Showing posts with label diy. Show all posts
Showing posts with label diy. Show all posts

Sunday, 8 March 2015

You Can Buy This Book Now

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF Fire On The Velvet Horizon softcover is live on lulu now





and to fill up the rest of the post is me interviewing Patrick



What was the most fun bit of this? The least fun? Which piece of
writing are you like AWYEAH?




I think the most fun was having a good idea for the silly ones like the Thug Bug and the SailSnail, sometimes when you (I) have a funny idea I smile to myself and am very pleased with the ridiculousness of it. Writing the Paladins Of The Fall was good because it felt automatic, like something else was coming out through me and I was pleased with how it turned out. The Umbra-Technical elemental I was happy with because I looked up and realised I had been writing for two hours and usually its hard for me to write for one.





The least favourite, probably the monsters that just wouldn't turn out right like the first few of the Umbra-Technical, or the ones where I din't really listen to you to begin with, or just the times I didn't listen to you.

HAHaha You must always listen me because I am wise and kind and sting-riddled
Was there any art that never got a monster that you wish it did? Also favourite name?



Towards the end you did a bunch of really good ones that we didn't have room for. 135 140 143 144 145 are all good.








Horolognomon took a lot of fiddling to get and I am quite proud of it.



Are you jealous that I came up with Boa Constructor?


Of course, its an excellent name and I should have thought of it.


Would you consider expanding this into a whole gazetteer?
Like a thing for the world? Not now certainly. I quite like it the way it is as it provokes use and mystery and makes people build it in their heads. I would only do a larger thing if we could do something original with it.



A decent gazetterer though with maps, costumes, ecosystems , useable and graspable city info could be quite original though. Maybe it could be a split writing project? <Might redact this question>



I would be happy to split the writing with you, thought that would be a little unfair since you would still be doing the art. Also we would need to work out a method and structure so we don't tear each others skin off.



We should do stats for it sometime. What system is it most likely to
be the most useful for you? I might do 52 page rule book or Feng Shui
or Old School Hack. Yeah. But what would you use? Like personally how
much mechanics is needed for you to use this in a game? How much do
you wing it mechanically?


Basic LOTFP stat line, some simple mechanics and some cool treasure is all I need.



Favourite source of cool treasure material?


Hmm, I like the silks of the Picceous Puccoon, but probably one we haven't done yet, like what is in the @orn Owl nests? Or the strange chests of the Boa Constructor?



Which of these monster drawings are you getting tattooed on you? Would
you trust me to do it? What about if I sourced and made the ink and
needle from all natural ingredients?






Probably none of them, I pussied out of getting my latest tattoo. Maybe the Fuse Meister and no you are not sticking needles in me, that will be done in a secure environment by a professional. I do things by the book.



I will give you a deadline to get a tattoo and if you don't make it then I will do it. I'm getting a perceptive dog or a bedlam bird or something else dunno

I am very afraid that you might actually do that



So the art. Which of these monster would you be keen as to see drawn
in a more developed style by me? I doubt I'll do it but just asking.
Which monster would you most wanna see drawn by an artist that you
know from the DIYWURLD? Which monster would you most wanna see drawn by any artist ever, except maybe not future artists because google can't reach forward in time yet. (Note to do google corp. Never do
this. Also stop work on facial recognition searches. It's only going
to help cops and stalkers.)






By you I think the Xaxavraznazak, he was so pleasingly mental I want to see what you would do with him.



diywurld: I would like to see Zak take on a Boa Constructor in its palace, he would like that because its all built things and no organic forms except the snake. (No hot girls though...)




all artists: Either Leonora Fini doing a scene of the Umbra Technical Elemental in human form interacting with someone like this












Or Joseph Wright of Derby doing the Eclipse Lich








I agree with all of that. There could be a hot girl getting armour fitted by the Boa Constructor though?


Sure, its a bunch of metal amazon's naked in the mouth of a giga-snake, getting felt up and armoured while the snake looks pensive.



What is the next TRANSCENDENTAL MONOLITH you are planning to ERECT on
the psyspace of DIY RPGDOM now that this here for all to weep and
praise? (Like I personally know, but for the gibbering hordes at
home)?





Well, I have this quartet of adventures planned. DCO was the first, the second would be Broken Fire Regieme, the next something about storms and piracy and the last about the sea and dreams. One for each element. But as you know, I am having trouble creating at the moment so we will have to see.



I'm sure you be struck by inspiration or wrench it out of thy self with force and merit.
How could would a hardcover set of all 4 be? In a slip case or something





It would be very could would if I or we ever get it done.

Saturday, 25 January 2014

The Wonderful World of Symboitic Armour, Coral

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF part 2 in a series. Also go back and look at the first one  because some sweet art got done for it.


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.



Tuesday, 4 December 2012

Plot generator from Planet Best Ever plus MERMAID and HIPPOCAMPUS

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF  Greetings candy people and domestic house foxes!
I am slowly making plans to clean this here blog up and include delicious paypal buttons for shopping.
Because nearly every monster to date is for sale. I need to not live in Dunedin, and some upgrades via Thailand and  a bunch of other stuff which requires money.
Will go into detail in another post, comment or email me if you would like more information sooner. They will be about 50 or 60 new zealand dollars each. Trades considered.

Anyway,
Joey did this :

IT IS A PLOT GENERATOR

and he was like oh you guys should do one as well, so
Monster Johnston did one (but only using a d12 entries you will note)
PLOTS THICKEN!

and then I did one (below)
and then I combined them all into one automated random generator here:

 LO!

This is the one I made originally for ZLASHDANCER:you got to zing to win

Roll a d20 for each blank space on the table below to complete the sentence, or just roll one d2p and use that result:

A ___ ___ who is ___ and ___ is ___ in ___.

One: A ___ ....

1 gun-clad nun
2 wizard powered car
3 towering stick man
4 plumb fruit being
5 disgraced librarian
6 cack-handed cultist
7 marauding stripper
8 sewn up puppy
9 scheming gorilla tyrant
10 space bastard
11 dying ninja
12 high school degenerate
13 Unicorn cyborg
14 Doctor of Philosophy
15 Evil Horse
16.Failed musician
17.Nuclear Golem
18.Ballet dancer/assassin
19. Haunted goose
20. Hunky drifter
Two:  who is _


1.Drunk and disorderly
2.Pathetic and clingy
3.Hulking and giggly
4.Degenerate and ripe
5.Tormented and medicated
6.Insect infested and loathsome
7.Manic and delusional
8.Writhing and sonorous
9.Adorable and malicious
10.Polite and filth encrusted
11.Sassy and scantly clad
12.Fierce and self-destructive
13.Driven and unheeding
14.Reckless and deceptive
15.Ancient and wily
16.Furious and heavily armed
17.Cursed and burning
18.Completely useless
19. Jumped on space heroin

Three: ......and___

1.holding all the cards in a game with no rules
2.too old for this shit
3.plotting bloody ruin on baristas across the globe
4.in league with hollow earth toad gods
5.cursed with visons of the end of the world
6.a world class poisoner, capable of poisoning abstract concepts
7.unlucky in love
8.emitting gamma radiation
9.cruelly policing the cities ghosts
10.stealing diamonds
11.weaponizing the museum
12.ritually murdering children's television presenters
13.tattooed with a map
14.crawling with spies
15.heavily invested in this book deal
16.fighting a volcano
17.riding a spectral juggernaut
18.locked inside a small chest
19.stealing plans for a super weapon
20.taking the break up really hard

Four:
is
1.about to deal the deadly final hand from a stacked deck
2.interviewing assistants
3.getting lost in the sewer
4.drinking like only a wizard can drink in a aquarium themed bar
5.making a dangerous alliance  with cunning robot dinosaurs
6.applying for funding
7.destroying the gruesome evidence in a candy factory
8.contesting the will
9.summoning the god of lonely things
10.building a vast drill
11.obscuring the moons terrible secret
12.about to betray the only one they truly love
13.concealing a dwarf on their person
14.lobotomizing a cat
15.sick of playing second string
16.risking it all
17.replacing brains with cans and cans with brains
18.fermenting revolt amongst the appliances
19.provoking dangerous spirits
20.challenging their nemesis to a final duel

Five: ...is ___ in...

1.a wager with death itself
2.a everyday common place upside down flying castle
3.a barren undercity
4.the days of the black sun
5.preparation for a show down with the Master of Wheels
6.hope of escaping alien justice
7.underwater Cairo
8.a hotel composed of entirely of crocodile bones and insects
9.mass producing minor demons
10.desperate mission for a misfit angel
11.the maze of rotting eyes
12.league with the double dead ghosts
13. a series of implausible murders
14. a flaming house
15.the trojan horse
16.a bloody druid sacrificial altar
17.a bygone age
18.the set of action cop karate force film
19 Elysium fields
20. the final resting place of Kurt Cobain


Six: ...in ___.

1.stakes for the very nature of reality itself!
2.a sharkwomen invested lagoon
3.a rocking party
4.the battle of the bands super final!
5.the inside of a massive cloud hive
6.a alien space fortress
7.the antimoon
8.fevered delirium
9.a fatal momentary lapse of judgement
10.a valley of fire and motorcycletaurs
11.a poorly concealed curse pyramid
12.suburbia
13.the neighborhood abandoned explosives and unstable chemicals factory
14.the Private Idaho
15.Willy Wonka chocolate factory
16.inside the mind of a dead television star
17.the set of the fresh prince of bel air
18.a blazing oil rig
19.a entombed ice breaker
20.an endless skyscraper


So a chain of sweet happenings.
Anyone everyone has already posted about this I'm just including it so there is something game related to bulk up this post in addition to the photos of lastest creations:

hippocampus   
mermaid
MERMAID   
(maybe more later, blogger is making noises about storage problems, not sure if legit or not)

Monday, 22 October 2012

Thursday, 27 September 2012

Pictures of monsters, Archetypes, Lists of names and a Pegasus

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PICTURES OF MONSTERS SAYING STUFF

the stuff is from songs










Okay this post is like a bunch of stuff I had sitting around google documents that I decided to clean up some and put in one vitamin enriched suppository.

And some pictures. Because I'm also drawing my way through the monster manual now it appears.






Giant Leech









Shadow







Giant Ape










Ghoul









With song lyrics of course.







ARCHTYPES






Next up was this idea that wedged itself in my head during a discussion. And yeah so the word archetype gets thrown around a lot with regard to classes, but the classes are not really that archetypical. Like my yardstick here being how easy it is to assign historical and mythlogical "figures of importance" to them.




The d&d classes? Not so good.


So I scratched my ideaistine to think of archetype classes. Not focusing on the what so-and-so could do skill wise, but what their "source of power" is.




This originally had some half assed mechanics but as I'm never going to use this*, I decided to remove them for clarity and just leave the base ideas, occasionally giving some example mechanically fiddle-faddle if its seems helpful.


I ran out of steam toward the end, but hopefully there is enough here to communicate the idea and do all the concept work if you wanted to use it. All the balance and details stuff is left you though.






The Archetypes will be referring to Combat bonuses, Improved Movement, Dodge Bonus, Armour Efficiency , Saving Throws, Thief Skills and then a letter. This is the key for the letters.
Combat Bonus: A= as fighter
B= as cleric
C=as thief
D=as mage
(adjust accordingly to your campaign
Improved Movement: A= +2 feet per level to your base move
B=+1 foot per level to your base move
Dodge Bonus: A=+2 to your unarmoured a.c at first level. +1 at level 3 and every 3 levels after that.
B=+1 to your unarmoured a.c at first level +1 at level 4 and every 4 levels after that

Armour Efficiency A: armour counts as one weight category lighter. +1 to your armour class when wearing armour at level 4 and every 4 levels after that. Also get damage reduction = to this armour class bonus
B:armour counts as one weight category lighter at 3rd level. You get +1 to your armoured a.c at levels 5, and every 5 levels after that.

Saving Throws:
Fort / Ref / Will: You have good progression in the saving throws listed, and standard for the ones not.

Thief Skills: A=as thief
B=as thief but from level 2 onward, and advance one level in thief skills per 2 levels.


After level ten you can ask you d.m if you can spend additional deed options on the deed lists for other classes. You will need a whole bunch of bullshit though to justify this though.






*


( I'm about horribly-skilled-nobodys style of play rather than fulcrum-of-destiny style of play)










Fate’s Fool


THe Simpton, A Fool, The Youngest Child, One who Strays, Everyman Hero:


“unlike typical heroes, it is Ivan's simplicity and lack of guile that turn out to help him in his adventures. For example he listens to his heart, rather than his mind, he easily forgets offence and endeavours to help others even at his own expense. His naivety, kindness and daring help him fight villains, make friends, win princesses' hearts and ultimately he is rewarded with half a kingdom or some similar accomplishment.”


Combat Bonus: C, Improved Movement : B Dodge Bonus: A Saving throws: Will,For,Ref Hit dice d8






Class abilities: Choose 2 Deeds from the Fool list to start with. You can choose another one at level 3 , 5 ,7,etc.


In addition you get a Fool’s Luck score. It starts play at zero and may reach a maximum of half your level + charisma bonus. You may use a point of your Fools Luck to use one of your Deeds again that day. You may use your Fool’s luck to reduce damage you have just taken by 2 per level, or to get +1 on a saving throw or any roll of yours that is directly helping someone else.






You may not spend more Fool’s luck in a round than your level.






You gain points of Fool’s Luck through acts of kindness and slightly foolish Altruism.






If you ever commit an act of selfishness or cruelty, you will lose all Fool’s Luck points, and in fact will reduce to - your level, and so you will have to work to to bring them back up to a positive.


You also cannot use any of your deeds until your Fool’s Luck is atleast zero.






Some acts that give you a point of Fools Luck:


Trusting someone completely untrustworthy






Putting yourself at risk, or discomfort through an act of charity






Attempting to Cheer someone up through conversation and/or capering (the player will have roleplay this to the successful entertainment of the group to get the point)






Attempting to Converse Cheerfully with something trying to kill you and putting yourself at risk by doing so






Aiding a Stranger or a helpless animal (one point per situation, so no rescuing ducklings one by one). You do not get the point if you were a knowing party to the incident that put the stranger/animal in peril/trouble!






These are listed as examples. Your d.m may rule other activities to be worthy of a point, especially anything that makes the d.m or another player laugh out loud and or stare in disbelief






Fools list of Deeds: (all Deeds are unlimited or constant use unless otherwise stated)


Sheer Audacity : If act like you belong somewhere, no one will suspect you have a reason to not be there (unless you draw attention to yourself).






Carny’s Bane: Once a day when playing a gambling game and betting the last / all of your money on something , AND the winnings are going to a cause that does not directly benefit you or another party member (unless it’s to get them out of situation they otherwise cannot get themselves out of) , you (as a player that is, your character will be pleasantly surprised) may choose the outcome of the next roll, hand, race etc down to the exact cards, dice numbers etc.






“Oh! Hello there!”: Once a day something you try and talk to will feel compelled to talk back (unless being currently attacked by you or your party) for at least as long as you can keep the conversation going in a natural manner.






“Just a big softy really” You can make friends with anything.






Fate Smiles: Once a day reroll any dice roll just rolled.






What a Coincidence!: Once a day you have just the right item (mundanish) on you.






Well if it isn’t Old Blanky Blank!: Once a day a n.p.c who has just meet you, is actually someone you meet before and is quite fond of you and/or owes you a favour.






Stroke of Luck: Once a week you can totally make a fortunate plot twist happen. So a secret door just happening to be in the cell you were just thrown, etc.






A People Person: Even if you (actually maybe make that especially ) don’t know the language of a culture you make yourself understood and well liked easily and any cultural offenses you happen to make are laughed off. Unless you push it though. This does not apply to anyone you are with however.






Exasperate : you can talk someone into a near blind rage just with some simple questions. (once a day) They must make a will save after being exasperated by you or make some oversight/tactically error.






Taunt: As the spell, once a day.






They will Never Think to Look Here: Once a day if you have time to hide (even if its a really crap place like behind a curtain), you may roll 3 dice on your hide check and choose the one you want.






Discretion The Better Part of Valour: You may spend Fool’s luck point to reroll sneaking/hiding rolls.






Hey I tripped on something: You may spent a Fool’s luck point to automatically succeed a searching/awareness check.






Lets call it Borrowing Shall we?: Thief skills at B. Spend another Deed Choice to get Thief skills at A









Conflict’s Reaper


The Warrior, The Lord of War, The Ever Defiant , Instrument and Obstacle of the Gods, Foe Hammer and Tyrant Crusher, Deaths Horse:










You basic solves shit with violence type hero. Not above dirty tricks or base trickery if needed.


Examples:


Beowulf, Achilles, Lugh, Guan Yu.


They most often act solo, but don't only rely on inhuman strength. They can be found in armies but are not for most renowned for their commands.


Combat Bonus : A Armour efficiency : A Saving Throws: Fort Hitdice: d12


You start with One deed from the Warrior List and get a new one at levels 3, 5,7 etc


Also the D.C.C Mighty Deed ability? Would go great here.






Warrior Deeds List:


Last Stand: Once a campaign you can choose to make a last stand when wounded atleast half your hitpoints. YOu will fight normally all the way until -10+twice your level and then you die. No matter what , Valhalla you are coming






More the Merryier: If surrounded by at least 3 people you get a extra attack for each additional opponent after the first. Maybe a maximum of 8 additional attacks in the case of a swarm?






O Blood! Blood! Blood!: +1 damage for every foe you kill in this combat until the end of the combat MAx damage bonus is 5 plus your level.






Hurl: Make an attack with a improvised weapon/foe or a not normally known for being a thrown weapon . Double the normal range and do not get penalties you normally would for throwing something unwieldy , also increase the damage to 1d8/ one dice category (whatever is great). You can do this once a combat.






Chaos as Cover: You can get foes in each others way. +1 to your armour class per foe engaging you in melee. Also reroll any miss chance someone has for firing into melee for any missile launched into this melee. Keep whatever result is more favourable to you.






Grudge: If a combat finishes and a foe is not beaten to your satisfaction you may declare a grudge against them. You may have only one Grudge at a time (but can change it to someone new after a new combat). You gain +2 to hit and damage that particular foe.






Exploit Weakness: Ignore 10 points of damage resistances if you make up a decent way that your character has found to hurt that thing.






Inspire!: +1 to hit for anyone low level than you that fights with 20 feet of you and thinks you are cool.






HARHARHAR: You are immune to fear. Once a combat you can spend an action mocking and berating the source of a fear effect, giving anyone in earshot a second save attempt.














BRUTE OF AWE


The Great Brute, Champion of Champions, The Savage one, The Wrath of the Mountain, the Grim Giant:


You have freakish physical strength. People regard you with awe in the original sense. They are afraid of you, but glad of your might when you’re pointed in the right direction.


This is the Archetype of Hercules , Gilgamesh , Cú Chulainn and other dudes you kinda wanna party with but kinda heaps don’t.


Combat Bonus: A Saving Throws: Fort, Will Improved Movement B hit dice d12
+2 to strength and Constitution


Also would use the Mighty Deed Die out of D.C.C






Also Hands of Ruin: can totally inflict lethal damage with your unarmed attacks and suffer no disadvantage from attacking an armed foe.. Starts at a d6 and you can spend a deed option to increase it by one dice category each time.






Deeds: Start with one. You get one every 5 levels unless you take a flaw, which you have the option of at every level. This will get one deed.






Brute Deeds:


Fury: After 1d4 rounds of combat you can choose to go into a Fury. You are immune to mind affecting attacks while in a fury. YOur fury lasts until the end of the combat.






Brawn to Tremble the Pillars of Heaven: +1 strength for every deed choice you spend on this deed.


Endurance to Pull down the Sun: As above but +1 constitution






A Weapon Fit For A Champion: Use a weapon with one hand (if 2 handed) and/or as if one size category smaller than it is. You may spend another deed choice to reduce the use of the weapon category by another size category again . THis includes stuff like big rocks.






Hide of Iron: Add your con bonus to your armour class if unarmoured






Buildings are Stupid: You make make a strength check at half your strength score to collapse any room you are in if you can reach the structural bits like the walls, pillars or jezisters.






Fatigue is Stupid: You can commence a physical activity and not get tired doing it for a day per con modifier. As soon as you stop (even a moments rest or pause) you fall into a deep sleep for twice the length of time that you were active.






Grudge: as Warrior






Last Stand: as Warrior






The Champ Of Meat: once a day you may add 10 to your strength score for a feat of strength that’s like a sustained concentrated thing , like lifting something or wrestling a purple worm or punching somethings dumb face in.






Bellow: As the spell Cause fear. Once a combat.






HARHARHAR:as warrior






Stomach of Ruin: you can eat and drink anything with no ill effect. Potions don’t effect you positively or negatively and poisons still work if injected or otherwise introduced into stomach. You can get minor substance from rocks, wood and dirt. You can eat/drink your own body weight in one sitting before falling asleep for a hour. After which you need to take a monster of a shit , and are kinda hungry again.






Flaws of Brutes:


Temper: Anything that pisses you off, you must make a will save or attack it for one round for every point you failed the save.






A Hammer On a Knife Shelf: -4 int and wisdom and charisma. Your stats will not be reduced lower than one.






Soft in The Head: you Will saves are bad rather than good (so +1 per level if pathfinder)






Cowards are Stupid: You must never back down from a challenge, or run from battle. If you do so you lose a level.






Glutton: You must eat twice your weight in food everyday or begin to starve, with the equivalent of one day you don’t need eat being like 2 days of a normal person not eating.






Naive: -4 to resist charm attempts, or any form of Bluff or deception






Ogre: Your appearance is monstrous and frightful, like tusks and growths and weird moles and stuff. You will be mistaken for a monster by anyone not knowing you. +4 to intimidate checks and -2 to peoples saves if you have any fear causing effects










GENERAL IN THE ARMY OF CIRCUMSTANCE


August General, Conquer Lord, Usurper and Rightful Monarch, Poet of War, Edge of Words, Deceiver Champion






"in a traditional society where there is a way men act, i recognize this, understand them, don't care, and destroy people with that information"






This is both Inspiring Leaders and Heartless Connivers: ,Sun Tzu, Cleopatra, Salome, Genghis Khan, EMpress Wu, Marilyn Monroe and Alexander the Great. Both those that command vast armies and those that command only a heart-breaking smile. Either way the Generals will use everything in their disposal to get as far as they can.






Combat Bonus: A Armour Efficiency B Saving Throws: Will,Ref HitDice: 1d10


Generals start with one with one Deed and get a new one every 3 levels.


You may downgrade 2 of the following by one category (or one by 2 categories in the case of hitdice or combat bonus) in order to get a bonus deed: Combat Bonus, Armour Efficiency , Hit dice.


+2 Charisma.


Deeds:


Inspiring!: As Warrior


HARHARHAR:As Warrior


Sheer Audacity : As Fool


Let’s just call it borrowing shall we?: As Fool


A People Person: As fool


Strange Magnetism: When you meet an NPC for the first time roll a d6, on a 6 that person will fascinated by you , for good or for ill. You get an +2 to any bluff , seduce or intimidate rolls on that person. You get +1 to any bluff, seduce, or intimidate rolls (atop the +2 if someone is fascinated with you)


Temptress: Anytime someone fails a roll to resist a seduction from you, they get a accumulative -1 to any saves or rolls opposing your manipulations,charms,lies etc.


Rally:ONce per day per person you can give a pep talk (takes about a round), allowing them to reroll a failed save. You can use this ability to affect everyone within earshot who’s at least 3 levels lower than you. If you spend another deed choice on this the pep talk also gives the effect of a bless spell.


Honing The Greatest Weapon: +1 to charisma or intelligence or wisdom. You can get this deed multiple times but can’t get more than +4 to any one stat.






Conversion: Any Charisma rolls you make to get some around to your way of thinking, you get a free reroll






Analysis: If you spend a round studying something and make an int check you can get the d.m to tell you the exact number of one of it’s stats






Command: AS the spell, once a day






I love it when a Plan comes together: When you have plan that’s like a reasonable decent plan and it’s working , you get +1 on up to 5 rolls as the plan is unfolding and reroll one fumble






Exploit:






If someone fumbles your next attack on them is automatically a natural 20






Prophecy: This deed can be used once a campaign per deed choice spend on it. Make a prophecy. The g.m has to have it happen, but you know it could be in like a weird twisted way. If the g.m decides to make happen like ages in the future , they at least should not be a total dick and have various ripples of this future event happening.






<any other warlord, shout at people to give them bonus type powers that seem relevant.>










PERPETUALLY DECEIVER


Trickster, Clever One, Trouble and Strife , Thief of Fire, The Fox


The trickster deity breaks the rules of the gods or nature, sometimes maliciously (for example, Loki) but usually, albeit unintentionally, with ultimately positive effects. Often, the bending/breaking of rules takes the form of tricks (e.g. Eris) or thievery. Tricksters can be cunning or foolish or both; they are often funny even when considered sacred or performing important cultural tasks. An example of this is the sacred Iktomi, whose role is to play tricks and games and by doing so raises awareness and acts as an equalizer.[c














Combat Bonus: C, DodgeBonus: B, Improved Movement:A, Saving Throws: Will,Ref Hit Dice: d8 Thief Skills: A


Tricksters start with 2 deeds, and get a new one every 2 levels. You may spend an additional deed choice to get a additional use per day of a deed


Deeds:


Likes A Fight: Improve your CombatBonus by one rank. You may spend another deed choice on this to get another rank improvement


Sheer Audacity: As Fool


Hello there!: As Fool


Temptress:As General


Fate Smiles: As Fool


Exasperate: As Fool


Taunt:As Fool


ShapeChange:Once a day As alter self.when you reach level 10 as Polymorph Self and at 15 shapechange






Mimic: Mimic voices perfectly






Suave:+2 charisma. You may not get this deed again.






Steal Everything:Once a day you can steal abstract stuff like senses or hope. The more weird and debilitating what you are stealing the hard thief check. And they get a saving throw. Lasts for a minute per level unless you spend another deed choice to increase this to one hour per level (the spending of that deed choice does not give you an additional use per day)






Bargain:If you can get someone to agree to something, that's binding, as the Geas spell






Hussle:If someone agrees , you can trade "abilitys".This can be anything from a fishes ability to swim, or musicians talent with their instrument, a particular trickster deed etc.


. The person you are trading with must think that what you are giving them is of equal value. You can borrow an ability for up to a week. This normally goes horribly wrong for someone. I refer you to mythology for examples.






THE WIZARD IN HIS TOWER


Wizard, WiseOne, Elder, Hermit, Most Venerable Sage , Hierophant, Haunted Genius, Mad Scientist


One who gains powers from their knowledge and learnings of things just beyond normal understanding.










CombatBonus:Type D, Saving throws: Will ,Hitdice 1d6






Cast spells like a wizard. Get one Deed to begin with, and one each 4 levels.


Deeds:


Honing THe Greatest Weapon:As General


Bargain:As trickster


Shapechange: As trickster


Familar:<as spell I guess?>


Turn Undead/Demons/outsiders:As turn undead but you can do it on spirits and outsiders


Second Sight: Like detect magic all the time, and see some invisible things


Staff:<can store spells in it>


Wand:<bonus to ranged touch spells>


Orb:<bonus to scrying and shit>


Speak With Beasts:as it says


Speak With Elements:””


Speak with Plants:””


Unearthly Servitor:A bound elemental or demon. Like Ariel in the Tempest


Circles:Can draw circles that act like various protection from blah blah


Augurys:As somekind of contact other plane spell






Dooms:You know 3 things that are doomed to happen to you. You choose one, the player to your right chooses one, and the d.m choose the last. They will happen at someone point.






Unearthly: Choose one of the following; you don't do it anymore: Sleep (but can't laugh), Eat/drink (but can't taste), Age (but can't die. Your body can be destroyed though and you rendered powerless. You will just stay fully conscious in your mortal remains until time itself ends), Breathe (but can't smell or speak above a whisper)














WITCH IN THE NIGHT










Crone, madwoman, tainted one, womb of monsters, faustian bargainer






Unlike Wizard in His Tower,who gains his power from knowledge at the cost of attachments to the world the Witch In the Night gains her power at cost of her humanity and through transgression.


NOTE:


Yeah this overlaps with Wizard in His Tower, and could need further codifying apart or just merging the two. As I said before I don't intend to use this. I just need to write out this idea as much as I could so it would leave my brain.






Combat Bonus:C Saving Throw: Will, Hitdice 1d6


casts spells


Get two deeds to start with, one addtional every 3 levels, sarcfice humanity(like look monstrous or eat babys) to get more


Deeds:


Iron skin:


Natural armour class as chain or plate (if spend another deed on it)






Flying:


Need a focus to do so, like a specially anointed broom or a baby fat potion. When you first get this , it's clumsy and the focus is cumbersome, if you get it twice not so much. If you get it a 3rd time, you can fly around cackling like a loon.






Shapechange:


as fool






Hex:


Put hexes on people. Quick solution, act like random disease from some other blogs table.


The more the level difference between you and your target the more elaborate and specific the materials needed for it. So a first level witch can hex a peasant if you know their name. A 3rd level could hex a peasant by looking at them. Someone equal to you would require a chunk of their hair or blood. To hex someone more powerful would require a beloved childhood toy, a secret about them only they (and now you) know and 3 tears. Etc






Circles:


as Wizard in His Tower


Augurys


As Wizard in His Tower






Healing:


Equilvent to one free healing spell per spell level you can cast. Unless you can think of something more interesting then you just totally do that.


Beast/plant/element speak


breathe steal:


The breathe of children acts as random beneficial potion. This kills the child though






skinwalking :


If you have the chance to skin and prepare said skin in the full moon, you can turn into that thing 3 times for one night each time.






animal form:


As druid shape changing






Supernatural allies: One freebie per level. After that more aid from them means more debt. With interest. Assume current ally is at your level +5, as you get passed up the totem pole of spooky menace.






familiar:


as Wizard In His Tower






Weather summoning:


As the spell but takes 2 hours to cast. Poss nudity, def cackling






Costs:


Taboo rites


Cannibalism


Loss of a sense, but partial, so you are blinded but have a seeing rock


Uglyness/ prenatural aging


anyone you love and loves you is doomed


familiar thats a fuckhead


Just a whole bunch of batshit


Temporal senses maladjusted, like keep seeing the future or the past and not noticing


Have goat legs or a tail


Like way,way messed up like hollow or blood is worms


weird diet like shadows or cat milk


cannot tell the truth/lies






PURE ONE


Innocent/maiden/saint


Someone whos power comes from their personification of the virtues, or detachment from the soiled debasement of life.


CombatBonus:D hitdice:1d4 saving throws: All


crazy restrictions, regarding charity, trust, kindness, non violence or semi pacifistic. Like a list and you choose like 3 of them, or get one really severe one.


Maybe no alignment restrictions though? so there could totally be chaotic evil archmanipulator Saints that still can use all their purity powers on you


4deeds to start with, can get more restrictions to get more






Deeds:


SoftEyes:Someone can’t attack you if maintain eye contact with them


Just A bigSofty Really: As Fool


Oh! Hello There!: As Fool


Lay on Hands: heal 3 times level a day in hit points, can spend more deed choices to get more


Not really Dead: Can once a campaign per deed choice be miraculously not dead


Cure Disease:


Beast/plant/element speak


Sanctury:once per day per level


turn undead/outsiders


Augurys: As wizard


Fate Smiles:As Fool


Aura Of Serenity: non-evil creatures of animal intelligence or less will not attack you


protection from good:


Immunity to poison:


Cure poison


Immunity to disease


Immunity to fear


Featherfall: level per day


inspire:as warrior


Somekind of summon natures companion thing. b














HARBRINGER


prophet, radical, true believer, doom sayer, Cassandra


Combat bonus: C , Hitdice:1d8, Saving Throws: Will


Start with 2 deeds, can trade them both in to get cleric spell casting, or combat A






Deeds:


Convert: as general


Dooms:As Wizard


Prophecy : as general


Auguries: As Wizard






Not Here, Not Like This:if you die you can instead not die, but die in a circumstance of your immediate choosing a week later. In the meantime everything you care about suffers horrible somehow.






Racial Enemy:Like ranger but can choose more abstract things like " Orthodox Marxists" or the "shallow and needy"






<running out of steam here, but suggestions would be inspiration, (De)/morale powers, warlord type stuff. Maybe one off (like each spell could be used literally once in the characters life) wizard spells as million to one freak accidents? Get a new spell once a level?


Hopefully you get the picture.


NAMES:



There has been discussions about the merits of "choose your name from this list" in games. And the list is like 12 names. I find this idea eye rolling, but a good list of names is handy is true. I dug this list out that I did ages ago and have placed it before like a cat with a half eaten mouse.

a D100 list of names!
1. Snide ellipsis
2.Mary Planks
3. Tom Armadillos
4.Syrup Basin
5.Calf Ambles
6.David Burly
7.Doug "The Doug" Douglas
8.Clancy Sugar
9.Nancy Smalls
10.Ford Motor
11.Andre "Cannibal" Winter
12.Fisher Probes
13.Lawn Bowls
14.Rivers Condo
15.Outpatients Department
16.Dan Tiger
17.Jelly Roll
18.Melissa Buffalo
19. Brian Harpoon
20.Bulbs Radiator
21.Vladimir Putin
22.Thomas Stalin
23.Trousers Sandwiches
24.Pearl Chowder
25.Tom "Stacker" Baker
26.Fawny Groove
27.Hank Wedge
28.Miles Testy
29.Cornelia Hubestss
30.Jersey Caramel
31.Wrangel Island
32.Sanny Frisco
33.Thomas Busdriver
34. Mark "Mark" Jenkins
35.Queefy Wheats
36.Lakes Blossum
37.Keith Boss
38.Jenny Hammer
39.Hermia Booty
40.Nina Arena
41. Cloudy Daze
42. Robust Badger
43.Frank Guns
44.Lily "Drownings" Drizzle
45.Fred Daggs
46.Melissa "Octogon" Daily
47. Shuddering Winston
48.Kevin Shirley
49. Trish Arson
50.Hurdy Sedums
51.Wolfgang Analgel
52.Grande Riveirre
53.Bernard Door
54. Hudson Drains
55.Loretta Drunk
56.Sally Runnings
57.Dolly Eastern Promise
58.Joy Cookies
59.Franklin Rhinestone
60.Gilly Eggs
61.Jam Katmandu
62. Kate Irrevocably
63. Erma Turkeyneck
64.Violet Shelves
65.Celia Lamp
66.Rozzy Miter
67.Duncan "Mop and Bucket" Cairn
68. Dredgy Wheel
69.Sufficient Industry
70.Theodore "backdoor" Monday
71.Flight School
72.Salad Despoil
73.Harvey Kindly
74.Complete Sentences
75.Beth Realism
76.Gaggy Paint
77.Henry "Doggy" Sellers
78.Douglas Brass
79.Louise "Bridal" Homicide
80.Tool Box
81.Bert Walrus
82.Classy Broad
83.Monica Plug
84.Laura Correctional
85.Peter Banned
86.Balls Snakey
87.Gamma Radiation
88.Trixey Alley
89.Pixie TwoByFour
90.Vivian "Sparky" Roosterton
91.Barcode
92.Terry "Dipshit" Towel
93.Daisy Cutter
94.Poppy Fists
95.Reindeer Little
96.Austria Glide
97.Mary Ann Gusset
98.Conical Wizard
99.Metric Standard
100.Lara Houndings


AND ANOTHER ONE


01:Serenity Kong
02: Charlie “Sucking” Gut wound
03: Fiona Swarming
04:Shucka Pines
05: Wall Finkelstein
06:Franco Downings
06:Buster Shots
07:Erma Flipper
08:Phillip “Steamy” Rhodes
09:Manu Photosensitivity
10:Tessa Coils
11:Vinny Long Division
12:Manny Thunk
13:Olivia Apefocker
14:Willow “Cold Butchery” Sunshine
15: Belinda Hive
16:Drusilla “Wine and Dine” Machete
17:Orlando Tombstone
18:Bucket Lisp
19:Lucinda Succotash
20:Weaver Rotterdam
21:Hamlet Jackhammer
22:Pigs Whistling
23:Claudius Removalist
24:Lennox Moth
26:Ross Growling
27:Hecate Verbery
28:Heather Ganger
29:Elbow Southerly
30:Pete Bog
31:Isabella Carny
32:Kitten Smalling
33:Juliet Furnace
34:Juggy Dimestore
35:Gilbert “Genuine Article” Druidly
36:Wicker Thicket
37:Helen Shanks
38:Melancholy Hams
39:Muse Jenkins
40:Moses Brown
41:Roman Decline
42:Aria Throttle
43:Grace “StoneCold” Riddance
44:Max Intentions
45:Pug Tyler
46:Hercules Periot
47:Samuel “The Dead” Waking
48:Kathlyn Castaway
49:Theodore Jogging
50:Fridge Cancer
51:Ivy S’More
52:Friendship Station
53:Air Supply
54:Screen “ForHelp” Trenching
55:Ashes Paving
56:Jizz Archer
57:Hinemoa Arkweld
58:Serpent Bridge
59:Violet Bruising
60:Zeke Hurling
61:Xavier Slothfoul
62:Frank “anchors” Downstairs
63:Simian Grace
64:Benjamin Oscillation Black
65:Gamma Fillets
66: Figs Sickly
67:Khole Dispersal
68:Maurice Junker
69:Tabby Filled
70:Ruby Ocean
71:Quin “Fear Itself” Books
72:Jen Warrior
73:Hooty Galore
74:Zoey Zeigeist
75:Peaches Molotov
76:Bruno Shining PAth
77:Emma Void
78:Colin Buried-Alive
79:Eli Mozambique
80:Africa Wilson
81:Molly “Drinking Problem” Pullover
82:Zed Fullstop
83:Chuck Stakes
84:Timely Arrival
85:Jade Condition
86:Falling Upward
87:Manos Gold
88:Oliver Footnote
89:Hanks Raw
90:India Tombstone
91:Holden “Hooker” Sunset
92:Cammy Winger
93:Drudge Monument
94:Kristos Tuxedos
95:Missy Peyote
96:Bill Crack
97:Forest Yearning
98:Boomer Dogs
99:Watson Chokehold
100:Gelty Finetune


SOme of the discussion about Dungeon Worlds List of NAmes on G+ was fruitful, and here are some of the sweet fruits. Magically enough there was 50 of them!




Hycorax Bamboozle
Dimes Thaddeus
Shark Augustine
Lux Plummeting
Cassius Downhill
Hadrian Fist
Lucia Moonbrute
Harmsway Octavia the 4th
Regulus Bust
Valeria Hammered
Sanguinus Hog
Titanius Yawninggrave
Perplexity Hawke
Florian Anvil
Justine Rising Damp
Adolphus Plumprick
Dagoliir "rag and bone" Sissyilusiius
Jonah Codswallop
Vitus Grope
Lust Brownparcel
Perspicacity Mouse
Precipitation Windmill
Calliope Flayshank
Ivy Punctilious
Messalina Gorse
Cincinnatus Pinchkettle
Abercrombie Flensewell
Conan Farthingale
Pandemonia Toole
Bartleby Oilwell
Jack Fibula
Theodolite Ransom Dodge
Ajax Lowell Panthermusk
Pustulus Pule
Lodestool Libramus
Myles Bodkin
Philotomy Jurament
Pyro Agrippa
Publius Mons
Scröti son of Snöti son of Scumbl Arzecarver.
Galadiir Merekin
Burning Fenfaril
Discharge Lilliastre
Phirosalle Gleaming
Enkirash "swervy" Winesroad
Bone Halwyr
Astrafel House
Daelwyn "ducky" Willowglaive
Feliana Snit
Damarra Hounds
Beans Sistranalle
Thrip Pendrel
Snickering Melliandre
Deedee Dagoliir 
Elysium St.Clair





Wait what the hell okay there is 55. Damn. Okay just cross out the ones you don't like as much.






A fair wad of these are from other people:


Cole "Dangerous" Long, Trent "Change in the House of Flies" B, Jeremy "Juggersteine" Duncan, and Charles "Curtain Hound" Ferguson.


See if you can spot the ones with origins in Dungeon World.






LASTLY A PEGASUS:


AH YEAH SPARKLE HORSE MASSIVE:






































Next up, according to random numbers, is a Peryton.

Sweet!





Saturday, 28 July 2012

BLUE DRAGON

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF So newsflash this got down. Weee. I remembers thing to myself , wahey, dragons, I will pay much attention to the little idiosyncratic features that have been passed down the years to define each dragon type as its on, like the green dragons crest or the red dragons has-lots-of-horns. Now I realized, as with..all areas of my life, I don't actually rarely care, and as long as they look horrible and/or adorable and shit, I will feel a brief hint of achievement before default setting resumes.

Reindeer, reindeer, reindeer
I caught one of your horns
And even if it rains here
It's much worse in the north

And you move like shadows
In the dark
And you glitter and you glimmer
And you bark

Hooves light as feathers
The sleigh this year is heavier
I thought we'd reached Warszawa
But we are stuck in Vasa


And Santa he is faster
This house must be the last now
And we follow mister Santa
To the end

And we follow mister Santa
To the end
And we follow mister Santa
To the end
And we follow mister Santa
To the end
And we follow mister Santa
To the end