As Enslave Undead
9- Essence Rays: See below
10- Ethereal Beauty: See below
11- Face Dancer: See below
12- Freezing Touch: See below
13- Gaseous Form: See below
14- Hypnotic Eyes: As Hypnotic Laser
15- Invisibility: As Invisibility
16- Lordly Presence: As Baleful Charm
17- Pass without Trace: See below
18- Shadow Gate: See below
19- Spider Climb: As Spider Climb
20- Wild Shape: As Wild Shape

New Spells:

Addictive Fluids
R: touch T: creature D: [dice] hours

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.  

For each [dice] past the first, select one of the options below:
- 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.
- 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.  
- 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.   

Baptism of Blood
R: 10' T: creature D: special

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.  

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.    

Blood Mastery
R: 30' T: [dice] sources of blood D: 2[dice] rounds

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.  

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.

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.     

Command the Unclean
R: 100'          T: space within range.  D: [sum] minutes

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.  

R: 10*[dice]'    T: All the area within range    D: [sum] minutes

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.

This spell cannot be used in natural sunlight.  If cast in a sunlit area, the darkness sizzles away like butter on a hot skillet. 

Essence Rays
R: 100' T: creature or object D: one action

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.  

Ethereal Beauty
R: touch T: creature D: [dice] minutes

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.    

Face Dancer
R: self        T: self            D: [dice] hours

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. 

Freezing Touch
R: touch T: creature D: one action

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.

Pass Without Trace
R: touch    T: [dice] creatures    D: [dice] hours

[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.  

Shadow Gate
R: touch T: A created Shadow Gate D: one action

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.  

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.

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.

by NikitaDmitriev