Showing posts with label d&d. Show all posts
Showing posts with label d&d. Show all posts

Wednesday, 19 August 2015

Underused Arachnids

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This is other post(s) that was on g+ that I'm publishing here to make it plausible to find
(go previous post or click the g+ archive tag for the others)

I've added pseudoscorpions here as well . I think that's all of the arachnids I'm going to do.
The 2 other contenders were Hooded tickspiders and Vingaroon

 I can't a strong enough reason to use hooded tick spiders over regular spiders (the closest I got was a cannon balls but a curled up clunky spider as cannon ball is just as good).

Vingaroons are the other arachnid also called Whip scorpions ( Uropygids/Thelyphonida) . They are pretty sweet looking , spray acid and have the name Vingaroon but I don't think are distinctive enough to spin off into something that couldn't be done with scorpions or Amblypygi.
image from the wiki article on them

: https://upload.wikimedia.org/wikipedia/commons/7/72/Ar_1.jpg 






Pseudoscorpionida


Latin translates to : False scorpion

Terrible common names: False scorpion or Pseudoscorpion. Land crab, Lobster insect. Book Scorpion

Kind of okay storys about them:

Pretty much nothing I can find. I guess being small, not amazingly numerous nor dangerous keeps you out of the mythology? Even Aristotle has only this say:
"

There are also other minute animals, as I observed before, some of which occur in wool, and in woollen goods; as the moths, which are produced in the greatest abundance when the wool is dusty, as especially if a spider is enclosed with them, for this creature is thirsty, and dries up any fluid which may be present. This worm also occurs in garments. There is one which occurs in old honeycombs, like the creature which inhabits dry wood; this appears to be the least of all creatures, it is called acari, it is white and small. Others also are found in books, some of which are like those which occur in garments; others are like scorpions; they have no tails, and are very small. And on the whole, they occur in everything, so to say, which from being dry, becomes moist, or being moist, becomes dry, if it has any life in it"





Most Obvious Thing about them:

They are small (2mm to 8mm and the biggest at 12mm) , have pincers , a tear drop body tapering at the head and no stinger.


Some points of note I couldn't put anywhere else:

They hitch rides on other animals by latching on with their pincers (especially flys) which is called phoresy because someone let their kid come up with a name rather than just jamming some greek and/or latin together for once.

They inject a paralysation poison with their pincers and slobber acidic goo from its mouth onto things to break them down before slurping up them (unlike the injection method of spiders)

Their little pincers have sensitive hairs all over them acting like a motion sensor , even detecting stuff behind them

They can sometimes be found living on bigger creations and prey on any parasites they find.

They also can be found in old books , preying on book worms.

Name You Should Use Instead: Beeky-Doo, Nip-Nip, Snipper, Bookward, Clip-Drudge

But why not use a scorpion? You want something with pincers that is not a crab and is also cute.Or you want something that is a bug , but not with an immediately familiar image. Scorpions look constantly hostile.
http://www.terrain.net.nz/friends-of-te-henui-group/spiders/pseudo-scorpions.html
Absurd Fantasy Ways To Use them:

You have them as book guardians , maybe flat enough to be hiding in-between the pages. They have a nice "helper" feel(they way they rush around with them arms held up?) to them so maybe as librarians or assistants to alchemists or wizards? Like you could see one of these little dudes handing some one a jar or a book right?. One could be a mobile book shelve with all the rectangular sections on either side of its longitudinal mid-line being a book slotted into place. A small thieving band of them with paralysation attacks and weird collections of things.

Maybe trying to rebuild their book collection? Maybe they can't see words as anything other than the thing the word describes so their rebuilt library is a collection of book covers stuffed with actual things .


If super a big you can use them anywhere you wanna use a giant crab but it's too far from the sea. Plus acid slobber waterfall from its mouth.


As assassins , flat enough to crawl under a door gap , maybe not to kill but cause stroke like paralysation in the night or disfiguring acid burns

One more option ; found running around on super big creatures attacking ticks , lice and your players.






http://melvynyeo.deviantart.com/



OPILIONE

Latin translates to : Shepherd. Poss a reference to stilt walking shepherds which are a real thing and should encourage you to weird up all your mundane professions


Terrible common names: Daddy long legs (a name people use for crane flys ,and some species of spider), Harvestmen

Kind of okay storys about them: There is that dumb-as one about them being the most poisonous animal but their fangs are too short to bite humans. I hate that one as it is absurdly persistent. The same myth also exists about the spiders referred to as daddy long legs but with the addition that since they eat spiders all that venom concentrates in their own. Which is an okay idea about a legendary poisonous thing having to eat only poisonous things or seeking out more poisonous things to consume in order to increase its lethalness. So if you wanted to catch a king basilisk you would have to catch something almost as bad first as bait.

Back to Opilione myths: killing one will make it rain the next day, and picking one up by all its legs but one will reveal the whereabouts of your cattle; via the direction pointed at by the last leg


Most Obvious Thing about them:


their head and body is just one lump unlike the segmentation of spiders. Their legs are real long so they can be closer to heaven for angelfucking.


Some points of note I couldn't put anywhere else:

None of them are poisonous. Their chelicerae , which are the normal poison fangs in spiders are little pincers. Some of them have crazy big pincers though.


Name You Should Use Instead: STRIDER, TIKTIK, STILTER, AMBLER, LOON



But why not use a spider? These things look goofy and bizarre. Their behaviour and abilitys should be weird or unpredictable.


Absurd Fantasy Ways To Use them: Opliliones sometimes huddle in big groups but surprisingly compact spaces. Take that up a bunch and have 20 metre tall Opiliones that can hide in a rabbit hole. Or 20 of them all roiling out of that little hole because something startled them or they are going to eat an entire buffalo herd.

Their absurd striding makes them seem appropriate for being the steed of weird moon people or for walking on cloud top or tree canopy. Or being the transport of choice for Moebius attired gurus or uncanny mercantiles.

Abilities to walk insane distances with space distorting legs.

Disturbing nocturnal urban predators/dream eaters walking silent along streets peeking in 3rd story windows and then stepping in through a slightly ajar window. Like the BFG but the F starts for FuckedUp
  


Solifugae
http://www.jdweston.com/wildlife---hiking.html

Latin translates to: Flees from the sun
Terrible common use names: camel spider , sun spider, wind scorpion
Kinda of okay common name: Jerrymander, Haarskeerders ("hair cutters") , Baardskeerders ("beard cutters")

Kind of okay stories about them: They cut off hair when people sleep

to line their nest with, they disembowel camels, they chase people (technically they do this, but they just want to stay in your shadow because it is nice and cool BUT YOU KEEP MOVING DAMN IT)


Most obvious thing about them : They are a little more elongated than a spider and they have massive oversize secateur like fangs which can crush and cut. They are not poisonous but extremely faster


Name you should use: FACE DESTROYER , FANG BASTARD, FANGER, HUNGER'S STEED, FIERS


But why not use a spider?
: Emphasis that these have a face like a industrial barrel crusher . Spiders are subtle and patient, these are belligerent and aggressive , relentless and have the finesse of a ram-raid. Spiders are about poisoning and trapping. These are about running down and chewing things to pieces. They are the arachnid equivalent of those joke chattering teeth.

Absurd fantasy ways to use them:

Giant versions as Anti-armour steeds , ridden to crash into heavy cavalry and cut right through a horse and barding in seconds.

A legend of one always running just behind the sun, constantly hungry, or a desert tide of them sweeping across it with the retreating edge of the night eating anything that has awoke too early or stayed up too late

A colony of them that collect hair and beards to build people made of hair so they can puppet them from inside and seemlessly blend in with people. A face sized arachnid that runs as fast as an arrow and will leap on your face and chew threw it.





Amblypygi
from here https://everlongexotics.wordpress.com/



Terrible common names: Whip scorpion , whip spider, tailless whip scorpion , (whip scorpion is name shared with Thelyphonidia)




Kind of Okay storys about them: They sting with their whips




Most Obvious Thing about them:
their first pair of legs are massively long and thing and serve the function of antenna. Their pedipalps (little legs at the front that normally look like little fangs or antenna) are huge , impressively spiked and look like a mantis scythe crab claw hybrid

Name You Should Use Instead: REAPER, BLACK REAVER, SCYTHELING, HEWNER, MAULER

But why not use a scorpion?: These look like some had a go at making a demolition vehicle out of an arachnid. They are not poisonous , way more of brute force monsters. The huge pedipalps could used to sweep down whole groups. The whips can be a creepy tappy tap foreshadowing of the monster as they delicately drift around corners and into crevices. Something about them suggests they should be fighting groups rather than stalking single opponents

Absurd Fantasy Ways To Use them: They are kind of terrible as steeds though, too flat looking, but as a massively oversized warmachine they would be awesome. Any time you want to use a giant crab but want it to seem smarter and faster. Unlike the Facedestroyer these only really work at horse sized for fantasy monster purposes. As gladiatorial opponent it would make a great image standing in the middle of the ring , scythes held aloft , whips questing for targets , as its doomed opponents sneak around the fragile cover provided .

The Scythe of one would make a great looking weapon for some darksun style shenanigans. either as a simple club or a way cooler scissor thing.




I could see these like the beetle things from dark crystal, bursting out of a hole to reap down a helpless civilian population .


IF YOU THINK ANY OF THE ALTERNATIVE NAMES ARE WEIRD ARE YOU NOT INFORMED WITH THE TALENTS OF ANGLOSAXON NAMING?






Monday, 21 October 2013

Psionics Handbook

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF Reading the psionics handbook for 2nd edition again.

I still like psionics. I like the range of powers. I like blowing things up with your mind and turning your hands into axes. It manages to have a different feel to magic somehow, like all the powers are "abilities" rather than "events.
Like a spell which turns your hands into axes somehow does not seem right to me, while as psionic/mutant ability it works.
It might relate to why I feel kinda cheated when monsters have spells as powers rather than their own abilities.
Can't think of what the distinction, exactly, is. Maybe a spell , to me, once began , is some what out of the hands of the caster.

The idea of casting half a fireball spell or using a fireball spell to make a wall of fire or a ball of light , is somehow not spell casting. (minor cantrips however seem fine to my mind).

Magic is too complicated to make elaborate adjustments on the fly. Like trying to improvise music. You can have prerecorded samples of any complexity but creating new music out of scratch would be limited to the use of a single instrument and a basic refrain.

While supernatural abilities are an extension of your abilities by very definition, if you can create fire  you are not limited to creating a set amount each time, no more than you are limited to walking a set distance each time you use your legs.

Anyway this all extremely fuzzy. As I am writing this I can thing of numerous exceptions and it's just going to degenerate into a bunch of hand waving and ellipsis really.

Short answer "acid secretion" = good psionic ability
 "breath of the black dragon" = terrible psionic ability (3rd edition psionics handbook ugh)

Though the reverse of this should mean I dislike spells that when used give the caster a new open ended ability.
Which , while yes some spells I dislike do this, (fabrication, I think from the rules cyclopedia) , there is more I can think of that I think are cool spells (shape change, unseen servant, pyrotechnics (pass on the name though) . Telekinesis however is a weird one. I don't like the name as spell (I would call it "Witchy Lifting"), but I do like scenes where wizards just smash people with invisible forces.
I seriously do not like "you can lift 2000 coins worth of weight" as the mechanic. That is some bullshit. That is like having a spell saying "you can fight so much better".
I'm cool with stuff being ruled on the fly and having effects being "broad strokes" , (say hide in shadows doesn't need a couple of paragraphs talking about what is plausible to hide in) , the possible implications of telekinesis seem immediately require some crunch guide lines.

Like how fast you can move something, how easy it is to hit something with telekinesis , can you just crush someone with the forces , what about just choking them, can you reach inside there body, does any of that require a to hit roll, what about slowing someone down or tripping someone up, can you snatch missiles out the air, what about gas particles / dust particles/ fluids, or running interference on someone's melee attacks?

Now I'm not saying this needs to be all carefully accounted for, but some rough guidelines definitely .

(say you can apply negative modifiers to peoples actions summing to -4, can't effect anything smaller than you can see, you need to be able to see what you are lifting , can't effect the insides of people, limit on max speed, if something is moving around precise targeting is out)

My preference would be to have the extreme possible applications of telekinesis be covered as different spells. Which is like how psionics handles it. So the ability to to throw a small thing incredible fast is "kinetic bullet", using people as puppets is "body control", and force chokes and slamming people around is weirdly not in there.

...
Now I'm arguing for a spell to like a psionic ability. Shit this was all meant to be a preamble for the thing I actually wanted to post and it going nowhere and everywhere fast. I'll try and draw it to vague conclusion and move on.

So I guess for telekinesis as a spell, I would prefer, (according to vague poorly articulated , possibly non existent , criteria ), a "clumsy invisible giant" spell that can batter people and lift objects.

Actually "Clumsy invisible giant with poor eyesight" is a pretty excellent way to explain the limitations and possibiltys of the spell.

Okay fuck it I give up. I hate open effect spells with latin names maybe.

Anyway psionics in dungeons and dragons is also terrible when they try and make it general setting with broad mythological resonance. Because there is very little mythological imagery to tap into , and it just turns up some floating crystals and head-bands.

Basically there is room for setting specific supernatural abilities that are simpler  than spells and are more like superhero powers.

MAybe that is the criteria in my head. Spells have their own reality to them (fireballs have this range and this area, light makes this thing glow for this long) while superpowers refer to the broader reality of the setting (you can make fire happen. It acts like fire.)


...

moving along.

The attack and defense modes are dumb. Their names are dumb, they use up too much time and mechanics and there is a table of modifiers and nobody likes a table of modifiers.
Because  tables of modifiers are dumb.


I have made it all better:

Hertha von Walther in Joyless Street a.k.a. Street of Sorrow (G.W. Pabst, 1925) German title: Die freudlose Gasse
There are 6 powers that are intense focused mental States.  You can use them to protect yourself, as a general aura, or to  attack a specific individual.
(I'm skipping the exact mechanics because the 2nd edition ones were kinda terrible and I'm not sure of any good commonly used substitute systems. If you need something quickly just treat them like spells of levels 1 , 2 or 3 as appropriate )

Attacking someone with a State with a State of your own means you are subject to an attack from their State. I.e attack and defense happen automatically and simultaneously.

Each State is extremely vulnerable to one other State in particular. This means that the user of vulnerable State is automatically effected by the other  dominant State who remains unaffected.

If neither State is particular vulnerable to the other, you both make saving throws as per usual to avoid the effects.

The States:

The Crawling
you let out every horrible thought and memory from the depths of your own psyche. You wear them , unafraid , like verminous armor, and they call out to the minds of others, stirring all that is unwanted in them.

effects: as an aura, sense known weaknesses and fears in others.
as an attack inflicts Catatonic despair.

 Howling crumples before the The Crawling. The animal instincts turn on themselves in blind tearing panic, the enemy perceive to be impossibly from within.

Howling
you turn off all that chatter in your head and submerge into bright red instinct and adrenaline overloads, take everything down to a raw animal level.

effects: as an aura, increase a physical stat by one, no use of language skills or higher reasoning.
as an attack: target's survival responses become unreasonably extreme: anger turns to berserk rage, caution becomes panic

Thanatos crumples before Howling. The animal has always faced death.


Thanatos
You focus entirely on absolute certainty of your own destruction and when you accept this, there is nothing to fear

effects: as an aura: immune to fear or other attempts to change emotional state, reflects attempts to intimidate back on the initiator
as an attack: paralyzation
Solipsism crumples before Thanatos. The belief that only you are real means that now you are staring at the absolute end of everything.

Solipsism
It's all just a manifestations of you. You can do anything , because you are everything.

effects: as an aura: unlikely coincidences and luck start coming your way. D.m rolls twice on any random table and takes the one most favorable to you.
(if this seems too much "believe shaping reality" for your tastes, only have it effect tables that could be effected by the characters confidence and audacity )
As an attack: existential self doubt causes any attack or roll to fumble on 1, 2, or 3

Dissolution crumples before Solipsism. Dissolving your identity before someone who is utterly sure of their identity is just doing exactly as they want

Dissolution
The concept of a continuous absolute self is a bad illusion. You dissolve into a myriad.

effects: as an aura: invisibility to mind reading abilities and magics in groups of 3 or more. Near invisibility in crowds, just not noticeable enough to be noticed.
as an attack: confusion as the spell.

Mind Worm crumples before Dissolution. It's just more noise.

Mind Worm
A catchy mantra , phrase , song or loop is repeated over and over and over. It gets into others heads and drives them to distraction.

effects: as an aura, anyone concentrating their attentions on you finds it difficult to concentrate. You get a free reroll on any attempts to bluff, hustle, distract or confuse someone.
as an attack: target once effected needs to make a successful saving throw to under take any action require concentration

The Crawling crumples before Mind Worm. Its inanity derails the introspective spiral driving the Crawling

Thursday, 29 August 2013

Fighteringismness

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF Scrap Book ideas about Fighters I can't satisfying congeal into something so posting here for others to chew on.

SO if you are playing a rpg with a range of fighting techniques , schticks , feats , etc an idea more or less ripped from Final Fantasy Tactics Advance is that you learn from using a certain weapon for a length of time. Like you want to learn "flurry", use a dagger for a bit. "Overwatch?" use a spear. I would recommend having every absurd variation of weapon having a technique from it. So fighters would be changing from tulwars to falchions to naval sabres and chasing after obscure outlandish weaponary.

You would need a nice list of abilities to assign to the weapons, unless you would be happy having all a fighters mechanic bonuses be earned from this. Which sounds wack to me.

Like NeoClassicalGeekRivival, 3rd edition , 4th edition  , pathfinder, style power lists. Shit you could just use spells as your guide line. Might be too final fantasy for tastes though.
I mean this whole thing makes little sense. Its just an idea to make fighters be constantly using different weapons.

I'm not a fan of feats/schticks/powers that give a straight bonus to something or that would be hard to distinguish from general class advancement. Like I think a good rule of thumb with feats/schticks/attitude tacos is that could you easily deduce which of these  a character would have in a novel from their description of them in action?

How much time would it take learn something from each weapon?

Well saying every X amount of exp earned with a weapon would be an idea but as the exp table goes crazy as it goes up this would be hard to work. Unless you did it as percentage of exp earned which is fiddly or had a fixed exp per level system.

So this is where I got stuck, I couldn't think of way of tracking the advancement I liked or a list of combat abilities that I felt were up to scratch. I was tinkering around with on for a while, before I realized that I had no current need for them. I might post it up some time, it's mostly stolen and modded from else where

 Which is totally that scenario  where you start making the perfect ruleset for you to play in and you realize you will have to be the d.m and your players are happy with other things anyway so who are you making it for anyway?

 Also my tastes is broadening and changing.
I'm enjoying playing "I barely survive with my meager talents" characters far more than I thought I would.
That's not to stay I don't love Big Red Button characters.
Which is where you have this one thing that you know is going to fuck shit up when activated. I love that.


The other thing I was tinker around with is having fighters being able to choose a fighting style and this determines what stat you use the modifier from to hit with. I then thought it would be cool to have a damage advantage thing for each style but
the conditions for when you get a damage reroll that I have written are too vague.
 There were additionally powers for levels 10 but they were kinda wack so have only included the level 5 power as curiosity
I will come back to this I think.  I really like fighters being able to use stats other than strength to hit with , even / especially when it doesn't always make a lot of sense.

FIGHTING STYLES:
(most effective means you get to roll any damage you do twice and take the best roll). Should come up at least a 3rd of the  time unless the player takes special pains to make it so.

Audacious : when your attack is sudden, and seizing a momentary advantage you are at your most effective. Use your intelligence modifier to hit. At level 5 you may reroll you initiative once a combat per intelligence modifier

Grace: When you have room to move and control the flow of the battle you are at your most effective. Use your dexterity modifer to hit. At level 5 add your dexterity modifer to your move.

Patient: When you have exercised caution , and sized up your opponent first, you are at your most effective. Use your constitution modifier to hit. At level 5 you may ignore any fumbles (just count as miss) a number of times in a combat = constitution


Insightful: When knowledge of your foe guides your blow you are at your most effective. Use your wisdom modifier to hit. At level 5 every time you miss you get +1 to hit on the next attack against that opponent. If you keep missing it stacks up to a maximum of your wisdom modifier.

Brutal: When you give no quarter, and relentlessly press your foe, grim , and inexorable you are at your most effective.
Use your strength modifer to hit. At level 5 increase the die damage size of any weapon you use by one.

Bamboozle: When you confuse, bluff, intimidate , fluster and hustle you foe, using wit over crude strength, this is when you are at your most effective. Use your charisma modifier to hit. At level 5 any intelligent foe that understands you language and fails a savvy check against you has their fumble chance increased by your charisma modifier.



Also that diet stunt die mechanic I posted about could be grafted to this stat based fighting style

SO Brutal means you can add that die to damage and to hit
Audacious means you can add it to initiative (and/or or stat checks for stunts??) and to hit
Grace means you can add it to armour class  (and/or movement rate??) and to hit
Patient means you can reduce one attacks damage and to hit
Insightful means you can add it to hit and use it to bypass damage reduction
Bamboozle: means you add it to hit and the fumble range of one attack of an opponent.


AND THAT WAS THE STORY OF THE LOOSE ENDS.

ALso this blog is riding with Tiamat now, vaguely as reference to this comic but more a reference to Tiamat:
http://the-toast.net/2013/08/05/a-cartoon-about-sports/

Because  I think that comic illustrates stuff about game design and people blithely not understanding why other people play games.