Showing posts with label tabletop rpg. Show all posts
Showing posts with label tabletop rpg. Show all posts

Friday, 14 February 2014

The Wonderful World of Symbiotic Armour; Plants

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They can grow on you or even inside you!
As symbiotes go they are not really that great at incorporating themselves in their hosts. Which also is a good thing. While fungus always threatens to take just a bit more and coral is a constant weight (physically and dynamically), plants are pretty upfront.
"we will do this for you, and when the time comes, we will take this"

Advantages: Photosynthetic. They will feed and heal you with the magic of the suns burning beams!
Less demanding of resources, often self contained!
Disadvantages: Will shut down or die without regular access to sunlight. Tend to be expensive when they finally want their due. Abilities tend to concentrated on the plant than in the hosts body

Possible enhancements: High velocity seed shootings. Thorny whips. Root hold fasts.

Who Can Hook a Girl  Up? All those vanilla woodland creatures in the monster books. Wyrd druids,  cults, ancient and forbidden grains. Seeds from the stars. Astral orchids needing roots on the physical plane.

Specifics Species:

Insinuate Frond: 
Okay there is these huge mountain sized flowers in the astral/ethereal plane and like real plants needing bacteria to fix nitrogen in the soil and making special nodules on their roots to give the bacteria a home, Insinuate Frond need to grow roots straight through your skull and out your eyes and assorted head holes.

The translucent shimmering tendrils enhance your senses but kind of fuck with them as well. Like you can see in the dark and get True seeing but you see everything in allegorically magic realism way or something. Like you might see someone as tiger person not because he is really a tiger but because he is fierce at heart. The d.m should basically just mess up descriptions of things for you all time.

You can get this by accepting the flowers offer in your dreams. The flowers don't really understand that people don't think of dreams as legally bonding.




Gravetree:
 This is some seeds that you eat and they live in your stomach for pretty much ever. When you die they immediately and rapidly convert your entire body into a tree , so some bad old necromancer can't use you for any magics or undead making. While the seeds are in you , you get +4 vs saves to necromatic magic and take half damage from any necromantic spells

Amberplate:
This is a tree helmet that secretes amber forming platemail but requires a hammer and chisel to get off


Sap Shooter:
This is a pitcher plant helmet that can also shoot sticky goo once a day

The Mulcher:
This one extends its thorny tendrils all over your body , forming armour. It can also shoot forth its thorn seeds which grow rapidly into thrashing thorny plants when striking flesh, striking as light crossbow and , if a reflex save is failed, then inflict 1d8 damage a round, unless removed with a strength check and additionally round of damage. It has enough ammo for one thorn shot, but will grow 2 more to replace that one after a successful kill is done with it. It will demand each thorn to be fired everyday with the intend of killing.


Trauma Blossom:
This is delicate tree that lives on your back and turns painful experiences into fruit, so you don't remember them. Eating the fruit causes the (re) living out of the experience . The tree only can convert experinces that happen while the tree has been on you unfortunately, but rumours of ethereal one that can extent it's roots into your past have been heard.


Saturday, 25 January 2014

The Wonderful World of Symboitic Armour, Coral

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CORAL


Advantages:


It's solid , repairs very slowly but easily accepts grafts of coral.  Can be used to replace or internally buttress bone, sharp edges shred attempts to entangle or grapple
Possible enhancements: Poison stings

Anemones (either small and protect against vermin swarms or large and attack independently)

Astral feedings allow you to replace a cast spell if someone casts the same one near by. Spell will have reduced effect (-2 on any dice roll, +2 on saves)

Crabhammer : one limb is a big hammery fist mass. Shards break off into flesh of those struck causing pain and muscle spasms.

Obscuring Clouds

Bio-luminescence

 Disadvantages: heavy, requires periodically migration to nutrient rich streams or winds to filter feed. Will take you for walks at night if deprived.
Who can hook a girl up? 
mermaids, eldritch underwater types, wise and cunning crabs and crayfish, sentient reefs of coral and its druid guardians


Specific Kinds:

Cold Fire Crown:
People intruding on the reefs of the Drowning Druids will be forced to work out their sentence with one of these driving their body. It's a spired crown of coral that fuses to the skull. It glows and flickers blue and causes weird aftertrail effects (Treat as Displacement ). The thing about these druids is they have been known to deliberate lure ships on the reefs so they can claim fresh labour to enhance their reefs.
Each druid has a different reef and they compete by laying down fresh material for the coral to grow on.
The mind control effects of the Cold Fire Crown require the presence of the druid or the reef , so if found further afield it is benign. For now.


Red Ruin:
Thick sharp scab like bands in rings around the body. Thick around the knuckles , elbows and knees. Adds 1d8 poison/abrasive cutting damage to any grapple or unarmed strike. For going drink for 2 days triggers a survival mechanism in the coral, it drains and stores all your blood, keeping you preserved in a dessicated state. Being submerged in water will rehydrate you to life with no last effects, except for weird colonial organism dream hangovers.
Red Ruin has been used to store and smuggle troops into strategic locations


Architect of Bone:
This coral must be planted underneath the skin directly on to the bone. Once there it will spread , reinforcing all bone structure (+1 hitpoint per level) and repairing any breaks in a couple of rounds. If you are attacked without a weapon it will form a large spike out of your wrist, for use as a sword. This inflicts 1d8 damage on you however.
In addition , everytime it repairs damage , it is making the bone thicker than before, with the distinct possibility of turning the host into a immobile hulk. Each time it repairs a bone or you are reduced to zero hitpoints, deduct 2 points of dexterity or strength (players choice) Reducing either stat to zero means you are now sessile. 

Friday, 24 January 2014

The Wonderful World Of Symbotic Armour, Fungus

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Cédric Plante drew this amazing pictures for this post!

and a follow up here


Lack of home gaming and disorganization in playing anything regularly like online , plus the bizarre swellings of on-going projects have left me feeling pretty hesitate to just pour stuff on here like I have being doing.

But in the interest of maintaining the current inertia , I asked on g+ for some ideas for a blog post.

The one I choose was  Tom Middlemurk's Jeremy Duncan's one for more species of symbiotic armours. This might be a series, because I have more notes.

FUNGUS:
okay I have already done this one, but I still like it and you should go and look at it again, because I'm referring to it below

Advantages: Self Repairing, protection from physical attacks, hitpoint "loans"

Possible enhancements: Spore Weapons (poison, percussive, choking), regeneration, breathing filters, autopilot in the case of extreme mental/physical distress or subjugation

Disadvantages: risk of being usurped , might be a strain that has a "take control of nervous system and make body climb as high as possible before rupturing it with spore delivering stalks" cycle of life. Or a stage of life that involves being eaten by something, and will effect your behaviour to make that happen.

Who can hook a girl up? Myconids, Fungal Cultists, Fungus elementals, wind blown infections, previous owners  now deceased, worryingly evangelical current owners sharing starter kits (in the style of  Kombucha teas)

Specific Strains:
The Destroying Angel:
Spores on the wind make contact physical and psychic with the dying and vengeful.
Destroying Angel will bond with the willing and give regeneration , weird slabby mushroom plate, and make them count as a fungus for mind effecting effects.

In exchange after the mission is complete it will ask to go to somewhere high where it can convert  the bearer into a large fruiting structure and disperse its spores.

The Candle-Snuff :
Sometimes found in the wild. Appear as over-lapping  black and grey circles on the hosts skin with fine translucent hairs . Anti-photosynthesizes converting both the darkness and the psychic energy in the straining to perceive something in the darkness into fuel/food for both it and the host. Feeding too long on one patch of darkness will convert it to another type of darkness
 
The Amethyst Deceiver:
Carefully grown by myconists of slippery characters. Purple, fuzzy matts. Could be mistaken for woolen vests. Interlacing spiracles of keratin mean it counts as leather. The real power of this is a constant release of hallucinogens  that mean the host is remembered differently by everyone they met and everytime they meet.

The Glutinous Gomphidius :
The host will look like a michelin man. Extra 10 hitpoints. Need to eat 4 times as much.