Sunday, February 28, 2016

prototype easy treasure generation


There are two things that I find to be just unmitigatedly bad in old school Dungeons and Dragons: Turn Undead and treasure generation. I'm still working in the first, but I need a good, easy to use loot generator like two years ago, so here's what I've cobbled together. Since I guess this blog is just a restatement of games with others, it's based off of the generator here, and has a similar rationale--players are forced to explore more and more dangerous areas if they want to find treasure, gain XP, or even stay supplied.


the rules
When you loot a corpse or go through a room, roll 1d10+level+number of times you have already looted the area or corpse. This takes 1 Turn and a roll of the encounter die.

If you roll higher than the corpse’s HD or higher than 3+dungeon level, you just find junk and will only ever find junk.

If you roll equal to or less than that, compare the natural result of the 1d10 roll (so don’t add your level or number of items you have looted) to the Loot Table.

Black Sand is precipitated dream-stuff. It falls gently and diffusely everywhere in San Serafin, but in sufficient quantities it is of some value to various NPCs. Burning it at a campfire provides XP equal to its value.

Treasures come in several different types. Incense/candles can be used in barter with the Dead or burned on an altar for XP. Hearts can be used in barter with a  devil or buried in a graveyard for XP. Coins can be used to trade with Serafinos, if you can get them to talk to you.

Bartering is dangerous, difficult, and kind of unfair, so scavenging for supplies is actually important--getting the gear result is not supposed to be a dud roll at all.

Loot Table
  1. Random gear
  2. Random supplies
  3. Black Sand (value = d100xHD of creature or d100xdungeon level)
  4. Treasure (value=d1000xHD or dungeon level)
  5. high quality gear
  6. secret/map fragment
  7. Consumable Magic Item
  8. Enchanted Magic Item
  9. a secret
  10. Artifact

Random Supplies (1d8)
  1. torch
  2. ration
  3. flask of oil
  4. lantern
  5. lighter
  6. 1d20 arrows
Quality Gear
  1. Compass
  2. Rapier
  3. Scimitars
  4. leather armor
  5. chain armor
  6. plate armor
  7. warhammer
  8. greatsword
  9. glaive
  10. longbow
  11. crossbow
  12. javelin
Consumable Magic Item
  1. MU spell scroll with level = ½ current dungeon level
  2. Cleric spell scroll with level = ½ current dungeon level
  3. Potion of Diminution: makes drinker mouse-sized for d6+1 Turns
  4. Potion of Polymorph
  5. Potion of Protection from Heat
  6. Potion of Protection from Cold
  7. Potion of False Death: appear as undead, even to the undead, for d6+1 Turns
  8. Potion of Sanctuary
  9. Potion of Waterbreathing
  10. Potion of Cure Light Wounds
  11. Potion of Dragonbreath: make a breath attack as a red dragon; deals damage equal to your current HP
  12. Potion of Cure Disease
Enchanted Magic Item
  1. Pyromantic Sigil: once belonged to a pyromancer betrayed by his own children. Allows the wielder to cast a fiery version of Magic Missile. Has a 1 in 10 chance of failing with each use, but can be recharged with a bottle of Midnight Oil.
  2. Scales of Shaday: Once belonged to a cleric who was declared anathema for violating the course of history. Allows the wielder to Detect Magic and Detect Evil at will.
  3. Viper-embroidered Veil: lost by a thief renowned for her virtue. Allows the wielder to cast Invisibility on themselves 1/hour.
  4. Ring of Ages: once belonged to a powerful alchemist who committed a terrible betrayal to attain eternal life. The wearer does not age so long as they wear it.
  5. Mask of Granosa: created from a beast god's corpse by an evil mask-maker. Wearer grows sharp claws and fierce fangs and can make unarmed attacks as a grizzly bear (1d4/1d4/1d8)
  6. Six Ways To Sunday: a six-shooter machined by a hated exorcist. Can only be fired 6 times a week; recovers all of its ammunition on Sunday at noon. d12 damage at longbow range, ignores AC provided by armor
I'm keeping Secrets and Artifacts under my hat.

This isn't  the only way to get treasure. There are various NPCs with unique spells, items, and classes you can't get anywhere else, but they have to be discovered and courted.

dream the life you're most afraid of

san serafin is not really a dungeon, though it looks like one sometimes, but it is really more of a dangerous overworld in which other dungeons can be inserted. an important part of the feel of San Serafin are its most common residents, serafinos, who form a constant, low-grade puzzle that players have to deal with. I have not wanted to blog about it and ruin things, but players usually figure it out within a session anyway, and the fun of it is dealing with the problem, not figuring it out.

there is a Sleeping King, deep beneath the ground, so hateful he was buried alive by his own people, so virtuous he he did not die.

he dreams of a black city, unfolding from the earth like an evil flower, filled with remembrances of his lost kingdom. he dreams the dead to life and dreams the sun out of the sky.

he has dreamed his people into monsters. the Dream is in them and they are of the Dream, it is propagated by their acts and they are sustained by its existence.

serafinos are the people who used to live in San Serafín. now they are the impossible residents of an impossible city, with no mind or power but to endlessly act out the unlogic of their home.


all serafinos obey the following rules strictly:

behave well
Serafinos always act in the way most appropriate for their surroundings. On  the street, they walk aimlessly; in a bar, they drink ancient liquor and pay with corroded coins

punish transgression
Serafinos react with hostility to any breach in ettiquette or order. Stealing, cutting in line, heckling, touching another Serafino, shouting, running, and fighting all upset them, at first attracting their attention and then compelling them to attack. Serafinos can freely  breach etiquette to punish a transgressor, without reprisal from their fellows.

never rest
Serafinos continue a course of action until etiquette forces them to stop. They will dance forever unless a clock strikes twelve, or eat dust in a restaurant until they come to believe it has closed.

obey authority
Serafinos tend to obey orders spoken with conviction and believe claims of high office, but their reprisal for impersonation when they discover it is extraordinarily vicious.

reactions
Serafinos use a modified reaction table. They only make reactions when players have called attention to themselves in some way.


in the city
in San Serafin, there are always 3d6 lesser serafinos wandering the streets or stumbling through buildings nearby.

Lesser Serafino
it is shadowy and indistinct, like a distant figure in a dream or a person you see out of the corner of your eye. if you look closer, you can see the details resolve themselves just a moment after you should have noticed them: it has no face until you wonder why not, its eyes have no color until you notice they're an indescribable non-shade, stitches force themselves out of the serafino's clothes once you realize it's just wearing a smoky black smear.
HD 1
Armor 10 (unarmored)
Speed  ¾ human (spiderclimb, swim)
Morale 12
Alignment Chaotic
Abilities
  • Maul: +1 to hit, 1d6 damage
  • Climb: serafinos do not climb like a human. they just step up onto the wall like it's another part of the floor and walk straight up it.  
  • Swim: in water, serafinos unravel into something filamentous and black, a bit like a cloud of smoke and a bit like a jellyfish.
Grand Serafino
its looks human, but its shadow roils like smoke behind it and the pavement flexes like a beaten drum beneath its feet. When angered or when fighting, it flickers between shapes: a child, a tiger, a screaming statue, a cloud of butterflies, a column of fire, anything ever dreamed of.

Stats and abilities as djinn, except that it cannot use whirlwind. Grand Serafinos can use Shapechange at will, except that anyone can Save vs Magic to disbelieve it back to its original humanoid form. this is subjective, and the serafino can use Shapechange  again to fool a person who has already disbelieved, so it might appear as a medusa to one person and an ancient red dragon to another.

any serafino that dies leaves behind its possessions, but its body is always small and shriveled, like something that only might have been human, and even then very long ago.

Saturday, February 27, 2016

you've met with a terrible fate


You were all on a ship headed to the continent of El Sur. You didn't make it there.

Instead, you have woken up on a strange beach of black sand and dark water, the sun too large and too red on the western horizon. You have nothing but the salt-crusted clothes on your back, and the following items that washed up with you. You can take as much or as little as you want, but you can only take what you can carry and you have to share with everybody else. Assume you have as many bags, packs, and pouches as you need to haul this stuff around.

We are using this encumbrance system. You do not know the next opportunity you will have resupply.

Weapons
  1. The sword: d8 damage, +1 damage if wielded with 2 hands
  2. The spear: d6 damage, 2 handed, a reach weapon
  3. The bow: d6 damage, 120' range, two handed, comes with 18 arrows
  4. The sling: d4 damage, 60' range, one handed, you can always find ammunition
  5. The stave: d4 damage, lets you cast a random 5e cantrip (nothing that sheds light, all damage dice are reduced by 1 step) one every 10 minutes (1 Turn)
  6. The daggers: d4 damage, can make two attacks if you're wielding both
  7. The axe: 1d10 damage, two handed
  8. The bomb: 40' range, everything within 20' takes 4d6 damage when it goes off
Armor
  1. The yellow baldric: +1 AC, +1 to saves vs poison
  2. The patched hide: +1 AC
  3. The rusted chain: +2 AC, encumbers
  4. The piecemeal plate: +3 AC, encumbers moderately
  5. The shield: +1 AC, requires a free hand
  6. The black, fur-trimmed robe: +2 to saving throws versus magic
  7. The blue silk robe: +1 to all saving throws
  8. The red vestments: +3 AC vs Chaotic creatures
Equipment
  1. Book: The Seraphic Atlas (+1 to Metaphysics checks)
  2. Book: A Child's Guide to the Wild (+1 to Nature checks)
  3. Book: A Catalogue of Human Failure (+1 to History checks)
  4. A holy rite (Turn Chaos as a 2nd level cleric 1/day)
  5. lockpicks (required to make Pick Locks)
  6. pot of ointment (heal 1d4 HP. Has 1d10 doses)
  7. 100' of rope
  8. grappling hook and 25' of rope
  9. Doctor's bag (required to make Medicine checks)
  10. Poisoner's pack (required to make Poison-making checks)
  11. Disguise kit (required to make Disguise checks)
  12. 10 hard biscuits
  13. 10 full waterskins
  14. a lantern
  15. 6 flasks of oil
  16. 6 torches
  17. ghost food (can be used as a medium offering to any god)
  18. a 1 pound block of lard
  19. a flute
  20. a dozen metal spikes
  21. A lighter
  22. A pack of cigarettes
  23. a bottle of rum
  24. a flare gun 
  25. a pouch with 6 strange coins
  26. A beautiful ruby ring
  27. A cloth doll

Friday, February 26, 2016

White Box Backgrounds

In an old school game, I don't think I like thieves as a class. I like the idea of their skillset being accessible to everyone who goes around stealing things out of old tombs. Also,  they feel like a background in the Type V sense, and I really like that aspect of the game. So here are a bunch of Type V style backgrounds for Whitebox, including the thief.

This is based off of the 5MORE system.

When you do something that is difficult, or when failure is both possible and interesting...
Roll 1d6. Add a cumulative +1 to this roll for each of the following:
  • your relevant ability score is 13 or higher
  • your equipment is high quality or particularly effective
  • you are trained in a relevant skill
  • it's an easy task or the circumstances are favorable.
Get a 5 or higher. Add a cumulative +1 to this target number for each of the following:
  • your relevant ability score is 8 or lower
  • your equipment is shoddy or not made for the job
  • the task requires specialized knowledge you don't have
  • it's a difficult task or the circumstances are unfavorable
Thief
Pick 3 skills:
  • Sneak (Dexterity)
  • Sleight of Hand (Dexterity)
  • Pick Locks* (Dexterity)
  • Lie (Charisma)
You take things what aren't yours. As long as you are in a settlement, you can find a fence who will buy stolen goods. You also always know how to get in touch with the local ruling gang.

Acolyte 
Pick 3 skills:
  • Metaphysics (Intelligence)
  • Dowsing (Wisdom)
  • Medicine* (Intelligence) 
  • Performance: Oratory (Charisma)
Your fellow practitioners are generally well disposed towards you by default, and you can use temples of your religion as a free place to say or a sanctuary (though they won't put up your friends for free)

Assassin
Pick 3 skills:
  • Disguise (Intelligence)
  • Poison-making* (Intelligence)
  • Sneak (Dexterity) 
  • Athletics (Strength)
Assassins always know where to find clients looking for a murderer for hire.

Scholar
Pick 3 skills:
  • Metaphysics (Intelligence)
  • Medicine* (Intelligence)
  • History (Intelligence)
  • Nature (Intelligence)
You know a Terrible Secret. Figure out what it is with your Referee.

Professional
Pick 3 skills:
  • Tinker* (Intelligence)
  • Profession: Player's choice [blacksmithing, sculpting, baking, whatever] (Intelligence)
  • Lie (Charisma)
  • Appraise (Intelligence)
While in a settled area, you can earn back your room and board by practicing your profession.

Performer
Pick 3 skills:
  • Lie (Charisma)
  • Performance: Player's Choice [dancing, singing, flute-playing, whatever] (Charisma)
  • Athletics (Strength)
  • Sleight of Hand (Dexterity)
You know a Terrible Secret. Figure out what it is with your Referee.

Hunter
Pick 3 skills:
  • Sneak (Dexterity)
  • Tinker* (Intelligence)
  • Track (Wisdom)
  • Nature (Intelligence)
By spending a day to hunt and forage, you can find enough food to sustain d3 people for a single day.

(One good thing about how this works is that you can use it for race, too)
Tiger
Pick 3 skills:
  • Sneak (Dexterity)
  • Track (Wisdom)
  • Athletics (Strength)
  • Nature (Intelligence)
You're literally a tiger. You deal d8 damage with unarmed attacks, you can live off of raw food, and you heal naturally even when sleeping outside or in dungeons. Unfortunately, you have to get armor custom made and it costs twice as much, and people are kind of afraid of you.

Wood Elf
Pick 3 skills:
  • Sneak (Dexterity)
  • History (Intelligence)
  • Dowsing (Wisdom)
  • Nature (Intelligence)
You don't age.

Sunday, February 21, 2016

reinventing the wheel

I speed wrote/designed this today, so it's a little uneven, but here are four 5th edition classes (with kits) that A) fit onto a single page and B) don't make me feel like I'm doing calculus. They cover the major archetypes, though the clericky/warlocky one isn't all that faithful to the traditional Van Helsing type. Pictures of the pages below and a download link here.



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Thinking about running 5e again, probably for San Serafín.

In 5th edition, if you want to play a nature character, you can pick one of the following.

  • Druids
  • Nature Clerics
  • Nature Paladins
  • Rangers
  • Barbarians (some barbarians are extra nature-y. don't get those ones confused with the barbarians that are extra angry)
  • Fighters with Survival, Nature, and Animal Handling skills 
These do have various amounts of hippy and a broad range of mechanical differences, but explaining them even to a very engaged, interested player is KIND OF A LOT. I am playing a 5e game where it took a player three sessions before she could regularly remember if her class was a wizard, warlock, or sorcerer, and that makes sense. You  have to dig through the book to really get the differences--there's nothing about the names that really let you know how they actually work. SO, I'm crushing down the class list to four and then rewriting archetypes to cover a wider range of characters.

FIGHTERS are slashy smashy stabby types. (Paladins, Rangers, and Barbarians are getting collapsed into fighter). Monks, too, probably.
  • Champions: You fight more better
  • Barbarian/Ranger: Ferocious Conan type, also pretty good out in the wilds
  • Paladin: Knightly righteous dude, can cast some spells.
WARLOCKS are witchy and wild and traffic in gods and monsters. (Clerics and Druids are getting collapsed into warlock). They can learn to Wild Shape as a Pact Boon and can choose the Pact of Many Gods for a animist/priest/medium type deal. I'll probably write a patron for a benevolent Abrahamic deity type.

ROGUES are thieves and assassins.

WIZARDS are scholarly magic types.

Sorcerers, Bards, and maybe Monks are out.

Fighter Martial Archetype: Paladin
THIRD LEVEL
Spellcasting. When you reach third level, you can cast cleric spells.

Cantrips. You learn two cantrips of your choice from the cleric spell list.



Spell Slots. The Paladin spellcasting table shows how many spell slots you have to cast spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st level and higher. You know three 1st level cleric spells of your choice. The Spells Known column on the Paladin spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be a level for which you have slots. When you gain a level of Fighter, you can replace one of the cleric spells you know with another spell of your choice from cleric spell list that you have slots for.

Spellcasting ability. Wisdom is your spellcasting ability for your cleric spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you sue your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

     Spell Save DC = 8 + proficiency bonus + Wisdom modifier
     Spell Attack modifier = proficiency bonus + Wisdom modifier

Sense Evil and Good. You know if there is an aberration, celestial, elemental, fey, fiend, or undead within thirty feet of you, as well as its general direction.

SEVENTH LEVEL
Weapon Bond. At 7th level, you learn a ritual that creates a magical bond between yourself and one weapon. you perform the ritual over the course of 1 hour, which can be done during a long rest. The weapon must be within your reach during the ritual, at the conclusion of which you touch the weapon and forge the bond.
     Once you have bonded the weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to instantly teleport to your hand. For purposes of damage immunity, your bonded weapons counts as magical.
     You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

TENTH LEVEL
Divine health. You are immune to disease. You have advantage on saving throws against being poisoned and gain resistance to poison damage.

FIFTEENTH LEVEL
Taboo. You can issue a divinely enforced edict, preventing all around you from breaking a rule of your creation
     When you use this ability, you shout a one-word command. All creatures in earshot must make a Charisma save vs your spell save DC every time they attempt to perform that action. If a creature fails their saving throw, they cannot attempt to perform that action again until the beginning of their next turn. This lasts until you lose Concentration or move from the spot you created the taboo.
     You must take a short rest before you can use this ability again.

EIGHTEENTH LEVEL
Occult resistance. You have advantage on saving throws against all spells.

Warlock Abilities
Patron: The Many Gods
You have formed a pact with a minor deity: a beast, dragon, elemental, fey, fiend, or aberration with some measure of immanence. They cannot provide you with the kind of power an Archfey, Fiend, or Great Old One can, but they are also willing to help you personally--you can help them as much as they can help you.
     You can summon one of your patrons with a 10 minute ritual. You can ask it to cast a spell it knows or to perform some other favor, like convey you to a destination, help you in a fight, deliver a message, or retrieve an object. Patrons always require something in return--they feed off of occult power, and you can always expend a spell slot as payment, but they also accept the expenditure of hit dice, blood, favors, treasure, or anything else that aligns with their ethos and goals. More powerful patrons require more sacrifice. Patrons are NPCs like any other--there is always a chance they will demand more for a favor, refuse to help you, or even temporarily become hostile.
     You do not learn spells of 1st level or above. Whenever you would learn a spell, you can give the ability to cast it to one of your patrons. Patrons can cast such spells at will at your behest, enabled by your payments/sacrifices, but when operating on their own prerogative can only cast each spell they know once per long rest.
     You start with a single patron. It is a beast, dragon, elemental, fey, fiend, undead, celestial, or aberration with a CR of 1 or less. It can cast your Spells Known at level 1.
     When one of your patrons is reduced to 0 HP, you can revive it with an 8 hour ritual.
      You can gain a patron by establishing friendly contact with a creature and completing a 1 hour ritual in its presence. You can always understand you patron, even if you do not share a language or it does not have a language.




Warlock Pact Boon: Pact of Borrowed Skin

You can use the Druid's Wild Shape class feature once per short rest.


Warlock Eldritch Invocations

Shapeshifter

Prerequisite: Pact of Borrowed Skin, 5th level

You can Wild Shape into creatures with a CR of 1/4 your level or less.


Maleficence

Prerequisite: Pact of Borrowed Skin, 15th level.

You can Wild Shape into dragons as well as beasts.

Tuesday, February 9, 2016

a god is a kind of monster

This blog is slowly turning into an extended and not very good meditation on how clerics work, so bear with me while I get it out of my system. I'm working on some dice drop tables that could actually be of use to someone for next post. I recently did a reread of the Games With Others archives, so this post leans on Pearce's work here.

SO:
Fighters solve problems with violence.
Thieves solve problems with trickery.
Magic-users solve problems by knowing things, or, depending on how you see it, breaking the rules.
Clerics tend to exist in this space between  fighters and magic-users: they have okay spells and an okay capacity for violence. This is perfectly fine, but when I crunch clerics down to the aesthetic core that actually appeals to me, I get:

Clerics solve problems by getting someone else to do it for them.

Reading over the Original Dungeons and Dragons rules, the 2d6 reaction check was originally used to determine the outcome of transactions, rather than a more general way to figure out an NPC's attitude towards the players. This meshes well with the idea of clerics doing things by proxy, but I think there is a better, easier, and more satisfying way to do that then my old warlock class.

From Monstress 1. written by Marjorie Liu,, art by Sana Takeda
Spirit Medium
Progression
HP, XP, attack bonus, saving throws as Cleric. Equipment restrictions as magic-user.

Commune
You understand and can be understood by any monster, even if you do not share a language.

Bargain
Influence a monster or band of allied monsters. You can do this to soothe hostile creatures or extract services from neutral to friendly ones. To Bargain, you must offer the monsters some form of payment and then make a reaction check. Mediums can only do this once per band of allied monsters per encounter. 

     2: The monster becomes hostile and attacks. If it was already hostile, it attacks the medium.
     3-5: The monster refuses the offer, or continues its current course of action.
     6-8: The monster refuses the offer, but will reconsider if the medium gives better terms.
     9-11: The monster accepts the offer.
     12: The monster accepts the offer and gives the medium its name.

by Bertha Lum
This is predicated on the medium offering suitable terms. Monsters pretty universally accept fresh blood (d6 HP worth for something simple like getting them to cast a 1st level spell, help in a fight, give information on the locals, or settle down if they have only a few HD, but a major secret, protection for a whole adventure, or calming a dragon could require quite a bit more); however, if the medium has an item appropriate for the monster (rare incense for a mummy, or a flower for a dryad, for example), they can use it as payment instead. These items are quite probably expensive, but they also encumber as at least 1 significant item each. Mediums can also offer to kill rivals, track down treasure, restore shrines, observe a taboo, whatever. Referees should feel free to have monsters make suggestions.

Summon
When you knows a monster's true name, you can call it forth whenever you wish. Chant its name, carve its name into the ground, burn a paper doll with its name on it, whatever. A Turn later, it shows up, stepping out of a shadow, welling up out of the earth, or scuttling down from the ceiling. You can then Bargain with it.

Miracle
If a monster knows a spell, you can Bargain for the ability to cast it once.


Mitsukuni Defying the Skeleton Spectre Invoked by Princess Takiyasha by Utagawa Kuniyoshi

The way I use "monster" here presupposed a Princess Mononoke-esque animist universe where animals, gods, and monsters all sort of exist on the same spectrum. Mediums shouldn't be able to use Bargain on a bandit (though it would be fun to put otherwise human magic-users in the monster category, now that I think about it). If you're going for a more naturalist feel, you could limit Bargain to only explicitly supernatural critters (ghosts, djinni, elementals, etc).

Sunday, February 7, 2016

san serafín backgrounds

Might be getting some new school players next time I run San Serafín, so here are some analogues to the traditional fantasy races so as not to shock them with race as class.
  • Lilim are like elves/tieflings, styled off of the Jadis from The Magician's Nephew
  • Gatikos are like haflings/gnomes/wood elves
  • Tragafuegos are like dragonborn/tieflings/dwarves
 
Children of Eve
A clan descended from the children of Adam and Eve. They are regular humans.
  • Will To Live: Humans die when they reach -4-level HP, rather than the normal -4 HP. 
  • Quick Study: Humans usually have some sort of brief career before turning to adventuring life. Each has a skill (Baking, Smithing, Dancing, Poetry). They can perform the basics without trouble, and for difficult applications must roll equal  to or less than 1+Intelligence modifier on a d6 to succeed. They may support themselves using this trade between adventures if they wish.
  • Lucky Bastards: Humans receive a +1 bonus to saving throws.

Lilim


A clan descended from the child of Lilith and Adam. They are tall and beautiful and deeply unlovely. They are not native to El Sur, but came here centuries ago on barges of black glass and golden filigree. The lilim are  cousins of monsters, inventors of magic, feared for the power of their aesthetic. Lilim are always Chaotic.
  • Monstrous Youth: Lilim do not age once they reach adulthood.
  • Kin to Monsters: Lilim receive a +1 to Reaction rolls when dealing with other creatures descended from Lilith.
  • Ancient Memory: If a lilim is particularly old, they might be able to recall information from Back In The Day. To successfully remember something that occurred longer than a natural human lifetime ago, they must roll equal to or less than 1+ ⅓ level on a d6.

 Gatikos

A clan founded by a cat-loving saint. Widely known for their false cat ears, which they wear out of deeply rooted personal conviction.
  • Graceful: Gatikos can squeeze through any space a child could and count as half their weight when determining if a surface or structure can support them.
  • Dreadful Appetite: Gatikos can subsist twice as long off of seafood-based rations and cannot get sick from mundane, food-borne illnesses
  • Nose For Trouble: Gatikos hone their sense of smell from a young age. If they have smelled something before, they can track it by odor if it has passed through in the last hour. This is not infallible, and a gatiko must roll equal to or less than 1+⅓ level on a d6 to successfully track.
Tragafuegos
A clan founded by a djinn. They season their food with the toxic red salts found on the slopes of volcanoes in El Sur. Their breath is cool and mineral, and they have developed strange tolerances due to their diet.
  • Breath Weapon: Tragafuegos can ignite their breath with a source of flame. They can use this as a breath attack (d8 damage, range as spear, save for half damage).
  • Strange Appetite: Tragafuegos can use flasks of oil as rations.
  • Fireproof: Tragafuegos reduce all fire damage they take by 6. 

Wednesday, February 3, 2016

beneath the teeming heavens

Here's a big ole generator that makes monsters/gods that are suitable as retainers. Got the idea from this and this.



there are a handful of gods of middling power scattered across the island of San Serafín (the Red and Gold Rebel, Dreaming Beast Al-Mi'raj, YV YN YR, but starting shamans must call out into the void and take whatever minor spirit answers.

from persona
GENERATING A GOD
  1. Roll 1d20 to determine the god's stat block. All gods start with 2 HD.
  2. Roll 1d20 to determine the god's shape
  3. Roll 1d20 to determine the god's domain
    • A god can use its Major Power 1/day and its minor power at will.
    • Minor powers in parentheses are movement types
    • Gods can cast spells with a range of Self as Touch spells if they target their shaman
    • A god's Aspect affects its appearance
click to make it bigger

GENERATING A GOD'S NAME
  1. Roll 1d4 to determine how many syllables compose the god's name.
  2. Roll 1d100 to determine which syllables compose the god's name.
 
 
from final fantasy 12 revenant wings