Showing posts with label homebrew. Show all posts
Showing posts with label homebrew. Show all posts

Monday, 21 December 2015

scrap notes, system for equipment , skills and background

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF Brendan  (http://www.necropraxis.com/) was asking about one roll equipment systems and asked if I should bother typing up one of mine and he was like yeah do that and I was like yeah cool and man if you don't like run on sentances you must be hating this blog

ANYWAY:

Been trying to jam as much of the character creation system together as I can and also keep it "new school" in the sense you get have a special snowflake but not in the way that requires 2 hours of creation.

This was my way of putting skills, starting equipment, and background together:

PAST:
Your past determines what stuff you have and any usefully capabilities you may have picked up.
When you are playing the game and you try something that requires an ability check and you think that your past might be relevant tell the g.m. If they are convinced you will get an Advantage to the roll. Make a note of this, because you will get Advantage any other time a situation similar to this happens. Then make a Intelligence check. If you succeed you can keep bringing up your Past in future. If you fail, that's it. That is all your character managed to get the hang off.

You may choose or roll a past from below. The weapon and armour description is mainly for how you picture your character, ignore it if it is not interesting. If you to have a Past not on here either talk to the g.m before hand and arrange something or just write it down and pick 4 items from any pasts equipment. HOWEVER you will have 5 seconds to do so. If pick something that is not actually there that counts as a wasted choice. You will need someone else to count out loud at you.

1. SCAVENGER:
Starts with:
Sacks, long hooked pole, protective mask, shovel
your weapons and armour is:
"scrouged and repaired"

2.HUNTER
Starts with:
dried meats, snares, calls, scent
your weapons and armour is:
"self made and simple"

3.REFUGEE:
Starts with:
esoteric cultural item, concealed jewellery,compass,trade item
your weapons and armour is:
"distinctive and unfamilar"

4.PEASANT:
Starts with:
domesticated animal, basic trade good, lard, homebrew
your weapons and armour is:
"repurposed tools"

5. PETTY CRIMINAL
Starts with:
bad drugs, stolen valuable, blinding dust, caltrops
your weapons and armour is:
"stolen and/or easily concealable"

6.DILETTANTE:
Starts with:
jewellery, weird drugs, reading material, clockwork toy
your weapons and armour is:
"gaudy and distinctive"

7:EXPLORER
Starts with:
lantern, maps, crowbar, chalk
your weapons and armour is:
"ancient and rare"

8:MYSTIC
Starts with:
divination tools, spirit cleansing incense, fireworks, blankets
your weapons and armour is:
"anointed and festooned"


Design notes:
There is only 8 because I'm having a lot of new people play soon and too many choices actually slows people down apparently. I love them myself but hey. The pasts are biased to ones that kinda lead to a life of being a wandering danger junkie as opposed to a general cross section of life.
If someone wants to be a broke blacksmith or a disgraced scholar that's fine though.
Need to rethink some of equipment .

No one has a tent or some other stuff but plenty of the Pasts have jewellery or trade goods and I figure trying to trade flour for a tent or trying to find a fence is a good way of meeting people and starting stuff.
Otherwise desperately ill equipped is fine too.

Still haven't worked out how I want to do weapons and armour and I might leave off the descriptors in the final version, as they might confuse beginners.

The schrodinger's skill system owes a debt to Zzarchov's excellent Neoclassical Geek Revival

Saturday, 24 August 2013

Battle Princess Limit Horizon Final Catharsis Form

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF REY REY REY ITS YOUR BIRTHDAY
SO you wanted ... shit can't find the actually comment, but something to do with Battle/Murder Princesses flip the fuck out mode/ final form. Maybe there was a table? <waves hands indifferently>

(so if you want this post to make some sense go look at that link above)

no wait I found it  "I want tables/pictures for/of Slaughter Queens. They are what happens if Murder or Battle Princesses lose their shit at high level."

SO here is a crude mash of tables and mechanics. The mechanics especially are prob all out of wack for your game and the tables are not really balanced or weighted with much thought .

Choose/ Use /or Abuse as you see fit.

Also I will do and scan the pictures later, for now enjoy beavers.

Okay so the general shit for the   "Limit Horizon Final Catharsis Form" is that you get combat advantage , can add your mighty deed die to damage rolls, and get damage resistance = to any charisma modifier and may add your charisma modifier to saving throws.

YOu will need a trigger to activate your form, which can be found below. A trigger is like a situation where the Battle Princess is pushed to the limit and they flip out get real good at stuff but all like glowing and one winged angel. Well maybe not one winged angel like the boss form before one winged angel. Look I couldn't bothered trying to describe some of Japanese final video game boss forms so I dialed it back a little.

Anyway your  "Limit Horizon Final Catharsis Form" lasts until the situation is resolved or you die or the scene finishes. A dramatically appropriate amount of time etc. IF the situation is radically changed the  "Limit Horizon Final Catharsis Form" might end early. Like... if you were flipping out because your one true love was captured and was going to be feed to a SUPERTACO and then it was revealed she was not real and just a figment of your untreated psychosis that would mostly likely break the mood.

Although its possible that the new situation might meet continue to meet the criteria for  "Limit Horizon Final Catharsis Form" , or meet the criteria for a different  "Limit Horizon Final Catharsis Form" trigger.

See I gave each type of Princess 2 triggers , one for each alignment axis. You might instead just prefer a list to choose from , the players to write their own, or something that is justified on the spot.

You can have it also that to use , say the Chaos BEHOOOOLDD!! table you need to have activated the Chaos Trigger. OR allow the player to choose.

Dunno. Decisions Rey, decisions.


So you can activate your  "Limit Horizon Final Catharsis Form" once per level. You can first do it at level 6, but get an improved version at levels 9 and 12.

Your  Limit Horizon Final Catharsis Form  needs a trigger, gives you powers and shit and has a cost.

At level 6 you roll an d6 (exploding) on the AT WHAT COST and the BEHOOOLLD! table

Treat numbers above 12 as 12

note on exploding d6s: if you -1 from each roll after it explodes you can avoid "skipped numbers" like 6  and 12.

At level 9 you roll an d8 (non-exploding) on the AT WHAT COST and the BEHOOOLDD!! table.
YOu may roll on both tables once or twice in the one Limit Horizon Final Catharsis Form if you choose to do so


At level 12 you roll an 1d12 (non-exploding) on the AT WHAT COST and the BEHOOOLLLD!! table
You may roll on both tables once , twice or thrice in the one Limit Horizon Final Catharsis Form if you choose to do so


NOW FOR TABLES!!!

Also I decided to make 9 different kinds of Battle/murder princesses one for each of the alignments, that I don't think baronvania uses anyway so maybe Rey will just jam them all together or assign them along personality lines or mix and match


...
I haven't come up with sweet titles yet either. But like this post has taken hours and hours and I just want to hit publish already.
The titles will happen when the pictures happen.


CHAOTIC GOOD

Form :  Your armour and weapons appear fluid and part of you, like you are a beautiful new animal, too quick for the eye, laughing aftertrails and sparks flicker and hum after you

Chaos trigger: There Is No Hope Of This Plan Working All Is Lost

Good Trigger: Live Free Or Die

NEUTRAL GOOD
 Form: Incandescent with  sweeping arcs of light , and a bone shaking voice with great wings of ice and fire

Neutral Trigger: Everything is Hopeless, Polarized and Extreme, Is There Another  Way?

Good Trigger: Their Motivations Are Finally Revealed As Senseless And Vastly Cruel

LAWFUL GOOD

General form:  Ornately armoured  , intricate  in pattern and form, big mandala like cogs and wheels rotating behind, seem heavier , more real and solid than every thing around them.

Lawful Trigger: Laws Have Been Broken In Such A Way As To Threaten To Shatter All Belief In Them

Good Trigger: So Many Are Counting On You Can You Bear The Cost?


CHAOTIC NEUTRAL

Form: A broiling maelstrom whips around you, your form appears to tear into space itself ,your form flickers and twists like the most fecund of glitches

Chaos Trigger: Nothing Will Change Unless Everything Is Destroyed

Neutral:  Your Allegiances Are Turned Against You But You Are Beholden To No-one And Nothing

TRUE NEUTRAL

Form: A grey flame erupts around you, your eyes send out searing blue beams, you bestride a great iron ball, and you have 12 arms

Neutral Trigger: Only You Can Judge The Truth Here And Act Truely


CHAOTIC EVIL

Form: Big black pain tree like horns , Your mouth stretches and distends the teeth grinding and singing  , the earth you step on quickens with poisonous life

Evil Trigger: A Frustrated Appetite Is At Long Last A Chance To Sate

Chaos Trigger: A Great Chance To Show Everyone Just Want  A Fragile Joke Everything Is

NEUTRAL EVIL

Form: Your Armour is Buttressed with Myriad skeletons with bones of vermin and agony, a tattered Cloak of Despair and face of Nothing But A Hungry Void


Neutral Trigger: Let Me Show You How Little I Care

Evil Trigger: Here Is Chance To Be Cruel As Never Before



LAWFUL EVIL

Form: You glow gold and true , your hair is razors , you sit on a throne made of sewn giants and iron, it walks like a carcass picking bird with cruel spear legs

Law Trigger: I Will Finally Be In Charge

Evil Trigger: You Dare Defy Me? Don't You Realize That You Are Mine?



BUT AT WHAT COST??? TABles
Good Costs:
1. You can never use your "Limit Horizon Final Catharsis Form" again unless defer the full exp for your next level up to regain this.
2.The next month must be spend helping the unfortunate
3.Give away any and all wealth to the needy
4.Vegetarianism. Compulsory. Also who ever grows or prepares your food must be fairly compensated and not under duress. Otherwise you cannot digest anything.
5. Sad stories always make you cry. Always.
6. You are compelled to fulfill any request for help. It is physical debilitating for you to not do so, -2 to all actions for the next week.
7. You are physically sicken if you have to tolerate evil. Con save or be Nauseated
8. You empathize with others to a challenging degree.
9. Lose 500 exp every time you take a life.
10.You will not be able to sleep until you have made amends for any badness done or spend the majority of your time in the process of amendment.
11. You gain no exp for the defeating of non-evil creatures or beings.
12.You are no longer so sure about this Good thing.

Like man people are just dicks. You give and you give and they just take, take, take. But what about me? How come I gotta bust my ass to save some people too dumb to live?

 Until you level up next you count as different (non-good) alignment of your choice and deduct 25% of any exp you earn until you level up. After you level up you make keep this new alignment or reverted to your old one.

Neutral
1.You can never use your "Limit Horizon Final Catharsis Form" again unless defer the full exp for your next level up to regain this.
2.You count as all alignments for purposes of effects based on alignments
3. You will lose an hour each day to bizarre prolonged staring contests with random animals. That's just how neutrality rolls.
4. You have a 50/50 chance of hating or loving anything new to you when first encountering it.
5. You feel compelled to give away half off everything you own.
6. You will feel the opposite of any strong emotion present in interactions with people
7. Indecisiveness haunts you like a bad pie. -1 to initiative. IF you do group initiative resolve your character last in the group
8. You must murder a bard.
9. Your personality becomes its near opposite on alternating days
10. If anyone offers to explain their point of view to you,  you must stop everything and listen to them
11. For every action you take you must also do its opposite. As a geas spell
12 You are no longer so sure about this Neutral thing. Like.. what the fuck is Neutral anyway?
 We don't even have like Neutral guys like chaos has Slaad and Law modrons and demons and angels but neutral? What the fuck is that? Balance? That's not even a position that's like just shrugging your shoulders and going "I dunno I guess" . That's not really something I want to die for you know?

Until you level up next you count as different (non-neutral alignment ) of your choice and deduct 25% of any exp you earn until you level up. After you level up you make keep this new alignment or reverted to your old one.

Evil
1.You can never use your "Limit Horizon Final Catharsis Form" again unless defer the full exp for your next level up to regain this.
2. Your shit is messed up. You are now addicted to 1d4 drugs
3.Healing magic doesn't work on you.
4. You know what is fun? Nothing. Nothing is fun. Ever.  -4 charisma. And other game effects relating to never enjoying anything ever.
5. You smell like over ripe death.
6.Genuine  displays of kindness make you physically sick. Con save or be nauseous , as a stinking cloud spell
7.Ever day you must badly hurt or kill something that means you no harm or you will not be able to sleep.
8. Does anyone actually like you? Well now you will have to kill and eat them, unless you wanna die a slow wasting death.
9. Did you even read the warning label on that packet of  evil? -2 constitution.
10. You can only absorb nutrition from eating live babies.
11. Someone in hell owns you.
12 .You are no longer so sure about this Evil thing.
Like sure strength man , its good to be strong and get that guy before he gets you . But,  like, love, man. Love is real. Love is real too.
 Until you level up next you count as different (non-evil) alignment of your choice and deduct 25% of any exp you earn until you level up. After you level up you make keep this new alignment or reverted to your old one.

Chaos
1You can never use your "Limit Horizon Final Catharsis Form" again unless defer the full exp for your next level up to regain this.
2 Mutations! You get a mutation! Chaos is kinda predictable like that.
3 A random delusion takes a grip on your head. Not a big one, just enough to kill a conversation stone dead if you bring it up.
4. Your impulse control takes a turn for the really bad.
5. You have no sense of certainty in yourself or anything. Like it could just change at any moment for no reason. -2 to any will saves.
6.You respond really bad to authority. Like it takes an act of will not just to flip out at the slightest restriction of your freedom
7 A lot of Slaadi are coming to party with you at some point.
8 Your next level up must be a random other class. Rey do you use multiclass rules? Well You should. You may not level up this new class again. You are bored of it.
9. Your threshold for boredom is abysmal. You may not stay still or inactive for longer than 5 minutes. It is physically painful you to try and do so
10. You must destroy something enduring or create something unique everyday.
11.Coherent thought often eludes you. -2 intelligence
12 You are no longer so sure about this Chaos thing.
 Like what I got to be random all the time? Isn't doing stuff for no reason a reason in itself.? Look mutations were cool when I was a teenager but shit man , when you get older , dignity becomes a thing too okay? Sometimes I want to be able to find  where I put things and this place is a fucking pigsty and is it so wrong to want a little stability in my life?
Until you level up next you count as different (non-chaotic) alignment of your choice and deduct 25% of any exp you earn until you level up. After you level up you make keep this new alignment or reverted to your old one.

Law
1.You can never use your "Limit Horizon Final Catharsis Form" again unless defer the full exp for your next level up to regain this.
2. The next month must be spend make a mind numbingly through record of your life to date
3. No sense of humour. -1 charisma and wisdom
4. You will never dream again, and distinctly lack any imagination. -1 charisma and wisdom
5 . 29 hours from now a Septon Modrom and attendants  will require your use as a guide in the local realm. They will have all the question about everything all time in such detail you have no idea. This can be temporary deferred with appropriate paperwork. The paperwork is insane.
6. Any discussion with chaotic aligned peeps will make you unreasonably (ho ho) angry.
7.You may not be raised or resurrected
8. If you have broken any laws of a legitimate* authority
9. You can never lie again.
10. -3 to any saves vs effects generated by lawful beings or items
11. Breaking any law of legitimate* authority will effect you as a Symbol of Pain
12.You are no longer so sure about this law thing.

 Like..who's laws are we talking about? and how can anything be truly objective anyway? Post modernism raises some good points and those Modrons man. With the fucking questions all the time. Like Fuck, I don't know why we do things like this and yes it could be more efficient but just shut up you are a fucking cube shut up shut up shut up.

Until you level up next you count as different (non-lawful) alignment of your choice and deduct 25% of any exp you earn until you level up. After you level up you make keep this new alignment or reverted to your old one.

*so that are coherent and more or less consistent, not just stuff someone makes up on the spot, but does include peoples that you might be at war with.

BEHOOOOLDD!!
This is additionally powers and transforms that happen

Good
1 Rainbows: A rainbow appears, it can act as bridge for anyone you like , and is treated as direct sunlight for purposes of evil stuff that hates sun light
2 Unicorn Horn: You have a unicorn horn. It is a +3 weapon and can cure medium wounds
3 Suicide Doves: You have 2d6 suicide doves, each one may be sacrificed to reduce the damage from any attack by a 1d6
4 Sun Bow: It's a bow of sunlight. +3 weapon and does an additional 1d6 holy and an additionally 1d6 fire damage. It can be used as weapon or directed to fire by itself , in which case not getting your hit bonus.
5 Bountiful Steps. Plants grow and and flower where ever you step. Grows goodberrys (as the  spell +  and acts as an entangle spell for evil people
6 Angel Wings : you can fly and hover and shit
7 Glowing Armour of Light like a big robot exo skeleton, +4 a.c and is treated as enlarge spell at a magnitude = to your level 4
8 Burning/ Healing Aura: All evil creatures within 30 feet of you take 1d6 damage per round, all good heal 1d6
9 Great Shield +3 shield that hovers and maybe directed to help other people
10 Celestial Sound Track :ethereal yet visible animals and cherubs and fairys with trumpets and drums play epic orchestral sound track. Cancels any harmful sound based effects directed at you or your allies and acts as a prayer spell
11 Healing Grail: Your armour acts as ring of regeneration
12 Crystal Pegasus Centaur: You are now a crystal pegasus centaur



Neutral
1 Glacial Form: You are made of ice. so do not need to breath , immune to cold and possibly damage resistance depend on how being made of ice generally works in your game
2 Mirror Shield: +2 shield with Gaze reflection and additional +2 bonus against anyone with inner conflict
3 Adaptable Weapon: your Princess weapon may take on any additionally tags as you wish
4 Healing Roots : If you stay in one spot for 2 rounds you may heal your level in hitpoints each round
5 Shark Missiles: You have shark heads for shoulder pads and can fire them off as missiles for 1d10 damage
6  Eagle Wings With Razor Feathers: You can fly and hover and shoot feathers like a manticore with spines
7 Flying Disc: Treat as flying carpet
8 Multiple Weapons: You have a weapon in each of you multiple arms. They are treated as your Battle Princess weapon and you can attack 1d4 times each round.
9 Cannons: YOu have 2 cannons as shoulder mounts or maybe boobs. They can fire every other round and have no hit bonus but ignore armour and do 3d8 damage
10 Moa throne: Like one of those easter island heads but with throne ontop. Carrys you around does your bidding treat as an earth elemental
11Healing Moon: A moon appears above and may heal 1d4 hitpoints per round on you and your allies or be used immediately for a Heal spell
12 3rd Eye Of Truth: you have a 3rd eye, it acts a true sight spell and anyone who thrives off deception takes 2d6 damage per round if they look at you



Chaos
1  Mutations: Roll on a handy mutation table until you get something you like or 4 times which ever comes first
2 Constant ShapeChanging: Each round you may increase 2 stats by 1 for that round only, each round you must choose different stats
3 Bad Luck aura:Your shadow is large and constantly taking mocking forms Anyone you dislike now fumbles on a 1 to 3
4 Hydra heads tiamat style: You may forgo your normal attacks and do your choice of cold/fire/poison/acid/lightning breath attack against one target for 1d12 save for half
5 Gravity Shearing: Down for you is what ever way you want
6 Tornado: Treat as an air elemental
7 Lightning Eyes: Any round in which you roll a 3 on d4 you may release a lightning bolt doing 3 d6 damage
8 Tetsubo 1d20 damage. Do not add strength bonuses
9 Havoc Bears: 1d4 bears appear that do not give a fuck.
10 Godzilla Spines and Nuclear Breathe:nuclear fire breathe maybe used in any round in which you roll a 3 on d4. It does 4d6 damage 30 foot long cone 20 foot at the widest end save for half.
11 Butterfly Wings: Fly and hover. Glitterdust on any round in which you roll a 3 on a d4. If you roll two 3s in a row , counts as a confusion spell. Include any other chaos BEHOOOLD power for purposes of rolling 3s in row ie Nuclear fire, lightning eyes
12  Everything Is Spikes and Fire: Anyone coming near you must dex save or take 2d8 damage


Law
1.Point Defense System: gems fly around and shoot lasers at things . This is like the shield spell + plus any projectile has its damage reduced by 1d6.
 2.Gavel Fists : Do 1d8 damage or heal 1d8 damage on structures or constructs
3 . LO!  Declare what you are doing at the start of a round before everyone else does. Anything that would prevent you from doing that in this round that allows a safe to resist you automatically make.
4 Homoclous Repair Team . Tiny versions of you repair you or nearby structures, 1d4 each round. They will be destroyed by any area of effect attacks doing more than 6 points of damage.
5 Stone Form: You can take a immobile statue form. It does breathe and etc and counts as if you had cast the stoneskin spell a number of times = your level. You may stay in this statue for as long as you like, even centuries.
6 Speech Of Walls: You command some walls to form. As Wall of Stone
7 Big Wheel: Your lower body is a huge wheel. You can inflict 2d8 trample damage and burn around as fast as a double horse
8. Sullen Ox Face OF Judgement: A Ox face floats above the battle and prevents any of your foes from scoring critical hits, ie 20s are treated as usual 
9 Duplicates: You may split yourself into any combination of your total levels
10 Murder Cube: You turn into murdercube. You count as a construct for purposes and get +2 a.c 
11 Wrathful Geometry: Animate Object once per round as a free action on any platonic solidish shaped object. Animate objects do an additional 1d8 Order-Is-Mighty damage
12 Floating BOok Of Truth: A huge book floats around behind and narrates things in a loud voice. Before you do a single action in a round you may roll the dice to see what would happen. If you choose not to do that action you roll the dice as usual for whatever you decided to do that instead.


Evil
1 Scorpion Tail:Large, grows out of your head , butt or shoulder. attacks a random target each round , 1d6 + poison
2 Insect Limbs: A variety of not placed well limbs Spider Climb and Reach for your weapon
3 Sick Strength: You get huge veiny muscles that look all sick. Your strength is 18, or +1 with already 18.
4  Insidious Tongue: You have a big old eel of a tongue and if you spend a round talking to someone it counts as a command spell
5 Tears of Ruin: Gross poison leaks out of your eyes and other openings and coats all your stuff. All attack do an additionally 1d6 evily-corrusivey-poison damage and damage is automatically inflicted on anyone grappling you or licking you.
6 Bat Wings Of Despair: You can fly and hover and if you spend a full round flapping at some one they must save or be catatonic with despair for 1d4 rounds
7 Scourge Cloud: If you concentrate the 30 feet area around is effected by a stinking cloud/ insect swarm combination
8 Blood Army : each time you take 10 points of damage , a lemure or manes is summoned
9 Pain armour: You blood and rage scabs up and improves your armour. Each time you are hit you get +1 armour. This bonus is lost when you successfully hit someone
10 Burning Aura: Anyone you hate takes 1d6 damage if they are within 30 feet of you each round
11 Corrosive Shadow : your shadow does 2d6 disintegration damage. If its not obvious where your shadow is , someone has a 25 % chance each round of being in your shadow
12 Vorpal Claws: big crazy long and thin claws, 1d6 damage and act as Vorpal Sword



Monday, 6 May 2013

Rogue Die

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF I have been having trouble thinking about how to do rogue skills.
Like you have a system for them to sneak, and the question is how do you resolve people other than the rogue sneaking? Then oh noes skills can sneak it in and they can be a pain.

Anyway I like how Lamentations of the Flame Princess and 52 pages rules do it, BUT decided not to do it that way. Kinda of.

Skills are done with a stat check. If you do not have a skill it will be a half stat check.
 Rogues additionally will have a rogue die for each skill. This is a d6. There rogue die is rolled at the same time as a stat check. If it gets the value or under you have in it  , you get either a reroll (you must take the new result however ) or a bonus. So if you have a value of 2 in your stealth you would get a reroll or bonus if you rolled a 1 or a 2 on the die.
Rogues start with 6 points to spend at level 1. The skills are Stealth, Sleight of Hand,  Deceit (a mixture of disguise , bullshiting , and charm) , Climb, Acrobatics, Tampering (find/remove/modify traps).
Spending a point firstly gets you the skill (not having a skill means the stat check required for successful use of the skill is done with the stat halved. Some things cannot be attempted without the required skill) , and additional points are the value that you need to roll on the rogue die.
So a first level rogue could have all the skills without a rogue die in them, or have 3 of the skills with a rogue die of 1 , or one skill with a rogue die of 6.

Examples of bonuses : Flamboyantly (affects the morale of npc), Undetectably , Quickly (takes only a moment to perform), Thoroughly (nothing left behind),  etc.

Each time you gain a level you get +1 to either purchase a new skill or increase a rogue die by one.  
A point spend on a rogue die after it reaches 6, starts a new die. So the skill has an automatic bonus or reroll, and you are now rolling the rogue die to see if you have an additionally reroll or bonus. 

I'm still undecided on how to do skills for the other classes. I think it will be something like 3+int modifier and you can choose them in play  ("wait does your guy know how to swim? Umm sure..") if at all.
 There is some good "background" systems floating around which replace skills. Basically you count as having training in something if your background would cover it. I was playing around with making big tables that had your background how much money and equipment you had and what skills. They were not so good.
Although having the background table weighted by if you belonged to the "right sort of people" or not was kinda cool.

Saturday, 4 May 2013

The mulplicity of being in planescape

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF Being rejiggering the character creation stuff.  Here is the race stuff.
Tried to make each race feel unique , and sheered off as "much +1 to a thing" abilities as I could. Also tried to keep each races abilities strictly to the core of the race and not worry too much about if dwarves are better or worse than halflings at picking locks etc.

Class notes in next post. I'm still in the air about how to treat thief skills.
Ratatosk are giant squirrels from Yggdrasil.  Muggin are crows with arms and wings.
Ghuls are half dead people and ragdolls are fabric people with human organs. That should explain everything.

character creation for planescape/redlands version 3.2324

3d6 assign as you go.
modifiers as 3rd ,

2-3 (-4)
4-5 (-3),
6-7 (-2)
8-9(-1)
10-11(0)
12-13(+1)
14-15(+2)
16-17(+3)
18-19(+4)

Stat modifiers are applied mostly the same:

Strength adds to hit and damage for melee weapons and some thrown weapons
Dexterity adds to armour class, and to hit with deft weapons (both thrown and melee)
Constitution adds to hit points
Wisdom adds to hit rolls with projectile weapons and sorcerer spells known and quota.
Intelligence adds to spells known and quota for wizards and is added to the 3d6 you roll (before multiplying by 10) to determine starting gold (along with your charisma modifier)
Charisma add the modifier to the 3d6 you roll (before multiplying by 10) (along with the intelligence modifier) to determine starting gold. For clerics its added to your spells quota
Spells Known:
For wizards they will have their intelligence modifer (minimum of one) written in their spell books +2 randomly selected. To successfully understand a spell they have copied in their spell book requires an intelligence check modifed by the spells level. They can try once per spell per level.
Sorcerers will have 1+wisdom modifer (if this is zero or negative they get one randomly choosen spell instead) known to them.
Clerics will have available to them all the cleric spells of two of their god's domains.

Spells quota:
Means how many spells you can cast before needing a recharge. You recharge your quota as you would hitpoints, ie with a short rest.  Wizards also need to spend a minute per level of spell memorizing each spell. Sorcerers pick their spells as they cast them
Start with: 1+relevant stat modifier 1st level. If this would give less than zero or less you get one spell but have to roll to get it to work.
Roll an exploding d6 subtract the level and apply the stat modifer
If it's postive the spell works.
If it's zero it comes out mutated.
If less than zero nothing happens, the spell is not wasted you can try again..
(Spell Failure  from 52 page rule book (Link)
1: Spell has no effect and is used up
2: Spell target chosen at random from possible targets (if cast at place, random direction and distance from caster)
3:Spell cast, caster stunned a number of rounds= spell level
4:Different spell known by caster cast (even if already cast)
5:Random spell of same level not known by caster is cast
6:GM adds or changes 1 word in spell effects (or rolls on a different spell mishap table)

CHOOSING YOUR KIND:
(index)
Concentrating means while as such you can attack,or do full move instead of attack and move. Out of combat any stat checks fumble on 18,19,20.
Bulk: adds on to strength and con where size and weight would matter (including carrying capcity). Adds directly onto damage. For every 2 points you get 1 point of damage resistence. Every 1 is about one half as big as the last. (human  (0)-> bug bear(1) -> ogre (2)-> something bigger than ogre but smaller than an elephant(3), elephant (4).
If you have bulk 1 you take up as much space as 2 people on the battle field for getting in each others way purposes( only one of you could fight comfatable in a 5 foot tunnel for example)
Sturdy is like bulk, but does not give damage resistence , but does add on strength and con for saving throws and opposed checks.
Gangly is like bulk but only for the purpose of taking up room.
Small: adds to armour class, subtracts from damage.
Reroll <stat>: means reroll that stat and choose either result.
Advantage/Disadvantage: I was using the mechanic from D&D next without realizing it, now that I do , I'm just going to use the name of it to. Basically means roll twice pick best (or worst in the case of disadvantage)
Choose race:

Aasimar: Celestial (count as such for spells and effects), Unforgettable (for better or worse people always remember your face), Armoured in Life (reroll one save per session) Idealistic (if you are trying to disguise your motives you do not receive your Drive exp). Reroll charisma or con

Bariaur: Natural weapons (head butt as club), canter (move is 16 rather than 12), gangly (bulk 1 for when it's inconvenient for you), orneriness (if you turn down a challenge you do not receive your Drive exp)

Elf: sylvan : low light vision (as a cat), feral (one free reroll per session in the environment of your upbringing, roll must somehow relate to environment, includes combat), passions! (Choose from anger, empathy, joy, curiosity. If an opportunity comes up to follow your passion and you do not take it, you do not get your drive exp) , Rustic (you have Disadvantage when it comes to technical or city stuff) reroll dex or wis

     high : Low light vision, passions! (Choose from anger, empathy, joy, curiosity. If an opportunity comes up to follow your passion and you do not take it, you do not get your drive exp), reroll dex or int

     drow: infravision (120 feet) , wyrdling (pick three 0 level spells you can naturally cast. You have a quota of 3), photosensitivity (disadvantage to all rolls in bright light), paranoid (you cannot rest around anyone you don't truely trust or have complete power over) reroll dex or int

     outlander: Feral,  Stride (move is 14 instead of 12), fuck head, (disadvantage any rolls to do with getting trusting or making a good impression) reroll dex or con

Dwarf: generic: Sturdy (bulk 1 for resisting stuff and carrying stuff), infravision (60 feet), stoneken (advantage with any rolls to do with understanding stone or stonework), slow (move is 10 rather than 12), swim like a rock (you can't swim and sink like you are made from rock),vertigo (you have disadvantage around heights (above ground) reroll str or con

         derro: infravision (120 feet), wyrdling(pick three 0 level spells you can naturally cast. You have a quota of 3), batshit (You have advantage against mental effects including social . if you a 1 on any stat check resisting a mental effect the intiator is effected by it instead), photosensitivity (disadvantage to all rolls in bright light) reroll , con or int

         duergar: infravision (120 feet), black lung (advantage against smoke or air born toxins) , photosensitivity (disadvantage to all rolls in bright light),  Sturdy (bulk 1 for resisting stuff and carrying stuff), , bitter hearts (advantage against any emotion effects) reroll con or str

         clay: inorganic (but still eats and and breathes), heavy, cold/heat resistance (2), natural armour (4), numb (disadvantage in sense based tasks) reroll con or str. Reroll dex and take the new roll if worse.

Gensai:
Earth: may have 3 faces like weird stone idols or some other earth type creature thing. Heavy builds, and or grey skin. Protruding angular bones. damage resistance against physical attacks 1 , +2 per die damage from falls.
Fire: Veins appear to burn underneath skin or  appear like ash or coal with beards or hair like (or in some cases actually) thick smoke that bursts into flame when they are angry or excited fire resistance 5, use up twice the amount of oxygen a human of their size would. Means can only hold breathe   for half as long
Water: Marbled eel skin, rows and rows of evil fish teeth, fish or octopus eyes, frills, gills, body seems to ripple and flow. Can breathe underwater, must drink 3 times as much as a human of their size, and suffering deprivation damage accordingly.
Air: hair moves slowly as if in wind, small sylph   wings, clouds are seen in eyes weight a tenth of what they should, take fall damage only after 100 feet Feeble (you count as having 3 strength for the purpose of encumbrence)
Salt: Skin cracked like a river bed in a long drought, eyes shriveled up to little sullen raisins , hair    bleached white or very pale. inherent: any liquids ingested or injected (helpful or harmful) are half as effective                                
Ash: Grey skin, sunken in look , mouth cavity always pitch black, teeth like coal, any deprivation damage is halved (round down, minimum of one), you have no sense of taste (food/drink wise) or smell.
Dust:Skin like sandstone, raspy voices, sweat dust, hair falls out all the time, grows back and breaks down real fast.  When anyone with 20 feet of you rolls a 1 on a d20 you get to choose a mundane object that breaks (within 20 feet). If you roll a 1 , in addition to the normal results of a fumble, something on your person breaks (randomly determined)       
                      
Vacuum: cracks in skin lets show a void that seems to suck at the light. Eyes pour out darkness. Always seem quieter around them. All rolls to do with hearing things within 10 feet are at a Disadvantage.

Ooze: Always looks wet and sick. Eyes leak weird fluids, weird rubbery boneless movements. If you are effected by a poison,gas, spore or slime, you heal 1d4 hitpoints. If you fail the save the effects last twice as long but anyone you touch must safe or be effect as per the original effect

Ice: Look like you froze to death. d.r 5 vs cold. If you take damage from fire or heat you must make a con sav or be confused for one round per point that you failed the save.

Smoke: Burnt black lips, glowing eyes, dark or grey hair that moves slowly like smoke Not effected by gas or smokes. Take twice as much deprivation damage.

Magma: Flowing movements, no outlines of bones, light shines out of mouth and eyes.  4 fire resistance, but suffering 5 or more points of cold damage , or suffering stat damage from exposure acts like a slow spell on you until the damage is healed.

Mineral: Hair like spun silver or gold, eyes like gemstones, quartz shimmers in skin .lucky, can reroll one dice each day, but 1d6X100 g.p worth of precious metals and gems can be retrieved from your corpse, and this is widely known.

Steam: skin seethes and ripples, little vents open up releasing little puffs of steam. Always wet look. Can make an Obscuring Mist effect once before needing recovery, drink twice as much as regular human, any metal on your person rusts steadly unless constant oiled and polished.

Lightning: Eyes crackle with lightning, sparks play along skin. HAir stands up like near a telsa coil 5 damage resistance vs lightning, but any electrical attack coming within 10 feet of you has 1 in 3 chance of arcing into you instead of its original target. If you are the target for an electrical attack there is a 1 in 3 chance it will arc to someone else randomly within its normal range, and effect them as well as you.
Radiance: Coloured light pulse from under skin depending on mood. Its like light has been jammed under your skin. YOur   hair is freaking rainbow. Always producing light, like that of a light spell.

                                  
Goblinoid: goblin (small 1), scavenger (you advantage on any rolls to do with scavenging), fuckhead (disadvantage any rolls to do with getting trusting or making a good impression) infravision 60 feet reroll dex

                orc: garbage guts (advantage on resisting poison or disease from ingested materials, fuckhead (disadvantage any rolls to do with getting trusting or making a good impression), infravision 60 feet , reroll str or con

               bugbear:  big  (bulk 1) , fuckhead (disadvantage any rolls to do with getting trusting or making a good impression), infravision 60 feet,  reroll str or con

Githzerai: opportunities other face( you have advantage the next time you make a roll you just fumbled on), must change drive every session , reroll dex or wis

Ghul: semidead (undead for purposes of magic healing hurts you, undead effecting effects, but live because you still need to eat (rotten food only) , sleep and breath, plastic form (if you have access to fresh corpse and half an hour per point, you can modify any physical stat, your move, or armour class. You must lower another stat(s) by a totally of  2 for the first point, 4 for the 2nd , 8 for the 3rd. 3 points is the limit.)


Halfling: short (small 1), low light vision, lucky(one free reroll each session), slow (10 rather than 12) reroll dex or cha

Human:Unattuned (you have to concentrate to not resist desired magic effects. IF you do not concentrate you have to make a save as you would hostile magics. Once under the effects of a spell you do not have to keep concentrating), reroll two stats.

Muggin (crow): flight (you can fly if unencumbered for 2 rounds per point of con), feeble( you have 3 strength for the purposes of encumbrance) , scavenger (you have advantage when it comes to rolls to do with scavenging )

Modron(rogue): orthodox (you neither crit nor fumble), heavy, numb(disadvantage when it comes to sense based rolls), inorganic (need no breath, or eat), hardpoints (lower dex by 2 and spent exp = half the item original cost to build something directly onto you. If it require ammunition before you now generate 30 of it per day depend) , natural armour (4)

Ratatosk: rustic (disadvantage when it comes to anything technical or city related), feral (one free reroll per session in the environment of your upbringing, roll must somehow relate to environment, includes combat)), bat shit climbing (you move your full move when climbing), small (1), reroll dex, pretty much broke (start with one mundane item and one basic weapon and no gold)

Ragdoll: boneless (you may count as small 3 for attempting to fit in somewhere), feeble (your strength is 3 for the purposes of encumbrance), strange healing (must have access to needle and thread +fabric to heal) reroll dex

Tiefling: tainted (roll 3 mutation pick 2), fiendish, wyrdling(pick three 0 level spells you can naturally cast. You have a quota of 3), moody (you must Concentrate if you are angry or feeling spiteful and wish to not act upon it)

Thri Kreen: Rustic, natural armour (2), natural weapons , Gangly (bulk 1 for the purpose of getting in the way of stuff), Bug mind (disadvantage on all rolls to do with understanding other people) reroll dex or strength, Broke (start with one basic weapon and that's it)

Lizard folk: natural weapons (claws and teeth as dagger), armour(2), rustic (disadvantage when it comes to anything technical or city related) , aquatic, slow metabolism (you are at disadvantage to all rolls an hour after you wake), bulk (1), pretty much broke (start with basic weapon and one mundane item) reroll strength

\

Thursday, 21 February 2013

Zoom zoom crash

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10 points if you get the song reference.


Quick post, Monster Johnston did this derpicore thing, and this was something else I did for it. Maybe he included it here already?  Yes he did.
But I'mma post it again anyway. It took me like a whole ten minutes to think up, coz that was the whole entire of the game. Badger other people to make wack mechanics or material for your use with a limited time frame to do so. In exchange you agree to be a badger target for other people.

It's a great game, I recommend it.



CHASE SCENE!

First you need to know how fast you are going.
flying at brisk walk is 1d1
human running speed is a d4
horse trotting (cantering maybe?) is a d6
fly spell is a d8
broomsticks/flying carpets is a d10
rocketized versions of these is a d12
something faster than that d14
but wait even more absurdly fast  is a d20
as above but with sweet paint job d30

(alternate version: assign die based on who is in the race right now, and not objectively. So If everyone has a horse then all the average horses get a d8, all the ponys get a d6 and all the mighty chargers get a d10. Or even more delineated if needed )
.
Each chase participant rolls their dice each round. Highest gets furtherest ahead.

You can choose to roll a dice any size smaller than you would normally.
YOu can also choose to roll a dice size one bigger than you would normally, but on the next round you have to roll one smaller.

Because every round the d.m is rolling an obstacle die. If your roll is higher than the d.ms you have  bounced off or directly collided into something. You take damage = what the your die rolled and must make a dex check or come to a complete stop. You also take additional damage = how much you failed the dex check by. Modify this check by your (or mode of transports, which ever is bigger) size modifier (if any).

Needless extra complication bit:
If it you are around about the same size  as you form of transport, you both take damage. IF you are a lot bigger than your  mode of transport, then just you takes damage, unless you roll a 20 on the dex check, in which case you both take the damage. IF you roll exactly your dex, then just your mode of transport takes the damage.
If your mode of transport is atleast twice your size then split the damage 50/50, unless you roll a 20 on that dex check, in which case just you.

If you succeeded the dex check you are still in the race!

The size of the obstacle die depends on how much crap is the way. A typically sparse but with a few potential ghetto brakes room is a d20.
Examples of this would a large dining room, a big cave with a few stalagmites, a village street on a quiet night.

etc etc

and on the other end of the scale is a crowded market place or a dense jungle which is a d4.
The forests of endor would be a d12 . Wait which would make speeder bikes have a bout a 50/50 chance of crashing into something each round. I don't care.

OKAY RULE FOR LONGER RACES EVERYONE GETS TO ROLL TWICE AND CHOOSE WHAT RESULT THEY WANT TO USE AND THEY CAN CHOOSE AFTER THE OBSTACLE DIE IS ROLLED UNLESS VIEWING CONDITIONS ARE BAD
OR something. Whatever you get  the idea.

Wednesday, 14 November 2012

Spells vs Brains

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF Wizards in flux-engine, as I have said before are spell infected wretches, host and addict to spells.
This is the current rules for them.
These are kinda long for my liking, but I can't see what to cut at the moment.


They have a potency score. It starts at 1 + savvy modifier.   You can have  combined total levels of spells stored("wrangled")  in your mind equal to this.

The spells that you "know" (ie have learned , made notes of , and are running around your head)
is 2d4 at first level. After this you can learn new spells by;

= deciphering another wizards "spell book",

(this can be anything from rhyming couplets, tattoos, knotwork, scrap books or toilet graffiti. A spell book for a wizard is anything that the use to organise their mind and trigger the patterns necessary to get the spells to behave)

This is a savvy check modified by the level difference and anything from a -8 to a +8 modifier depending on how idiosyncratic  the wizards "notes" are.

=overhearing a spell and repeating over and over again until you get the pitch right. This requires an awareness check at the time, and later a savvy check at -8.
The savvy check happens over an hour of you practising  and if you roll a 20 , you get +1 stress. You can keep doing it until you get right or get 2 ( not necessarily  constitutive ) 20s.

=any ridiculous amount of mental derangement either  chemical or other wise has a flat 10 % chance of learning you a new spell

=rumours of the correct preparation and consummation of wizard brains, as a way of getting spells, may or may not be true

If you learn more spells than half you savvy score each level you get a permanent +1 to your stress score for each spell you learn above  that totally.

When cast the spell the spell is not lost from your mind, it is instead lost in your mind, scurrying around where you can't easily access it.
A couple of minutes of idiosyncratic ritual and referral to the wizards notes is required to wrangle the spells somewhere manageable.
(where the player chooses the spells readied).
You can wrangle more spells than your potency score but the extra levels are used to modify the savvy check. You can't wrangle more than twice your potency.

This savvy check is made  after each spell wrangling session. It's modified by any extra spell levels you have wrangled.

IF you fail  this roll, add one to your stress score. This is used to modify unfavourably a savvy check that you make at the end of each game session. If you roll a 20 on this you also roll on the table below.

Certain talents can give benefits in exchange for increasing your stress score.

Failing this means you roll on the table below. The duration of any non-instant or permanent result of this table is a week. Make another savvy check( modified unfavourable by your stress score). If you fail that double the duration and make another savvy check, repeating this process until you succeed.


add your stress score to this roll:
(despite the use of 2nd person, this table should be rolled in secret for maximum fun)
1 minor visual hallucinations (after trails)
2 a random spell becomes a favourite
a favourite spell always gets memorized, like or not, but you get +1 with any rolls with it. Despite what children have been told , there can be only one favourite.
3 spell buds, one spell is lost but you instantly learn a number of new ones of total levels = to the original  and at least 2.
4 random spell selection, instead of choosing which spells are prepared, it is now done randomly
5 reverse spell effect once.
6 Sporatically bleed from eyes and ears
7 Intense endorphin rush whenever you cast a spell. Make a savvy check in order to not cast another spell on the next available chance. +2 hitpoints though coz maaaan you feel great
8 You must make a successful con check in order to not immediately voice whatever thought comes into your head
9 Rhymes make you angry
10 Auditory hallucinations, -2 to awareness checks. Echoes, chirps, whispering
11 Auditory hallucinations, -2 to awareness checks, voices, threatening , laughing , mocking
12 Domestic animals can't stand being around you
13 Bizarre food cravings
14: One spell proceeds to bully the others, growing in size until it takes up all available space. You have only one spell prepared but double any effects and your effective level for casting it.
15 You become dreadfully afraid of one spell, and must make a successfully con check in order to cast it. It's not the effects of the spell you are scared off, as you are the feeling of it moving inside your brain.
16  1d4 teeth fall out, and are gradually replaced with random animal ones
17 Your spell book methods no longer work, you need to invent a new one, or atleast radically overhaul them.
18 Insomnia, you can't sleep and can only partially recover from resting
19 lose a spell
20 reverse spell effect , all
21 Roll on the mutation table. Effects are permanent.
22 Partially paralyzed  for 1d4 days
23 numb, emotional, immune to emotion based effects. Auto fail most social rolls though
24 either blind, deaf, or mute. This does not effect your spell casting however, not even targeting spells.
25 learn new spell
26 You forget one language and learn another one, but do not realize the substitution
27 physically numb, you are immune to pain, +1d6 hitpoints but must make a dex check every hour or have suffered a d4 damage unwittingly. The d.m now tracks your hit points as well.
28 if anyone says your name within your hearing you take 1 point of damage
29 Your tongue periodically forks
30 You doubt all your memories as false. A couple of them are false now.
31 You need to make a successful savvy check to not mistake a word for the thing it describes
32 Next time you go to cast a spell, all the spells you have wrangled happen at once
33 Randomly determine a letter. You are physically unable to say words beginning with that letter.
34 Vision drifts in and out of present time, basically everything is under the effects of displacement spell but you get an initiative modifier that is either +1,+2,+3 (1,2,3 on a d6) or -3, -2, -1 ( 4, 5, 6, the modifier will be on the bottom of the die)
35+ permanent stat damage , randomly choose stat, 1d8 damage.

Tuesday, 10 April 2012

Bestiary of flux engine part 2

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Brute Fish

Brute fish are a fresh water fish found on the out-skirts of new-dawn fades. They are about the size of the average row boat (freshly painted), but are such powerful swimmers that they can swim up waterfalls and through solid earth, ploughing an trench as they do so. Like hippopotamus, who they frequency contend with, they are absurdly territory in making season and will charge through the river bank to destroy perceived challengers. The tongue is a spiral whip of razor sharp teeth and can cut a leg to the bone in the blink of an eye. New Dawn Fades has made no attempt to domesticate or harness them, because of bizarre fads and traditions which they vastly prefer. The fish's sub-dermal plating is often used for below the water line barge armouring however.

Cloudjaw
Known as the crocodile of the air, the cloudjaw lurks in low cloud cover and snaps out at birds and pteradons flying too close. While cloudjaw can survive out of clouds ,they seem fearful to remain away from cloud cover for long. In foggy weather however they will predate close to the ground. There skin is sleek and black , more like an eel than its namesake scaly hide. It is made into dress armour of status in Tane.
Drear
Drear are the boogy men of tales told to Munnish children. A fondness for children flesh, adept climbers, and infiltrators, the Drear are hated by the Mun above all else. The Drear actually possess a keen intelligence and traveler stories of finding hollowed and disguised trees where the Drear pack themselves , tightly entwined together like eels in a too small bucket. It is said the Drear dream their society together, and thus forgo the need for architecture, art, craft and property. It is also said that this is why the Drear just cannot take others seriously with their ridiculous tools and buildings and why empathize with people who have such  tasty children?
 If the Drear indeed nest like these madden reports suggest , they do it far from their hunting lands, for no Drear tree has be discovered, but the stories all suggest  the Drear to roam far and wide on moonless nights so their hunts can never be traced back to their homes. The Munnish peoples on  damp moonless night often have an all night party and remain armed and merry around the campfire until the dawn comes.

Glomb 
Glomb are black oily worm things with a mouth span big enough to swallow a horse. The size and appetite of the glomb make them a bane in any sparsely settled lands. But adding to this is the way glomb can squeeze themselves to hide in a rabbit  warren and are prone to erratic hibernation , making it never too certain that glomb have been entirely eradicated.
Glomb can make terrible slicks of slime, that are either slippery , sticky or putrescence, and setup ambushes with the slick they think is most effective to soften their prey.

Haggard
 Haggards are violently superstitious bog dwellers, scrapping out a meager existence fishing from their stilt houses. Passing their villages is dangerous, for the sight of travelers, will set them to a furious (after the strangers out of sight) debate on the possible omens of the travelers appearance. Sometimes the results of the debate mean the haggard sneak after the travelers at night fall to slit their throats with their long rotten talons.

Lobotomized Brute, these poor hulking things are fond in the fringes of Shadowplay, suggestive of discarded experiments of the Vizier. They are men and women swollen with muscle and twitching flesh to twice the size and brutality. The skull has been cut open and bolted back down. THey flesh is grey and horrid. Everything seems to hurt the brute and only violence drowns out its constant pain , its own unnatural mass rippling with self-disgust.
Luminous Tyrant, possibly a related species to the Lesser Tyrants, a tyrant that has become flux tainted, or , as has been suggested , a tyrant that has formed a symbolic relationship with luminous fungus. The Luminous tyrant is half as big again than the lesser and is marked with glowing white lines making stealth for it impossible. Instead it relies on Savant talents such Dire Physics or Ambulation to engage in combat from a distance or suddenly arrive in the midst of a party. It kills far more discriminatory than the lesser tyrants. On the positive side , NewDawnFade's chemical workers pay premium for the glowing gel on it outer shell, for from such they can make drugs of superb potency.

Moon Bear More like the great sloths than the bear the Moon bear is originally native to the moon, but some how (whither through accident or design of the Selenites) is occasional found here. They are peaceful eaters of moss and are vastly lighter than their size would suggest (twice that of a horse). This lightness allows them to make great bounds and ride the winds, which , it has to be said, is a rather comical sight. Moon bears live off moths which they attract to them by becoming luminous. Their haunting songs can be heard at night, but they seldom stay long in one area, knowing that they risk capture for an amusing pet or for their body to be cut open and its parts examined for merit and alchemical traits. No use has been discovered for moon bear parts yet, but they still fetch a good price , as people are sure there is one, it just needs further research.

Murder Spirit
Although similar to organtaker, nothing of the murder spirit is flesh. Instead it is solidified malice , a very real threat if a battle or great violence happens too near a source of Verdigris Flux. They are then a marauder impossible to harm with anything not physical nor wielded with great focus, but they themselves create vast ruinous wounds with the merest suggestion of a caress.
Emerald Hare
Emerald Hare are rare void spirits who come down from the heavens to nibble at particular flux burned areas. They can only fold space to allow them to come to the surface in certain times and are arch wielders of Ambulation talents. They are not intrinsically hostile but can be spooked or provoked easily into violence. Their body is seeming half flesh and half green glow.

Bestiary of flux engine part 1

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF So like many spins of the dirt ball I mentioned a bestiary of crude scrawlings and half baked research.
Well here it is, would be nice to put it together as a pdf but my knowledge base and desire to fuck around wrangling with relevant programs is not very right now.

Lesser Tyrant  
Beware Although the Lesser Tyrant (Or Groaty MAngler, or Burgarra or Copse-thug) is not as fearsome and terrible as The LUmunious Tyrant it still stands as a taller tree, and in dim light it will be mistook for one, until it's terrible barbed and snatchrous trunk snaps out and tears and flings. The Lesser Tyrant hunts in the night and is silent stepping. When the moon is full however the Lesser Tyrants cavort in their great dances in moonlit clearings with trunk wrapped in trunk and whirling and lurching. It is said that burying the fresh dead underneath the soil before the great gamboling , will allow them to return to life in the sunrise. The Copse-thug will murderously pursue any who spy their merry making and so such a trick is not at  terrible risk.
Cornerling
The rare and dread Cornerling scuttles from impossible spaces flitting and hopping , it's split maw slinging forth and taken great drippy chunks of flesh. The Cornerling is akin to the vulture or the hyena , a coward and sneak stalking slow slow, and then rearing from the shadows and corners to half-devour a injured prey, that the Cornerling has followed unseen from under eaves and nooks. Their skin is softest of velvet and is greatly prized. Hunters of Cornerling will take an "apprentice" with them and then see that they are wounded and thus sweet bait for the Cornerling

The Sharp Man
The Sharp man is wisps and edges, leering bone masks in the haze of morning mists, of no motive or pattern other than pain and blood. It is said that a Sharp Man will befriend a lonely child and be guardian and play mate for the child. The child will grow up morally alien and disappear into the mists to join the Sharp Man on its eve of adulthood. Some say the Sharp Men make these children into them , others speak of dire hatchery in the mud , the bloated betrayed child's body serving as nest for the toothsome eel things that are the Sharp Mans true children. Other stories have the Sharp Men lovingly shaping the child in to a thin thing of bone, another bone knife and mask for the Sharp Mans coat. Some say these knives love the Sharp man still and thus always cut true.
Gloatly  
Gloatys lurk in brackish pools  to spring out with their blurring jaws,hooking and thrashing their poor victims to chunks. They then eat like the fly with fleshing melting spittle and fan tongues. The there-not-there traits of their skull will last until the next no moon , unless soaked in concoction of bloods and biles, known only to the vilest of swamp dwellers
Slime Giant 
The Slime Giant is a loom brute of thick thick slime that walks. It is not soft like mud, but more like stone that pores cold from cursed mountains. It may soften and flow , soaking up from  the ground , before resuming its dread bludgeoning resilience. There are rites and protocols to be done before entering the haunts of the Slime Giants, that will let you past by without woe, but every old porch lurker argues fiercely which is the correct ones.   
Curmudgeon
A Curmudgeon is a shark so contemptuous of life and natural law that it has grown legs to chase prey through the island jungles and even scaling trees with nigh comical fury. The flesh of the Curmudgeon is oily and bitter but said to provide great fortitude versus fungal blights.
Nimbus
Nimbus start from the size of a horse but grow from there to sizes more fitting for a citadel than a gentle creature of the air. The Nimbus drift down from the upper air in small schools picking the top most leaves and fruit of trees far and wide. Ominously the mass of blade like spines along their backs tells of some greater skylofted predator so far unseen by us on the ground.
Great Jabbering Glutton
The size of a bear, wretched lonely man eater, the Great Jabbering Glutton is a punishment of a thing. It dwells in caves near trade routes which it rushes upon devouring all it can whole, before fleeing not having the mettle for a prolonged fight. As further proof of its existence as a mockery to all, its great brutish face , takes on crude caricature of the last intelligent thing it gobbled. Its voice is imitative cacophony of a dozen shouting screams and cries, all mimicked from the last moments of the poor souls now gone to its great gullet .
Its other vice is vanity, being too fond of its useless shiny black wings, spending hours preening and admiring them in  the sun.
Doom Of The Lost
The Doom of the Lost is lurker at paths , a haunter of winter storms, it can choose to be unseen to all, or just one poor soul, his or her companions confused by their instant shouts and pointing at nothing. The are patient and still , letting their prey tire themselves before decsending on them with rush of violence, goring and tossing them with their horns, letting them bleed some (for the horns of The Doom of The Lost are sharp beyond compare) before charging again. The will only eat the eyes and tongue and some say (or have written...) if one is stalked by A Doom of the Lost and you cut out your tongue and offer it to them , they will take only that, and gently lead you by the hand to your home.
The Marquis of Beetles
Spawned in the last gasps of the great war between The Machinists and The Cagehead Empire, the Marquis of Beetles were the finest creation of The Machinists. A war puppet with a thought-harp of such sophistication the Marquis  were not only self aware as previous SoltairePuppet , but inspired by savage and alien genius. Alas they were too expensive to build in numbers to turn the tide of battle and although great shock troops , commandos and scouts, the Machinists were forced to turn to more radical approaches to the war, and thus set down the path leading to the Oroboros. In the last stages of the war, the Marquis deserted the doomed Machinists and now seek their own agenda.  Marquis Of Beetles are generally encountered solo and are never predicable , often engaged in seemingly meaningless banditry and carnage , gathering materials or defending locations for purposes known only to them. They fly with the aid of retractable wings that are a mass of flailing steel ribbons, a preposterousness  than none the less grants them agility and speed aloft.
The top most eye can sear and burn all in it's gaze, while the chest eye can warp distance and make the movements it is beholding like drowning in molasses.
OrganTaker

A foul specter of green glowing goo and red spines, the touch of the organ taker melts flesh like ice in the summer sun, allowing it to reach into bodies to snatch at the treats there. It haunts eldritch science blasted ruins, and is said to be able to be tamed and directed by lost devices .

Whisper Broker
Whisper Broker are only found in the twists of the biggest cities. Pay with a memory and they will make a thing known to all by rumour in day, or erase some unwanted fact from the collected minds of the city. The correct rituals in order to get just the right kind of lost to find a Whisper Broker are a matter of furious contention amongst scholars of the uncanny.
SnipSnap
A many headed beaked snake, a threat in lands were forests are infringed by farms. Domestic animals dead to the strange words of the SnipSnap mean the locals must gather in a well armed mob to kill the beast before anymore stock or even a child falls to its predations. Its beaks cut subtle, some have lost more than flesh in battle with it. Still it is good to close with a SnipSnap rather than risk battling it at a distance and face its clacking cutting wounds that can cause massive internal hemorrhaging to one who hears them.
Squibbon
The Squibbon cartwheels through the mangroves with its strange whoots and glumps. Its meat is not without merit, although an inquired taste. The many breeds of Squibbon range from the delicate Orchid Squibbon with would easily rest in your palm, to the great quarrelsome Boomers, capable of wrestling and besting some crocodiles.
Bludges are mighty omnivores, rival to the bears in the lands of Mun. In spring they make do with plants and roots, but in autumn and winter they becoming carnivorous , burying themselves loosely and then bursting up, swinging their tail to cripple the prey in a surprise attack before pouncing and devouring. Curiously their diet in spring and summer gives them a bright red hue to the resilient rubbery hide, and makes there flesh and sweat toxic. The Mun know of songs to sedate the Bludge so they can wipe the sweat of them , for use in war. As the diet of the Bludge changes , the poison and the colour leave their skin , making them a deep brown and thus much harder to detect.



Preservers are found in the deserts of the Vast and are much feared. Great two leg walking lizards than have cunning , they are dreaded by the various clans of nomads and passing traders. Nearly as feared as the dread Heatray scorpion or the Giraffe, for while lacking the horrid power of those, Preservers are more tricksy and cruel. The name of them comes from the great spines atop their backs , which serves them as a larder. After more or less subduing their prey , they will "weep" red tears over it, which prevent rot and deter flies. They then impale the victim on their spines, were they will remain "preserved" by the tears and the dry winds. It is because of this habit that makes the preservers dangerous , for while other predators will fill their bellies and rest, the preservers will take prey when ever it is available.
Stunted Crow Thing
Stunted Crow Things are found in the most flux tainted of ruins. Lunatic bird men with burning heads, little is known about them other than reports sudden violent and reckless ambushes by them on explorers to hateful places.

Pygmy axe beaks are examples of island pygmism. While lacking the speed and size of their ancestors, they retain all of the aggressiveness and belligerence. Woe to sailors coming ashore expect easy meat! 
Jagga
A flux tainted lizard, its very presence sears the mind. While only the size of a fattened pig, the ease which they climb the great northern trees means a watchful eye must always be kept upward, and the first signs of dizzyness or headaches cause for alertness! Their brain is rare delicacy and said to a panacea for all kinds of mental ills.
Leering Iguana
While the hulking Leering Iguana is a common sight in the eastern islands and poses no danger to a well armed party, victims of ship wreck close to these island must be wary for the Leering Iguanas are rapid swimmers and will not misses a chance for easy meat
Riding Bug
Riding bugs are known in Mangal swamps. A tick the size of a monkey , that rides monkeys by inserting its foremost fangs in the monkeys eyes and clutching the brain in its control. Riding bugs will attack with their monkeys in a dozen or so, swimming away if the host monkey is slain.

Wendigo drove the gremlins deep into mountains, with their howls and their maddening wind born spore. Terrifying jumpers crossing 100 of metres in the blink of an eye and landing as softly as a snowflake or as hard as boulder crashing, the Wendigo are a constant threat in the northern mountains. Its is said that they void their waste on the wind and it enters the mind and turns one cannibal.
Vile
Vile are hairless , putrid , waste flinging apes. First monumentally blinding by throwing their night soil into a face , then they swoop down and strangle and bludgeon.


Blight and Thinking Worm. Blights are small glowing chattering men, who will take payment to act as guides in their swamp homes. Being too near them however makes heatless burns and strange sicking. The Blights are lonely for intelligent contact but are not willing to subject others to the blight. THinking worms are human sized annelids with a face and no intellect of their own but capable of remembering vast stores of information, which is passed down to their offspring. A thinking worm kept by a society as a library is a considerable liability if it escapes into the wild and breeds with other worms, the children then possessing the library in their minds.
Pickapacka are great beasts of burden in the salt plains. They live primarily  off  brine flies.
Blood Giant
BLood giants are somewhat like a man and somewhat like and insect. They are slightly translucent and when they suck blood through their fangs they blood is seen flowing into their bodies. Rare to the point of disbelieve none the less one should be aware crossing the lands in New Dawn Fades, of mournful bellows which are the hunting cry of a blood giant. Their attack will either come from beneath the slow rivers, or with striding through the reeds and grasses, their full height easily dwarfing an elephant.
Roof Donkey

Roof Donkey
Roof donkeys are common to the city of Kingdust, the size of 8 year child and feeding off the tough grasses that find cracks to grow in. They leap from roof to roof gracefully as anything, and are said to be lucky.
RipperRipper are pack hunting kangaroos of the Munnish Lands , with disemboweling talons on their feet.


Petty Butcher
One armed eyeless bird men that are used as assassins by houses of New Dawn Fades. They can be absurdly grown from powder mixed in bowl of blood (which must be from the would be director of the petty butcher). A sample of hair or clothing of the intended victim is given to the Petty Butcher in a fawning fashion. The Petty Butcher will then dart hopping from rooftop to rooftop until it finds its target, slaying them with a beak thrust to the heart. It will then flee and predate on the fringes of society. If it is caught the director of it can be discerned by Surgeons and Corponauts.
Night Walking Fish are from the caverns of the other side of the moon, they come down in their jellyfish ships with lanterns of paralyzing light and take slaves back with them for labour and experiments
Poison Giant
Poison giants are omnivores of the jungles. A great fleshy kite of a thing, they eat everything poisonous and communicate with gusts of perfume. Unfortunately they are easily maddened by certain smells and will become angered and viscous. Their  tiny claws are sharp and laden with a hundred venons.
Grafted Apes are a rogue war weapon of the Machinist. Vast t numbers of them were made as cannon fodder by grafting what ever mechanical devices were spare to the heads of apes and releasing them with murdery impulses.  Bands of them still are found somehow managing to repair and scavenge parts to make more of their kind.
Fungus Childs are children of fungus, that can spring up over night and stagger towards the unwary choking and crushing them and using them as a growing bed for more of their kind

Fire Lords are something brought here by the Cagehead empire. Barely capable of surviving here they find employ as warriors and artificers, for all flame obeys them. They are constant sick and weaken and needing expensive herbs and minerals to attend to their blights.

Flenser
Something like a clock and something like an anemone of sea, the Flenser is a weapon of the Machinists , infected and turned against them, and now is a danger to all traveling in former battle grounds. Flensers borrow out of the earth slicing with dozens of delicate blades.
GrrLukA swift lizard capable of running down the swifest horse and biting open it's stomach.  Beware sudden clouds of dust along the highways of Tane, for it could be a Grrluk bearing down on you with furious speed.





 And there's like 8 or 9 more which I'll put up soon.