Showing posts with label new races. Show all posts
Showing posts with label new races. Show all posts

Wednesday, 9 August 2017

An Excuse To Inflict

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF
This is an elf



These are dwarfs



These and these make halflings




This is a gnome, its name is Germanal Penance





ANYWAY REFER TO THIS
http://jrients.blogspot.com/2017/08/how-to-be-half-orc.html
what I'm taking from this is "using d100 advancement table" and "your stats are below/above this" but putting my own spin on it. I'm not a fan of stat prerequisites but just going with it for the sake of exploring this idea.


Rolling 3d6 in order for your character as usual.
Then:
if your constitution is lower than 12 and the total modifier on the rest of your stats isn't above +1 you can play an elf. Bump dexterity and intelligence to 13 (if lower) or just one of them to 16.

if your dexterity is lower than 12 and the total modifier on the rest of your stats isn't above +1 you can play a dwarf. Bump strength and constitution to 13 (if lower) or just one of them to 16.

if your strength is lower than 12 and the total modifier on the rest of your stats isn't above +1 you can play a halfling. Bump dexterity and charisma to 13 (if lower) or just one of them to 16.

if your charisma is lower than 12 and the total modifier on the rest of your stats isn't above +1 you can play a gnome. Bump wisdom and Intelligence to 13 (if lower) or just one of them to 16.


Each level (including level 1*) instead of rolling twice on your class advancement table you roll once on the table and once on your kind (elf, dwarf, halfling or gnome)



KIND TABLES**:

Elf:
1: Taste the air around where a spell is cast. You can recognise a caster whose spells/sweat/hair you've tasted before and the intent in which the spell is cast. If you roll this again you can tell their level. If you roll it (yet) again you learn some semi-important fact about them

2: Double jumping distance and ignore the first 10 points of fall damage. Rolling again means fall damage reduction is +5 and jumping distance is increased by the same amount (i.e not doubled, so if it was 5 feet, then 10 feet, it's now 15 feet)

3. If you roll a 20 when attacking barehanded you pluck out an eye of your opponent . Rolling again means you do it on a 19 or 20.

4. You can turn your head 360. No-one can break your neck. Rolling again you get advantage on any rolls to notice an ambush

5.You can eat vermin without ill effects.

6.Anyone hearing you sing for atleast a minute must save  (will or spell )or you become undetectable to them. Rolling again means they get a -1 penalty on the save.

7.Choose an animal. You speak its language but they use stories about you to scare their children

8. Over a hour with unprocessed components , you can make one "elf shot" per level. An elf shot can be any a sling stone, crossbow quarrel or bow arrow, or a small thrown weapon. In addition to any damage it does it will do one of the following: Attack+ Damage + effect unnoticed by target, Nausea, Light Sleep, Dizziness, Blindness, Fear. If you roll this again choose an additional effect

9.You can swallow or spit out any enchanted object as a free action. You can't swallow more than half your weight but are protected from up to 5 points of damage from any hazardous properties the object may have. Rolling again adds another 5 points of hazard resistance.

10.You are not surprised if you can guess what is surprising you, before the g.m tells you. You get an additional guess if you roll this again.


Dwarf:
1.Any weapon you use that is made from bone or stone does an additional d6 damage. If you roll again it does another d6.

2.You count as one size category larger than you are for the purposes of making you do anything you don't want to do. Increase by one category if you roll again.

3.You can see in the dark if underground. If you roll this again you can see anyone (as if fully lit)  who is touching stone if you are as well.

4.Poison only affects you if you don't know what it is.

5.You can extinguish or suppress all light sources with a bellow or cackle. Range is 20 feet, double if you rolled it again. Suppressed lights that are self generating are suppressed for 5 rounds per your level.

6. You can dig or work stone at twice the speed of someone your strength OR completely silently. If roll this again it counts as if there was an additional 1 you digging.

7.Immune to fear from anything whose flesh or matter you have consumed.

8.2 points of damage resistance to any crafted weapons not crafted by an expert. Rolling again increases d.r by another 2.

9.Choose a type of stone to know the language of .

10. Choose a type of weather to not believe in. You suffer no effects from that weather. Rolling again means you get to choose another weather.

Halfling:
note if you choose a sin to personify with roll result , you must use that sin for all other rolls on this table.
1. Choose a sin (see picture) , if someone is the act of that sin you can cast a Suggestion on them as the spell. Rolling this again means they get -1 to their save.

2. Choose a sin (see picture) , when you a taking an action to personally act on it , increase one chosen (when rolled) stat by 1. If you roll this again increase the stat by 2. If you roll it a third time choose another stat to increase by 1 as well.

3. If someone believes 2 of your lies a 3rd spoken by you appears as plausible as those 2. They are not automatically convinced , they just scrutinize it as much as they did the other 2 . For example if you told someone your name (falsely) , and that you were friends with the inn-keeper (falsely), then telling them that you were the owner of the nearby castle wouldn't seem anymore absurd. If you roll this again, and additional lie is made plausible.

4. You can conceal the animal most like your chosen sin (see picture) on your person, undetectably. Rolling again means an additional animal can be hidden. Note this ability gives no special ability to charm , subdue or pacify the animal.

5. Someone who has committed your chosen sin due to your advice will fail the next save you force them to roll. If you roll this again an additional save is failed.

6. Once a day you can have the effects of a haste spell when committing your chosen sin unseen. If you roll this again you get an additionally daily use

7. You count as one size category smaller than you are for purposes of hiding or sneaking. If you roll this again you are an addition category smaller.

8.If someone accepts your  hospitality they cannot initiate violence on you until all the courses of the meals have been finished. Eating unreasonably slowly also breaks the effect, but also the hosted must eat as much of each course as you for the meal to be "finished". If you roll this again then they are compelled to eat as you eat.

9. If you leave anything of yours in someones home , you count as "invited" if you return to collect it. Servants will assume you are meant to be there, magic wards and guardians will ignore you etc.

10. Anyone listening to you for longer than a minute has their emotion shift to ones matching your chosen sin.
They are not compelled to act on it but they wouldn't realise you are the cause. If you roll this again you can cast a Suggestion as the spell on them once the minute is up. Each additional time you roll this they get -1 on the save

Gnome:
1. Anything poisoned by you tastes delicious. If you roll this again , the poison has a -1 to saves vs its effect.
2.Your fingers can stretch 2 feet. If you roll this again they can stretch another 2 feet.

3. If you choose , only one person can hear your whispers , and at any distance that you could be heard with a shout. If you roll this again you can be heard by an additional person.

4. Roll a random first level spell. If you cut off a finger bone you make that spell. If you roll this again roll up a random second level spell  to cast. A second level spell requires 2 finger bones however. If you roll a 3rd time as before but a 3rd level spell.

5. Alter self (as the spell) once per hour but only your face. If you roll this again you can use it an additionally time per hour

6. Whistle to cause Confusion (as the spell) once a day. You need to whistle for 2 rounds for the confusion to happen, and you need to save as well. Rolling this again means you get an additional use.

7. You can pass any smell on you onto someone else with a touch. If you roll this again you can also have the smells strength doubled. If you roll this again you can choose the target to be unable to smell it themselves.

8. Roll a  random disease, you inflict that on scratch or bite, they get a save though. Rolling this again
means you get another disease you can choose to inflict. Rolling this yet again means -1 to save vs the disease (both the original target and anyone they pass it on to)

9. You can craft an object with substandard or even completely unsuitable materials . Shoes from livers, a ladder from piss, a sword from a sheeps fleece. This ability doesn't give you any more crafting ability than you already have and uses the appropriate mass that it would with conventionally materials . In addition if the user of a crafted object falls in your disfavour the object immediately loses its ability to not be completely shit.

If you roll this again you can make do with half as much material OR in the half time it would normally take (pick one when rolled). If you roll this again your tools can also be made from unsuitable materials on the spot.

10. Nothing will eat or bite you willingly, and must succeed in a (will) save to make themselves do it. If you roll this again they get -1 to the saving throw.



picture sources
1.Asian Crested Ibis, Mitsuaki Iwago/Minden Pictures/FLPA

2.Karoo Ashevak, Canadian Inuit (1940-74), Shaman and Spirit Figure, ca. 1970-74.

3.David Lunde Sanchez

4.Image from page 13 of "Christian similitudes: being a series of emblematic engravings, with written explanations, miscellaneous observations, and religious reflections, designed to illustrate divine truth, in accordance with the cardinal principles of Christianity", via internet book archives. It's weird that the past had way less books and yet they were giving them extremely long and exact titles when you had only 5 to look through.

5. via https://extremelycursedimages.tumblr.com , where it's originally from I Utterly Do Not Want To Know. I made this whole post just to inflict it on more people because I hate it so much. Poss a video tape from the Ring situation hahah my bad

*Still not sure if in the original version you roll twice at level 1 or not , but let's say you do for this

**calling them race tables but using kind is just a little more off. Or a different kind of off. Usually these are d100 and weighted but I can't be assed and also aren't gonna put as much straight modifiers in so it kind of works out right? I mean you could just go here and pick ones you like to bulk up the tables


Wednesday, 8 October 2014

Worlds Expanded; Islands

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF
"This World is Islands. The island are the top of drowned airtight skyscrapers.
You can play a Iguanoid, cocofolk, Sandhopper, or  Foamling
The classes are Beach Comber, Tamperer, Big Liar, and KingCrab. You seek  to grow your village with modern conveniences and monster flesh"

As fun as making quick allusions to possibilities is, I'm going to flesh this out, using the Roger Sg Sorolla's 52 page rule book as the mechanics



village mechanics:
By bringing back exotic foods you will grow in status and power. So various things have a Food value instead of a gold value. Divide by 10 and that's how many meals that things is worth, if you want that number to mean something.
Not everything that is edible is worth exp. Same way not everything sellable is worth exp. Your village is fussy okay?
Modern convinces like comfy chairs or cheese grater found in the underworld will also be worth meals, though no-one eats them. Just everyone is grateful for you bringing it back that they don't mind you not fishing or root digging like everyone else.

Your village provides one thing for the party at the start of each session (other than the first) : a thing is like "restore all your hit points" or "1d4 0 level losers accompany you to help drag the tree" or "start digging a really big pit". 
Any thing additionally requires rolling your Esteem on a d6. It starts at one and goes up by one everytime anyone in the party goes up a level. It can be reduced by bad things happening to the village or the party embracing themselves. It represents both the size, health and talent pool of the village and how much  they will do for you.  After  you roll your Esteem reduce it (temporally) by one. So if it is 6 you get 2 things automatically and the next thing has a 1 in 6 chance of failing (by rolling a 6, because it is now 5, you dig?)

At higher levels the d.m might decide to have the village be able to do fancier things for you or have some things cost more temporary esteem or have a esteem gambling mechanic or have the esteem tradable in for the creation of NPCs or many other ways of making this more complicated. Anyway this is a basic way to represent you are dragging shit back to make people happy. 



The Peoples:
They are different peoples thought they generally live together in ad hoc villages. Some villages go crazy and worship blood robots or feed people to fang pits but at least cocofolk and foamling can live side by side.

Iguanoid:
Brightly coloured iguana people. They can swim and hold their breath for ages have natural leather armour and claws and bites like having a dagger on them. They are made of meat and blood and thus are Delicious to Carnivores 

CocoFolk:
These are like coconuts evolved to look more and more like people and now they are people. When they get old they bury themselves and turn into a cocofolk tree, which if pestered enough might wake up enough to answer questions about the old days. Their skin is as hard as leather armour and they float so well they will need to hang on to something very heavy in order to sink. They breathe as a human would however. They are made from wood and plant stuff and coconut milk and flesh, therefore are Delicious to Herbivores

Foamlings:
These are delicate sylph looking people formed from ocean foam and parts of them partially turn into water. Once a day they can turn into a puddle of water for a round per int point. Trying again after that requires a successful mind save or forever more remain a pool of water. They can never again enter the ocean, it is a solid mass to them. They need to breath and eat as a human. They dissolve into sea foam when they die , and are Palatable to Carnivores but Extremely Delicious to Ocean going predators (because the ocean hates them).

SandHopper:
An upright walking sand flea. Narrow , and chitin is somewhat translucent and not as hard as it might seem. Can leap as far as a human could throw a cat. Made of bug parts so only Palatable to Carnivores but Delicious to Insectivores

CLASSES:

BeachComber: 
Scavengers and opportunists, learning what is nessacery to survive and quick to experiment and explore new ways of thriving.
Their motivations are generally to find new and better ways of living and surviving and obtain status by being the first to discover new foods, lands and tricks.
Melee: +1
Missile:+1
Saves: Choose one out of mind, body and speed: that gets +9 the other 2 get +5
Bonus to the following skills:
Forage
Notice
Tutu

Can use any armour or weapon

level 1 : Player can spontaneously declare their character has just the right mundane item on them, once a session, if they reasonable would of had an opportunity to obtain before hand
level 3: Can reconstruction an idea of what has happen in a location
level 5: Standing in the right place. When characters position goes from vague to suddenly important you can choose the most favourable place to be (as long as it only mildy abuses plausibility) 



King Crab:
This class focuses on protecting themselves and constantly add and modify their own personal set of armour, using bits of shell, hide, old coins, wood and bark etc. tough, make armour from coral and exoskeletons and other hard things.  Their motivations are generally developing personal power, and obtaining status for their might and endurance.
Melee: +2
Missile: +0
Saves:
Body:+9 Mind:+7 Speed:+3

Can use any armour or weapons

Bonus to the following skills:
Anoint

level 1: Their personal armour counts as heavy and goes up by 1 every 2 levels.
level 3: Big arm: incorporate a monstrous limb , attack or similar as part of their armour, allow the ability to use that as a natural weapon , possibly with reduced damage from the original if the originals damage was more due to the beasts strength
level 5: incorporate a monstrous ability into your armour that is based on its skin , shell or hide, like fire resistance, camouflage , spell deflection etc.

Note all King Crab armour upgrades assume you have access to appropriate  monster parts



Tamperer: 
Tamperers can't leave anything alone, they provoke, investigate, fiddle, explore and experiment. While the beachcomber seeks to learn new things out of pragmatism , the tamperer just does stuff to see what happens.
They are generally motivated by (often slightly malicious) curiosity 
Choose one from Melee and Missile, that gets +1
Saves:
Body: +7 Mind: +7 Body +7
Bonuses to the following skills:
Tutu
Forage
Anoint
Notice

Can use any armour or weapons


level 1: Can modify one thing about a complex device or magic device for one use with a successful tutu check
level 3: Can choose the target of a missed shot
level 5: Can steal a device ability or a magic ability from its point of origin and store it on them with a successful tutu check. The point of origin has to be distracted or not currently active to use this. Only one can used .



Big Liar:
Someone who makes up stories so convincing they become real. Seeks out new things to discover and new people to talk to.

Melee/Missile:+0
Saves:
Body:+3 Speed:+5 Mind: +11
Bonuses to the following skills:
Anoint
Notice
Can use any weapons or armour

 Can cast spells as a wizard or a prophet (choose at character creation) as per normal 52 page rules.
level 1: you can speak to all animals
level 3: you can speak to all living things , and anyone giving their word to you must keep it or be forced to do something else that you will
level 5: Once a day if you tell someone something out of combat they must save or believe it

SKills:

Forage:
This skill is used when the play wants to get something from the local environment and its relatively simple only time consuming. The success of this skill often means a good number or quality of the thing is found , with failure meaning only a token amount is found. Sometimes the a failure means nothing is foraged.
Examples "I wish to gather a number of small trees for making stakes" is a forage check. Success means the wood is very good quality (possibly giving a bonus to damage etc) or found quickly or in great number.
"I will see if their is any fresh water nearby" that's a forage check. Failure means no fresh water nearby.


Anoint:
Anoint means smearing potent fluids or oils on a weapon or tool for task at hand. It can also involve the incorporation of objects to empower a weapon or tool. The anointment must involve something precious being sacrificed , or the anointment is significant or connected to the task. It can be done between sessions or in play , especially if the player gives a bombastic speech. Having a successfully anoint weapon or tool means a number of free rerolls are  gained (only one reroll can be used per roll) = to the amount you succeed the check by.
Examples of Anointing: the blood of one slain by a monster used to anoint a weapon used for it.

A child of the task attempted being slain and used to anoint a great fish hook to fish up a beast capable of feeding the village

A bone of ancestor of hated rival incorporated in a weapon against that rival

The hair of a grieving village used to make a rope to trap a child eating giant.

One anointment can be attempted per session on a item. If the things used in the anointing are particular potent or epic or cool maybe give the player one free reroll and the anoint roll giving them bonus rerolls if successful






Notice:
as per 52 page book.

Tutu:
This means to craft , fuck around , modify , or tinker with something. It is used to discover subtle properties of an object or a device, or turn raw components into a useable form, e.g. turning a fishes spine into a spear etc. Failure generally means you can try again next session. IF the tutu-ing seems do-able by anyone success mean it's done faster or better than usual.







ADDITIONAL rules:

Beasts have a hunger value. This is a number that if rolled or under on a d6 means the beast will try and  kill eat someone (not always in that order). Small beasts will stalk and strike when the party is separated or weakened, bigger beasts will try and snatch and carry off the biggest, or drive off the rest of the party. Mindless will just attack and try and eat regardless of party strength or response.

HUnger: roll on a d6. If someone is delicious roll 2 dice and keep the worst opposite if playable
If something is Very Delicious as above but also move encounter table up or down one if that would bring an encounter to eat them

Encounter tables:
There always should be an encounter, with simple herbivores and environment conditions taking the place of a "no-result" encounter.
Encounters with beasts should range from the tricky to catch but worth food (fast moving herbivores, possibly lead a pursuing party into a environment hazard or creature lair) , big dangerous herbivores that only attack if provoked (and worth food) , big dangerous carnivores that are rarely hungry (pythons) and stuff that is from below (ghosts, glass elementals, business men). The environment can serve as a form of traps , tricks and treasure , with trees with valuable fruit that release hallucinating gas, bird eggs atop dangerous cliffs etc.

The Down Below serves as the traditional dungeon environment with weirdness and technology, old magics etc. There is less food here but more Modern Conveniences and items of potency etc.

Beasts on the island also should be valuable for powerful items that can be made from their blood , hide and teeth. Treat the concept of a monsters lair with treasure instead as the monsters body instead.  You can still have lairs and stuff as well.

The whole eco system and foraging as dungeoneering is inspired by Mike F's Terruzeng island stuff.

I will come back to the idea of using encounter systems to represent  an ecosystem at some point because it has been something on my mind for awhile