Saturday, April 29, 2017

Sunstroke Daemon

a being built of living EM energy  



HD 2+2. AC made of raw sunshine. 2 Attacks: 1d12/1d12 blistering microwave claws or Special: continual light 1/rnd; loves to blind folks. Move: unhurried and sneering. Special: it cannot be harmed by non-magical means. Special: takes 1d12 damage from darkness and shadow type spells. Special: can be trapped via any opaque surface, assuming a light-tight seal.

Amazing Art by Sam Mameli


A puzzle-ish monster featured in Ruinous Palace of the Metegorgos.

Tuesday, March 14, 2017

Darf!


Darf! a playable class (if you hate everyone in your group)


Darfs are pretty small. Darfs are all unique. Darfs are probably a joke played by some dumb god of coked up orcs or something.

They share a few common traits: stubby little limbs, blunt mismatched tails, big stupid mouths.

The things can ambulate on either 2 or 4 legs. Mostly though, they slapstick and slip their way ahead, more or less.

All, however, squeak out the word, “Darf!” when frightened, hurt, or perplexed.

Game Shiz:

Darfs! advance as thieves/specialists

  • HD d12 (Min 6)
  • BAB -1
  • Armor: Natural AC  of 15. May only wear helmets, AC 17, but it looks really stupid.
  • Saves: All saves begin at 10. All go down by 1, per level. Darfs are notoriously hard to kill. Obnoxiously lucky.
  • Weapons: All weapons wielded by Darfs do 1d3 damage at most. (Note that their strength falls within human norms. Those dumb little fingers, though… those, those idiotic fumbling movements… No matter if it is the Lasso of Eternity or a lousy prison shank or a fucking halberd – all inflict the same ineffectual amount of damage.)

Special Notes:
  • Darfs are twice as likely set off traps, but are allowed a saving throw to avoid harmful effects (whether typically called for or not).
  • Beings hearing the exclamative “Darf!”, as spoken by a Darf, are twice as likely to react with hostility towards the Darf and any perceived Darf allies.
So yeah. I'll have a better illustrated pdf of this with a background table as a PWYW eventually.

But, with FLAILSNAILS kicking back in, I felt this needed to be out there.

Friday, February 3, 2017

rough fictional setup



Steel and plastic corridors creak |pop | and echo|| always. Weight was luxury. Ain’t nobody had no square to spare for unnecessary bullshit.

I mean of course you bring some yeast with ya, some herb, some seeds maybe. All that’s just money in the bank, and you could hide it in your pockets. Just had to wear heavy boots at Gate A weigh-in, then tell ‘em you emptied your pockets come reweigh at Gate C. Dropping weight ain’t never suspicious – at least not to underpaid government vetters.

Then we got here and it weren’t quite done. Told us that just meant more jobs… Jobs no poor schlub on govt. lists ever could do…

So now we’re here, and cramped. 

Now we’re fed, nearly enough. Nothing to do. Just fucking | fighting | and waiting to die.

Something gets wrecked, the Man comes around. Get too rowdy, the Man comes around. Get too happy, Man comes around to steal your herb.

Just waiting to die. Rust and grey corridors and tiny black windows into nothing.
Somebody let the nothing in…

Folks and corridors are becoming just that, nothing.
The Man don’t care. It was cheaper to blast us all into space.
They ain’t spending no square, taking no time to see why we’re going away.

So what you gonna do about it, wizard?


Thursday, February 2, 2017

it begins…



You are all no longer of this town.

Or maybe you never really were.

The soothsayer each village hides away from the Church found your lot, read the intestines. (I hope it weren’t your little brother’s…) 

You are all special, heroes chosen.

Cruel spins the wheel of fate.

Wanderers will you ever be…

Cruel caricatures in plots preposterous entangled.

But first, before you leave, a little help, please. It awoke, or maybe we just noticed, but evil has pressed forth from the fog shrouded wood. Please, heroes, smite it, or trick it, or cajole it asleep.


Do not fail to render aid, lest you be damned to an even more terrible fate…


Saturday, January 28, 2017

Broken Wilds version Something.Not-the-first


bleak fairytale roleplaying



Stats  roll 3dF 4 times, in order
(-3 thru +3) 
Grace
Strength
Wits
Weird

Skills
(target number 6 on a d6, dice explode and implode)
Stealth modified by Grace
Prestidigitation modified by Grace
Orienteering modified by Wits
Survival modified by Wits
Ritual modified by Weird
Lore unmodified by stats


Character Classes 
Lost Child: 1d4 Starting HP, +2 Stealth, +1 Prestidigitation, 1 copper pence
Wildfolk: 1d6 Starting HP, +1 Orienteering, +1 Survival, no money
Hearty Villager: 1d6+2 Starting HP, +1 Strength, -1 Reactions with Nobility, 2 copper pence
Hidden Princess: 1d6 Starting HP, +2 Reactions, 2d6*10 silver pence
Wise Witch: 1d6 Starting HP, +2 Ritual, +2 Lore, -2 Reactions if Known, 1 heirloom silver pence
Aelf Blooded: 1d6 Starting HP, No Soul, Innate Magics, -2 Reactions, 1 copper pence
Saves
Based on the Stats. Roll modified d20, target number 16.





Advancement
(up to 5 character advancements during a PCs life-time, cannot reuse earned-by goals, no more than 1 advancement per session )
Bloody Path  +1 to Hit, +1 to Damage
Earned by: | Killing a Human Being in Combat | Killing a Monster in Combat  | Winning a Duel | Losing a Duel |

Quiet Path  +1 Stealth, +1 Grace
Earned by: | Killing a Foe from a Quiet Distance | Sidestepping Danger | Sneaking Past an Enemy | Stealing Something Valuable |

Sideways Path  +1 Ritual, +1 Weird
Earned by: | Survive a Spell | Read a Grimoire |

Stalwart Path  +1d6 HP
Earned by: |Surviving <1 HP | Defend another Person throughout a Battle |Survive One on One combat |

Clever Path  + 1 Wits, +1 Lore
Earned by: |Outwitting an Enemy | Circumventing an Obstacle |

Doughty Path   +1 Strength
Earned by: |Carrying something Heavy out of a Dangerous Area | Failing a Feat of Strength |

Combat

To-hit #s (Roll 1d20+Mods to murderlate somebody)

Defender Status                   TH#
Asleep/ Tied-Up          Just Roll Damage.
Unaware                      6         
Unarmed                      8         
Armed, Nonviolent        9         
Armed                          10       
Have Shield                  11       
Using Cover                 13       
Superhumanly Fast      14       
Prescient                      16       
Godlike                        You Don’t Hit.

Armor List
Armor in this system is an additional overlay of Hit Points (really, don’t get hit points. Damage is taken out of armor HP first. Armor HP refreshes with each new combat. [The longer a fight goes on, the more likely {through skill and dumb luck} it is that opponents will circumvent defenses.])

Improvised Helmet     +1 HP
Helm                           +2 HP
Improvised Shield       +1 HP
Shield                          +2 HP
Leather                        +2 HP
Chain Shirt                  +3 HP
Gauntlets                     +1 HP
Breast Plate                 +4 HP
Heavy Clothes             +1 HP

Weapon List

Small Club or Improvised weapon       1d3
Big Stick or Knife or Dagger                1d4
Small Sword or Hand axe or Cutlass    1d6
Rapier                                                1d8
Spear or Pike or Musket & Bayonet     1d8
Flintlock Pistol                                    1d10 (On an attack of 3 or less it misfires)
Flintlock Musket                                 1d12 (On an attack of 3 or less it misfires)
(Dual Wielding - Roll damage for both weapons if you strike, take the higher.)

Basic Rituals

·         Entrapment – Use of appropriate binding circles to entrap supernatural entities. Requires a Successful Ritual check and some way to get the entity into the circle.
·         Binding – Prevents supernatural entities from performing certain tasks. Obviously those wily spirits will only honor the letter of the law. An exchange is Always required.
·         Summoning – Requires a Grimoire with specific summoning instructions.



Aelf Ability | Roll 1d20
(These powers can be used as often as the aelf blooded wishes, unless otherwise indicated.)
            1. Feylight - Victim begins to phosphoresce in a color of the caster's choice. Feylight is precocious, desperate to be seen. The glow will gladly glide around corners and peak out to beam through thick foliage. Hiding from beings capable of sight is basically impossible. Lasts 1d6 hours. Cannot be dismissed. No more than 1 feylight may be kindled at a time.
            2. Sleep of the Dead - Caster may touch up to 1d4 creatures, causing them to sleep as though dead for 1+1d12 hours. They CANNOT be awoken beforehand. Sv. to Negate if unwilling. Sleep of the Dead cannot be recast until all victims are awoken or until the next sunrise.
            3. Pierce the Veil - Opens the way to the Feywode, aka Surreal Dreaming Fairy Land.
            4. Creation Unbounded - Forces mutation, see chart.
            5. Blindness - causes irreversible blindness in one creature as he/she/its eyes wither and dry-up like raisins in the summer sun. Extremely painful. On a successful save, caster loses 1 eye as well.
            6. Beguilement – Victim will be forced to care deeply about the wellbeing of the caster, often with romantic notions. Lasts for 24 hours.
            7. Windsong Servant – Wind-chime sounding unseen servant but w/o the silly no attack options, just bad and slow at attacks. Lasts 1d10 minutes. Capable of exerting about 20 lbs. of pressure.
            8. Remove the Scales - causes the victim to see and know the absolute truth for 1d6 hours, reveals glamours and invisible creatures. Victim cannot be successfully lied to during this time. Likely a harrowing experience for all involved. Cannot have more than one Remove the Scales effect at the same time.
            9. Bloom - causes withered and rotted things to refresh. Can be used make rotten food wholesome, restore to vitality plants, or bring back to full health a handful of desiccated insects.
            10. Cleanse - removes toxins from object or person. Requires clear or white stone or gem which is blackened and ruined in the process
            11. Ethereal Fog - summons a bunch of sound dampening semi-solid fog. 30 ft. radius.
            12. Forget -  Causes victim to forget the last 10 minutes. Sv. negates.
            13. Thunderous Blast - causes 1 damage and being stunned 1d4 rounds of centered on target, all within 10 ft must sv or be stunned for 1d4 rounds
            14. Withdraw - Allows caster and up to 200 additional lbs to step out of reality for up to 1d6 minutes. Wizard and other beings can see but cannot hear, smell, touch, taste, or move while in this pseudoreal fold in existence.  Using this ability more than once per day comes with a cumulative ¼ chance to never return.
            15. Flameous Command - control existing fires to flare up or go out or produce too much smoke. Continues so long as caster has uninterrupted concentration.
            16. Glamour - change small characteristics like hair color or eye color or apparent value or cause object/person to glow or cause object/person appear to be made of a different material.
            17. Sunder - Breaks apart a single stone, brick, or other crystalline-mass up to the size of a small house. Stones in a structure may of course topple other things.
            18. Unerring Arrow - Causes one arrow (or bolt or musket ball or slingstone or javelin or whatever) to definitely strike it's next target. If a hit is rolled, the round does maximum damage. If a natural 20 is rolled, the target is slain. Only 1 unerring “arrow” can be created at a time.
            19. Feather's Weight - causes a victim/object and a feather to switch weights, can effect up to 300 lbs. Lasts 1d6 minutes, cannot be dismissed.
            20. Assume Lesser Form - wizard (NOT POSSESSIONS) can become a small beast for 1d6 hours, examples: bat, snake, bird. Cannot replicate natural toxins. Can be cast on others. Animal has 2 HP. Sv. negates for the unwilling.
           
Reactions
(Reaction Rolls are Done on a Straight, Exploding/Imploding d6, Just like a Skill Roll.)
Only roll if there is a doubt as to how the creature would act.

7+ - Accommodating
6 - Friendly
5 - Wary
4 - Suspicious
3 - Annoyed
2 - Hostile
1 – Raging

Death
At less than 0HP, characters will die in 1d20 minutes without basic medical attention.
At less than -4 HP, characters are dead.
(Unmourned dead, those buried without ceremony, etc. have a 1/10 chance to come back as vengeful undead.)



WAIT there isn’t a rule for this!
Okay.

If somebody is actively trying to do something active, roll 1d6 (exploding/imploding) modified by appropriate stat. Referred to as “Feats of [Stat]”
If somebody is trying to avoid something, roll a save with the appropriate stat.

Alternatively, make something up or Just let it happen if it makes sense.

(c) 2017 Evey Lockhart

Friday, January 27, 2017

adventure design, lesson (-1)

How the fuck do I write an adventure?

Inspirado, it begins with Inspirado. If you don’t understand that, go watch the short lived Tenacious D show. Or just, like, guess and you’re probably there.
An image, a conversation, a hallucination, a song, a fucking Wikipedia article… the idea grabs hold and won’t let go.

Smile with Us, Friend…’s development as fucking example I guess.

Once, during a game, with an aelf in it, I improvised the idea of a spider with a human mouth.
The idea stuck, I even made a terrible picture for it:  



So yah. I drew up a fucking map that looked sort-of spidery and then lost touch with it for like a year. 



(When writing dungeons as opposed wildernesses or lairs, I am much more likely to just drop the whole fucking  for a while.)

The image held, though. It refined. It simmered in the wretched stew of my damaged brain.

Anyways, because I was writing every damn day at the time, I got the idea to write up a bunch of cultists. I wanted to highlight the type of personalities that might worship an angry chaos spider.

Then I drew some pictures that did not totally suck. (Okay. So maybe I drew a bunch of pictures that did suck before I got there.)



Then it all fell together.

But not really, I spent a long time trying to imagine actually using my creepy but not that powerful spiders folks at the table.

After a bunch of thought, I tested it out at the table. The ideas worked ok.

So… I like fiddled with a shitload of fiddly bits and then released the fucking thing.

Anyway, now I write DnD shit so often, I’ve actually noticed a mild methodology (beyond smoking out) in my process.

Mind you I am still devoted to chaos and the Heat Death of the Universe, buuuut my stupid human brain develops habits.

(I kinda think these habits are unuseful to like anybody else, but I’ve already typed this fucking much so…)


  1. I start with the fiction. The images. Poetry. Inspirado.
  2. Then I do waaaaay too much research because I like brain learnings.
  3. Eventually a way to mechanize the weird/sad ideas comes to mind.
  4. Then figure out how to present that shiz...
inspirado

inspirado 
inspirado





Mechanizing method:  Ummm, basically I’ve just been playing D&D for like almost 2 decades…
But, I did get some useful advice from somebody, Paolo maybe, one time:
{{[paraphrased from an unreliable memory] Figure how often you want the thing to happen. Figure out the dice that makes it happen that often.}}

I mean it’s hardly that simple, but also it kinda is… I mean you will fail.

You will fail, frequently… but it’s a game you’re playing with friends so it probably won’t totally suck.

So ya, play the game, hold onto the images that terrify and entice you, and understand that we will all be dead pretty soon.

That’s how I does it.

Tuesday, December 6, 2016

Twin Snakes Wizard Boot

The boot gives mediocre advice in exchange for tequila and live mice.
They will tell you their venom is the strongest in all possible worlds. They will entice you to painstakingly milk their throbbing mouth glands.
Really though, you'd just be tickling a demonic prostate.
The twin snakes wizard boots want nothing to do with those who have milked them. You will find then only dark looks and hissing laughter.
Even for demons, they are grossly base cretins.