Showing posts with label Design. Show all posts
Showing posts with label Design. Show all posts

7.01.2024

The Lady of Fraying Flesh

Astien sheds her wings.
Art by Carlos Quevedo on DeviantArt
 

Once among the best and most beautiful of the Heavenly Host, the sin of wrath consumed the angel Astien's mind while in dogged pursuit of a fiend which evaded her at every step, leaving a trail of mutilated minds and bodies for her to follow. Eventually, the angel turned to cruelty and torture, herself, in order to root out her enemy once and for all. She reveled in leaving behind the flayed remains of her enemy's cultists or anyone else she felt might hold the information she sought.

Wind of her transgressions reached the rest of the Host and her superiors delved deep, hoping to aid their companion and bring her back to the right path. Their investigations led them to find that Astien had caught her quarry hundreds of years ago and put the fiend to the sword but hadn't stalled her great crusade or lust for flaying anyone she deemed disrespectful or unhelpful. Her brethren appealed to their superiors, who decided their only recourse was to cast her down. Her depravity was so great that her fall only created a powerful erinyes lord, The Lady of Fraying Flesh.

The Lady of Fraying Flesh was once radiantly beautiful, but now her skin peels back in random places as if flayed from her body, appearing to be streamers or ribbons flowing from her clothing. In place of her wings, frayed graying ribbons of flesh hang from her shoulders though this doesn't hinder her flight. A ring of razor-sharp blades circles her that she may use if she wishes to attack.

Her court is filled with all manner of grotesque beings that have a penchant for flaying and mutilating. Grand spectacles of torture entertain her guests as they feast on the flesh of sentient creatures and each other. Those devoted to The Lady often self-mutilate in supplication to her and take particular joy in torturing other living things. Often, they may be granted with boons from their mistress that can include painful auras or having their mere touch flay their victims.

Suggested Rules: The Lady of Fraying Flesh is an 18 hit die Erinyes Devil. The blades surrounding her create an effect similar to the Blade Barrier spell as cast by an 18th level caster within a 5' radius around her. She doesn't carry the usual weapons of an erinyes, instead using her blades in combat to fight both up close and at range. Each blade deals damage as a longsword plus the Lady's Charisma bonus. If the blade deals damage, the target must make a Fortitude save DC 19 plus the Lady's Charisma bonus or be wracked with pain as their skin peels back, causing d6 bleed and making the target staggered. A successful save negates both the bleed and staggered condition.


Notes
•The Lady of Fraying Flesh is a powerful fiend from my own Khardtha setting.
•When creating anything for Khardtha, unless specifically stated otherwise, assume Pathfinder 1st Edition rules. If you don't use Pathfinder and want to use something you see on the blog, feel free to reach out and I'll help you convert it.

3.05.2014

Campaign Alphabet - C

Eberron (Defendersverse)

Captain Aundair

This Extranormal being was, in many historian's minds, the only reason Aundair survived past the final days of the Last War.

Art by pursuer-of-darkness
Shortly after the plans by Lord Marlex were intercepted and acted against with brutal efficiency by the Thranes in late 925 YK, and another crushing setback in 927, Aundair was put on their back foot in the war and were struggling to hold their lines against an empowered Thrane and keep a stalling presence upon the Karnnathi front. This was not to be for long.

Thrane pushed forward and held much of southern Aundair, cowing the citizens there and denying them food to break their wills. The Karnns, however, were conducting even viler practices. Though known to have employed undead in their armies, a new commander on the western front, known as Kron, was reviled, even among his allies for corpse-harvesting battlefields to bolster his armies. 

Aundair could not stand by any longer. The Knights Arcane had collected the only survivor from the field of a Karnnathi victory, a body clinging to life after the awful enervating touch of an undead had nearly claimed him. He was taken to the towers of Arcanix and powerful magics and alchemies were concocted and forced into this soldier's body. 

On the brink of death as he was, his physical shell could not fight off any of the effects forced into him, and all involved feared that this soldier would give his life for his country on the slap of an arcane lab. It was not to be, however, as his will to fight and live held the magics tight to his frame, shaping him into the peak of human perfection. 

Aundair had the first of what they hoped was a series of enhanced soldiers, and by keeping him unnamed, save for the nomme de guerre of Captain Aundair, had a powerful tool to rebolster patriotism and, in theory, also aid the failing recruitment seen in the nation. 

Captain Aundair was dispatched to the Eastern Front to battle Karnnath, where he met in battle with Kron and soundly defeated him, leading Kaius II to dismiss the general in the face of defeat and overwhelming political pressure over Kron's battlefield atrocities. Kron was a blessing in comparison to his replacement, however, a diabolical soldier - matched in many ways to Captain Aundair - and being called the Red Skull.

Captain Aundair served diligently and courageously for the crown of Aundair for sixty-six years in the Last War, never seeming to age a day in his service. He ended up missing in action, and feared dead, after the Day of Mourning, as he was in Metrol around that time.
Sabotage brought about the end of the program which birthed the Captain, and though heralded as the first Extranormal early on, evidence that others had come before leaves many to believe that he is simply the first in the modern era.

Golarion

The Catacombs (of Wrath)

Discovered by Vic, Walt, and Rissi after pursuing Tsuto Kaijutsu through the Glassworks in Sandpoint, the heroes did multiple excursions into these vaults, even once taking the sage, Brodert Quink, with them to help determine the age and purpose behind the structure, as well as determine who built it.

Quink was certain (and correct) that the catacombs were constructed during the days of ancient Thassilon, and the party discovered cells and chambers that made it apparent that it had served as a prison during that time. 

Deep in the bowels of this structure, the heroes encountered twisted rage-driven abominations and even a weaker form of demon known as a quasit, both of which gave the group more trouble than they bargained for.

Khardtha

The Council

Alternately known as the Council, the Council of Wyrms, the Dragon Knights, or the Dragon Council, this odd body is rumored to be composed of some of the oldest and most powerful of each type of dragon on Khardtha.

Little else is known about the Council, save that it was presumably founded by Clughfelyliam, a great wyrm green - who is also rumored to be the first dragon to ever step foot on Khardtha - after supposedly delcaring that he would gather his kind in grand council. For what reasons then or now the dragons band together is unknown, though it is said by those claiming to have seen them that they never travel in their true forms, instead traipsing the countryside disguised as knights (thus the alternate name for the group), resplendent in fantastic armors, and carrying equally magnificent weapons.

Each, in their knightly forms, sits astride a mount unique to the rider and reflecting their supposed demeanor. Among these beasts are enormous hell hounds, nightmares, pegasi, and more. Others have reported seeing the members of this group riding horses that match their own draconic hues, leading some to speculate that the 'horses' were dragons, as well, using shaping magic to assume the form of stallions.

Whatever the truth behind the Council, even if they are these great dragons, indeed, when and if they decide to act upon or against any idea or individual or group, they will present what may be the most powerful force ever gathered on Khardtha.

The Wilderlands

The City-State of the Invincible Overlord

The Great Enemy. The City State of the Invincible Overlord - known as Ryan's Ruin to sages, Rhamsandron to wizards, and Normoot to the native barbarian Altanians - or simply, the City State, lies to the east of Viridistan and has been a constant needle in the side of the World Emperor.

Though defeated decisively in almost every engagement, the City State is seen as a necessary pest, the bug that shall not be permanently smashed, as its tributes keep a steady flow of gold into Viridistan's coffers. The periodic incursions and the contested borders that are a hotbed of military and civil action are of little distraction, though the tension grows and may someday soon pop, making Viridistan finally conquer their neighbor to the east.

Travel and commerce between the city-states is sometimes necessary, but no true Viridistani would stay long in a city occupied by those would would regularly traffic with the monstrous races of orcs, trolls, and goblins.

Likewise, the heretical beliefs practiced in the City State no doubt breeds the poor dispositions that most denizens of that tyranny display. Might be all the mammals they eat, too.

At least, that's what the World Emperor's own Guard Sergeant Trisful says...

8.04.2013

My Reincarnation Table

A few weeks ago, The Digital Orc (go read his blog, it's good) asked me in a comment for the table I use (and have shared with my current group and others in the past) when a character has Reincarnate cast on them. It took me longer than anticipated, but I've finally gotten the chance to clean it up and here it is!

Now, don't let that make you think that it will look pretty. Far from it. I make sloppy notes for my games, with little regard for layout, and at best, this is just functional. The file is in Word .doc format, but I can post it in something else if people have any problems with it.

I don't think, given my usual blogging fare, that I should post a disclaimer saying that this list is taken entirely from 3.x sources. This is simply because that's what my group plays, and honestly, if you are playing any version of D&D, or retroclones thereof, it's my personal opinion that you do yourself a disservice by not mining other editions for content. I do it all the time with my personal games, but I digress.

Anyway, some might point out I didn't include races from X book, or updated to Pathfinder, or whatever. Yes, I know this. This chart was crafted specifically for two games I ran in the past, and I still like and use it. I'm sorry if your favorite race didn't make the list. There are, I think, 92 separate roll results on the primary chart alone. That's enough to last you a bit.

Some might also say that I maybe should have skewed more toward the base/classic races of D&D, but they do get a small bump on the chart, and I really just like options. I like gonzo stuff in my games, I like crunchy characters with options, and I also like roleplay situations built upon becoming something that perhaps noone in this part of the world has seen before.

I could certainly improve the thing, I'm sure, but my group and I get heaps of enjoyment out of it. You can improve it, if you would like. If you play older editions, I hope you at least look into some of the monsters, and maybe even do some conversions, if they don't exist in your rules. I would be incredibly interested in seeing stuff like that.

As always, please comment if you have any questions, suggestions, etc.. I look forward to it.


6.08.2013

Campaign Alphabet - B

Khardtha

Sir Balthasar of Moorhulden


Balthasar could very well be the last of his kind, self-identified as a Firbolg, this powerful warrior looks like a giant of a man made into a giant, standing fully 11 feet tall, with broad shoulders and arms and legs the size of tree trunks. Though ponderously massive, Balthasar showed grace in battle and was accepted as a companion of the High Lord Denain when he set forth to reclaim Makalus and restore it to its former glory.

Though showing clever wit and intelligence, Balthasar conducted himself primarily as a bodyguard to the Ogre, Denain, and their Halfling companion, Serafina, eventually earning his knighthood from the High Lord after years of service. An honor which he cherishes as a true act of friendship and trust by his Ogrish friend, and enacts to the best of his ability, serving as the General of the Reaches, a position giving him control over all military personnel and engagements beyond the borders of his liege's realm.

However, the giant-kin's loyalty and friendship may stem from the fact that no other firbolg has been seen in centuries, perhaps hinting to the fact that Balthasar is the sole survivor of some tragedy or natural decline of his kind. Balthasar says little of his past or of his people, and though he has mentioned it a few times, he has never been known to use the natural illusions his people can manifest.

These days, the wizened knight serves in the capacity of his duties to the realm, but has become exceedingly more distant, and even the High Lord is lucky to be in his General's presence, but forgives the warrior's eccentricities out of friendship.


Wilderlands

Bugbear Falls


On the Eastern Reaches of the territory held by the World Emperor of Viridistan, amid near-constant skirmishes and contests to claim the region by Viridistan and the City-State (of the Invincible Overlord), sits an ancient, moderately-sized keep that houses some of the most resilient people the Wilderlands know.

Reclaimed a couple of centuries ago after years of fierce engagements between men and goblinoid, Dunkiel was founded by the warlord Efilon on his press to claim more territory for the City-State. He and his army succeeded, executing the bugbear chieftain that had held the keep, and his retinue, by sending them over the cliffs. This act would stick fast in the minds of subsequent generations and earn the keep its current popular name, "Dunkiel" all but forgotten as time wears on.

Seventy seven years ago, however, the forces of the World Emperor took the ill-defended keep and began to garrison it, tenuously holding it for the first few decades, then asserting more control on the outpost in more recent years. A decade ago, the old Vuzughar (landed noble, like a duke) was recalled to the city of Viridistan, and appointed Dal Lago, a trusted officer under his command, as his replacement.

Since Dal Lago took over, banditry, plague, famine, and a number of other maladies have struck the region, as well as increased hostility from the City-State and a number of other disasters and threats have cropped up. The Vuzughar has called for the aid of adventurers in the past, but recently stopped directly recruiting them after a failed coup a year and a half ago. Drastic social changes such as the adoption of the faith of The Black Rider as the city's patron, as well as recent changes in politics and law with Lago's marriage to another noble has only added to some of the unrest that has begun to slowly boil.

To make matters worse, the Emperor and his advisors have instituted an initiative where they send petty criminals and vagrants to the outer holdings of the "Empire" and encourage them to claim the wild territories and the disputed borderlands between the holdings of Viridistan and its neighbors. This initiative has brought many to the region, either in hopes of striking it rich as bandits or adventurers, or to provide services or goods to those who have come to make their own lives. This has made crime rise in the area, but has, conveniently, given Viridistan a buffer zone of rough peoples for which the City-State must contend before they can gain footholds into the Empire proper.

Bihye the Bull


In the cave system to the east of Bugbear Falls, in one of the harder-to-access caverns, resides a mystic and shaman that holds unparalleled knowledge of and power over life.

The minotaur known as Bihye has lived in the region since before Dal Lago began his reign as Vuzughar, and some say before Lago's predecessor, and has weathered every malady and mishap that has plagued the region, all the while fending off raids by other monstrous creatures as well as adventurers, though he has been rumored to give aid and advice to the latter to as many groups as he has ended the careers of.

The Bull, as he sometimes introduces himself as (variably Bihye or Bihye the Bull), while being as fearsome as the others of his race, may well be the greatest treasure of the lands surrounding Bugbear Falls, as some say that he actually knows the rites and spells required to bring someone back from the dead, an art that has been lost for generations.

If Bihye can or will perform these rites is unknown for certain, but it is known that if one should seek his council on any matters, especially topics as dire as death, then they should be prepared to bring a king's ransom worth of gems and jewelry, as its the only thing the minotaur will trade his services for.


Golarion

The Brotherhood of the Seven


This mysterious organization has been in operation for hundreds of years, and has something to do with the slaying of Aldern Foxglove and his subsequent transformation into a ghast, as well as the killings he perpetrated. Aldern's mysterious references to "the pack" could point to this group.

The Brotherhood is known to own Seven's Sawmill on , and due to their financing of Foxglove Manor, seem to have considerable, if not vast, stores of wealth. In addition, the Brotherhood may have ties to/be the patron(s) of cults, one of which was discovered operating at the sawmill, under the direction of a known High Justice of Magnimar.

A letter referencing "Xanesha, Mistress of the Brotherhood" was found amongst Lord Foxglove's belongings, but who, exactly, she is and, perhaps more importantly, what exactly the Brotherhood is, is anyone's guess at this moment, but a search for this shadowy matron has been mounted.

5.27.2013

A Guardian Under the Yellow Sun

In this second of a series dedicated to NPCs available for different games, I offer up a superhero born of hero-worship and delusion. This is a hero like another, purposefully shaping himself toward being just like someone else, with varying reasons and means dependent on the game system you want to use them in.

I present to you... Sentinel

The following Aberrant character was created using the standard rules from the Core Rulebook, but could probably make a closer approximation of the character desired if drawn from more sources. Also, it's noted in the description that Trevon is close to the edge of Taint, but has no starting Permanent or Temporary Taint, as this should be up to the Storyteller.


Trevon "Sentinel" Parker
Background:
Trevon Parker was a simple young man. Moderate at all pursuits, not excelling in anything or having much motivation beyond cruising along at whatever speed life took him at, but not a trouble-maker, just a normal guy.

This all changed in 1998. Shortly after the Galatea incident, Trevon was on the roof of his apartment building reading a Superman comic when he heard what sounded like a woman crying. Turning around, the young man witnessed a horrific sight - the sobbing woman, holding a baby, took a step off the roof.

Trevon erupted.

Before he knew it, he had the woman nestled in his arms and was touching down on the street below, to cheers of onlookers. The young man soaked it up. Superman had recently become a motivational tool for Trevon and now he was Superman! A black Superman, at least, calling himself "Sentinel" (the first 'S' word he thought of when asked who he was), he was quickly taken in by Project Utopia in their first recruiting drives. The young man picked up on how to control his quantum energies fast, and through practice, force of will, and knowledge gained by the classes Utopia provided in quantum physics, he began to shape his powers to emulate his hero.

After commissioning a costume that resembles Superman's, Trevon left Utopia with the hopes of starting his own team, but is having a hard time finding more novas that share characteristics of the Justice League, because Trevon is actually starting to think he is Superman, even going so far as recently trying to get a journalism job at a major metropolitan newspaper. The constant practices with his powers and pushing himself will soon form taint, and he's already well on his way to suffering a delusion derangement, which may only be strengthened with the corruption of his M-R Node.

Image: Trevon certainly strikes an imposing image since his eruption. His muscles have become more pronounced and the young man seems to have an almost perfect athletic build, the likes of which the Greeks depicted in their statuary. Despite this, Trevon's features are rather plain, his height at a little over two meters being his most notable feature when people don't recognize him as Supe....err...Sentinel.

Gear: Red, blue, and yellow costume.
 Nature: Survivor (The strongest manifestation of his growing delusions, as he thinks he survived the destruction of an alien planet)
Allegiance: His not-yet-formed Justice League
Attributes: Strength 5, Dexterity 3, Stamina 5, Perception 4, Intelligence 2, Wits 2, Appearance 2, Manipulation 1, Charisma 3
Abilities: Academics 1, Arts 1, Athletics 2, Awareness 2, Brawl 5, Computer 2, Endurance 5, Etiquette 1, Interrogation 1, Investigation 2, Might 5, Rapport 2, Resistance 5, Streetwise 2, Survival 1
Backgrounds: Cipher 2, Eufiber 1, Node 2, Resources 2
Quantum 2, Quantum Pool 24, Willpower 6
Powers: Mega-Strength 2 (Lifter), Mega-Dexterity 1 (Enhanced Movement), Mega-Stamina 2 (Hardbody), Flight 1, Quantum Bolt 1 (Frost Breath), Quantum Bolt 1 (Heat Ray)


This Marvel Super Heroes Adventure Game rendition of Sentinel was also created using the standard character creation rules for an inexperienced hero in the game, and as a result has wildly varying stats from what one might expect due to the randomness of the card draws, card placement, and limits based on "inexperienced".

Trevon "Sentinel" Parker
Strength: 9C (9 str)
Intellect: 6D (6 wil)
Agility: 5D (5 str)
Willpower: 3X (3 doom)
Edge: 1
Hand Size: 3
Calling: Responsibility of Power
Hindrances: Addicted (Serum must be consumed daily or all abilities drop to 0), Mental Disability (Delusional - If another hero gets more glory or is the one to succeed in a scene, Willpower drops to 0 until he "redeems" himself), Obsessive (Sentry - must act in manner consistent with or rush to meet if Sentry is present or all abilities drop to 0)
Personality: Desperate, dependant, guilt-ridden, duty-bound
History: Trevon Parker was a mutant, once. His powers were miniscule, only an ability to make subtle shifts in the ambient light levels of his surroundings, and small flashes of light akin to the striking of a lighter or match. "The Boy Dazzler", as some of his friends call him, however, did not take well to the thought of being different or the seeming ridicule over his powers and turned to help through the only place he knew to look, Dr. Henry McCoy, leading mutant biologist.
Dr. McCoy found in Trevon a kindred spirit, reminding him of himself in his youth, and in due course let slip that he, himself, had created a serum that he hoped would cure his own mutant condition. Though meant as a cautionary tale, Trevon latched onto this nugget of information and began researching his own such serum, a chance to be normal again.
Then, the Sentry burst onto the scene. Trevon became obsessively jealous of this man's manipulation of light and great heroics, and redoubled his efforts to cure himself. Through research into Sentry, and coupled with his own findings and the Beast's notes, Trevon finally finished his serum, an oddly glowing mixture he was certain would reverse his genetic malady.
If only the young man had left the Sentry serum research out, he may have succeeded. Instead, the serum intensified Trevon's light control powers and gave him an enhanced suite of abilities. Now, Trevon's wishes to be normal are vastly intensified, but at the same time he feels like he should use his abilities for good while he has them, to show those back home that he is more than Kid Dazzler, or whatever.
Trevon's powers are permanent, but his need to succeed in curing himself pushes him to tweak his serum recipe daily and try its effects. So far this has caused no change to his abilities. In addition to his obesssion to cure himself, Trevon has become obsessed with the idea of being like Sentry and needing Sentry's guidance since he has gained a similar suite of powers, and maybe heaping a little bit of blame on the hero. He desires to live up to the ideals of Sentry so much that if he is not the first to succeed, he loses hope in most situations.
Skills: Strength - Brawling, Sonic Slam; Agility - Flinging; Intellect - Biochemistry
Powers: Energy Blast 7, Flight 8, Invulnerability 10 (Kinetics), Light Control 7 ( 7 Int)(Fireworks)

5.26.2013

Reliquary: The Black Satchel and Diente de Jaguar

The Black Satchel


This tattered bag shows years of wear from use and travel, but its quality is unquestionable. Made of sturdy walrus leather with steel rivets and clasp, this must have once belonged to someone with a very successful practice or was a fine gift for a new doctor from a benefactor.

The battered look of this satchel, however, belies the great good that any wielder of this item can bestow by offering many boons in the form of mystical cures the owner can use to rid their patients of anything from minor scrapes and bruises to AIDs.

This help comes from the imprinting of many long years of successful healing the original owner had in their practice, but is tainted by unspeakable acts performed on or by the owner in their last days. Due to this taint, the black satchel asks a steep price for its use.

No black satchel can be created on purpose. Each is imprinted with the spiritual and emotional gravity of the situations of their use and gain their enchantments through unknown means, originally being nothing more than a normal doctors bag.

Mechanics

Pathfinder: This artifact, for it indeed carries such power, at first seems nothing more than a normal doctors bag which refills stock of bandages, medicines, and unguents. In addition to constant replenishment, the owner of the bag, when using the mundane items from it, gets a +5 to any Heal checks performed.

This, however, is just a minor effect compared to the awesome healing powers the owner of the black satchel can perform. Each time the character attempts to use their Heal skill, the bag offers a helpful empathic nudge for the character to use its greater abilities.

The bag allows the use of the following spells: 1/day - Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds
1/week - Heal, Neutralize Poison, Remove Blindness/Deafness, Remove Disease, Regeneration, Restoration
1/month - Resurrection (within an hour of the subject's death)

The price the bag exacts, however, makes using it less attractive as the owner realizes that the balance of life given is life taken. On the night of any use of spells by the bag's owner, they must make a Will DC 35 save or be possessed by the bag until they take the life of a sentient creature and spend at least an hour dissecting their kill, though the owner of the bag will only have hazy recollections of even meeting the victim, even under magical scrutiny - effectively making their save for any divinatory magic used in a subsequent investigation. The bag will never require the owner to kill any patient previously saved, but all others are free game. In addition, if any such save is failed, the bag cannot knowingly be discarded or destroyed. The character might remember getting rid of the thing, only to have it among their gear the next morning.

The satchel seems to want to help. Each time the owner approaches someone in need of medical attention, the bag is suddenly in his hand and sends the empathic nudge to use one of the bag's magical powers and imprints the effects it can create on the mind of the owner. The first time it does this, it only takes a Will DC 5 saving throw to overcome the suggestion, with the DC increasing by 1 with each failed save. It can take many a year for the owner of this item to realize its cost, but once they do, the owner is almost compelled to use the satchel so that it can sate its twisted needs.

In Golarion or Eberron, this medical bag once belonged to a doctor who truly dedicated their life to practice. On the day he wished to retire, while riding back home after collecting the final fees of his practice and doing welfare checks of his patients, his apprentice attacked the old man with the intention of stealing his fortunes and medicines, many of which he had become addicted to during his apprenticeship.

The old doctor was left in a ditch to die, the bag he used to heal so many through the years lie, blood-soaked, just out of reach. When he was found, it was obvious he was reaching for the bag, and he and it were taken away, with the satchel finding its way into the office of the apothecary of the morgue. Once he was arrested for murder, the black satchel disappeared, but it is out there somewhere, causing great relief and grief.

New World of Darkness: The black satchel, for those that know of its existence, is said to have once belonged to Jack the Ripper, himself. Rumors of the killer of Whitechapel being a doctor lend credence to this story and may explain why the good doctor turned to murder in what many also think were the days leading up to the Ripper's own death.

The black satchel has truly extraordinary healing capabilities, allowing the owner an additional die to any Medicine dice pool as well as a replenishing stock of medicines and bandages. The true power of the doctors bag, however lies in its magical restorative abilities, as noted below.
Each day, the black satchel grants 10 boxes worth of bashing healing. Optionally, the owner may spend two boxes worth to heal a single point of lethal damage, or three points to heal a box of aggravated damage. This healing may be split up however the owner deems.
Once per week, the black satchel can be used to fully restore a single person's health track if they are still alive, rid the body of a patient of any toxins or disease, restore any senses dulled or nonfunctioning by natural means or injury - such as blindness or deafness, though the sensory organ must be present, and even regrow limbs or organs, though the patient must have previously had the organ or limb in life for this to work.
Once per month, the owner of the satchel may restore life to any patient that has expired in the last hour, though the body must be mostly intact for this magic to take hold.

The satchel will always appear handy or even in-hand when the character approaches someone in need of medical assistance, and it will send a mental nudge to use one of the mystical powers it has to the owner, instructing him on its use. The owner of the bag gets to roll Resolve+Medicine+Willpower, without the extra Medicine die added from the bag, to resist this urge. With every two failed resistance rolls against the bag, the difficulty goes up by +1. Additionally, any time any of the black satchel's magical healing is used, that night, the bag will attempt to compel the owner to commit a murder and spend time with the body, dissecting it and studying the inner workings. This roll can be resisted, as well, with a Willpower roll at difficulty 6, but few have the mental and emotional fortitude to fight the black satchel's need for blood. This roll can be modified by spent Willpower for a single success or three dice to the roll, or the owner may burn a Willpower dot to automatically succeed, but that only makes it harder to resist future urges.


Diente de Jaguar


Literally "tooth of the jaguar", these daggers are constructed by primitive jungle tribes from strong leg bones of their eponymous sources and have teeth of the large cats magically embedded all along the "blade", making them resemble something akin to a shortened macahuitl, though with teeth instead of obsidian shards..

Although lacking a proper blade, for all purposes the diente de jaguar acts as a normal dagger, slightly enchanted. If a more telling blow is struck, however, the primary enchantment kicks in, inflicting an additional grievous wound that appears on the flesh as a tearing bite wound. When this happens, one of the teeth lining the blade disappears. Diente de jaguar daggers are usually made with twenty teeth and once they all are gone, the weapon loses the additional "bite" damage enchantment, but retains the minor enhancement.

In addition to the dagger version, short sword variations have been seen, as well. These are constructed with thirty teeth along the blade, but otherwise function as the dagger version, presented above. All diente de jaguar are treated as metal weapons for the purposes of break attempts and other rules that take an item's durability into account.

Mechanics

Pathfinder: Both variations of this weapon are +1 weapons. When a critical hit is confirmed on a roll of 19 or 20, in addition to any other effect the critical may have, the weapon deals another 1d8+4 damage, leaving a bite wound on the subject resembling that of a jaguar's.
The diente de jaguar is treated as steel for the purposes of hardness and break DCs.

In Golarion, these daggers are sometimes found in the hands of shamans of the Shoanti peoples, and are regarded as a sign of status. Most diente de jaguar are made from the bones and teeth of firepelt leopards, but the Shoanti have been known to make them from carnivorous lizards and other natural threats.

According to tribal taboos, no shaman may wield such a weapon he did not create on his or her own, but no such restriction applies to the warriors of these tribes.

In Faerûn, these daggers and swords have been found among the tribes of both the Chultans and the Mazticans, especially among both cultures' Jaguar Warrior castes, lending further credence to theories stating that these peoples share a common ancestry.

In Eberron, the drow of Xendrik have been known to employ these daggers in their skirmishes with the explorers of the dark continent. Some of the weapons scavenged from these elves seem to be made of chitin instead of bone, with spurs of barbed stingers embedded instead of teeth. Instead of additional bite damage, this variation injects the poison of a giant scorpion, as below.
Sting - injury; save Fort DC 17; frequency 1/round for 6 rounds; effect d2 Strength damage; cure 1 save.

New World of Darkness: These weapons usually have a primary enchantment that grants them +1 accuracy. That, however, is the least of anyone attacked with one of these weapons' worries, for if the attacker scores an exceptional success, the weapon deals an additional 3L damage dice and leaves a bite wound resembling that of a jaguar's upon the flesh.

Daggers of this type are likely to be found used by the indigenous people of the jungles of South America, but it wouldn't be out of the question for peoples of Asia or Africa to wield similar weapons made from the bones and teeth of tigers or lions. These might even deal more additional damage, reflecting the immense power of the true great cats, and would be deadly weapons, indeed.

5.12.2013

Messenger and Spy

In this first of a series of NPCs that you can fit into your own campaigns, I'm bringing you the second Transformer to make an appearance in the "original" - Generation 1 - cartoon series (after Wheeljack), and that is the series I will be making the characters based on.

Bumblebee acts primarily as Optimus Prime's spy and messenger, using his wit and small size, as well as his nondescript alternate form to find him easy access to those places that his larger commanders cannot go. The drive to please the other Autobots with his performance, and to live up to the standards of bravery and valor that the other members of his faction do, however, often leads to Bumblebee getting in over his head and either captured, harmed, or putting others in jeopardy. In the end, though, the Autobots would suffer greatly without their scout.

Below, I've put together two character write-ups for Bumblebee, one from Wizards of the Coast's d20 Modern, using additional rules found here, and another using Marvel Heroic Roleplay from Margaret Weis Productions.


This d20 Modern version of Bumblebee is made quite simply using the rules presented, and doesn't properly reflect his sensor array, any aerial propulsion that may have been used, or any other ability necessarily shown on the show. Also, though the threat linked above mentions mecha equipment, a mecha-grade plasma pistol would drop Bumblebee in one shot, and so an enlarged normal version is given as equipment.
Also, those with keen d20 Modern knowledge will spot that Bumblebee has one less feat and eight fewer skill points. This is because the system assumes that characters are human, and thus those advantages have been stripped, as Bee is a Cybertronian.

Bumblebee                    CR 5
Autobot Investigative Fast Hero 2/Smart Hero 3
Large construct (living construct, Transformer)

Init +1; Senses low-light vision,  Listen +3, Spot +3
Defense 14 (+4 Def, +1 Dex, -1 Size) touch , flat-footed
hp 24 (2d8+3d6+10)
Fort +2, Ref +3, Will +1; evasion
Immune poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, energy drain
Speed 40'
Melee unarmed +5 (d4+5)
Ranged plasma pistol +3 (4d8)Str 16, Dex 12, Con 14, Int 16, Wis 8, Cha 13
Base Atk +2
Feats Simple Weapons Proficiency, Personal Firearms Proficiency, Stealthy, Ride with Me, Gearhead
Skills Computer Use +6, Drive +12, Hide +9, Investigate +9, Knowledge (Earth Culture) +4, Listen +3, Move Silently +9, Repair +6, Research +6, Search +6, Spot +3
Languages Cybertronian, English
SQ  Action Points 7; Talents (Evasion, Savant[Investigate], Trick)
Special Abilities
Transformation: Transformers have an innate ability to transform into some vehicle-based form. This is a purely mechanical transformation, and parts required for its vehicle form are visible in its normal bipedal form.

As a standard action, a Transformer may assume into its chosen form or back again. While transformed, they lose any attacks that require appendages (although they may keep any ranged weapons that are mounted on weapons mounts).

At first level a Transformer chooses a civilian vehicle of the same size category as it’s base form. A Transformer becomes a standard version of the vehicle, but may later add gear (such as mounted weapons.) Whenever a Transformer would gain a new feat due to hit die, it may also change it’s vehicle form, so long as the new vehicle is of the same size category as it’s base form.

While in vehicle form they use all of the stats of the chosen vehicle form with the following exceptions: The Transformer keeps it’s own hit points, class defense bonus to armor class, and treats the listed vehicle’s hardness as Damage Reduction /-. A Transformer also retains any benefit from it’s feats or class talents (such as a fast hero’s increased speed or a tough hero’s damage reduction.)

While in vehicle form the Transformer follows all rules for vehicle movement, maneuvers, and stunts. The Transformer is treated as it’s own driver, but may relinquish (or regain) control to a passenger in the driver’s position as a free action once per round.

Alternate Form
1984 Volkswagen Type 1 "Beetle"
Large economy sedan

Init +0
Defense 13 (+4 Def, -1 Size)
hp 24
DR 5/-
Maneuver +11; Movement 220 (22)
Crew 1; Passengers 4
Cargo 275 lbs.


The following Datafile for Marvel Heroic Roleplay is my first attempt at making a scratch character from the system, so excuse any apparent fumbles.

Bumblebee
Affiliations:
Team: d8
Buddy: d10
Solo: d6


Distinctions:
Some of my best friends are humans.
The least likely can be the most dangerous.
Danger Magnet


Power Set 1: Robot in Disguise
d10 Roll Out  (Shapeshifting)
d8 Burnin' Rubber  (Enhanced Speed)

SFX: Hop in: Replace Burnin' Rubber die with 2d6 or 3d4 on your next roll if you have human passengers.
SFX: That was close!: Spend 1 PP to reduce Physical Stress when using Roll Out. Activate only if More than Meets the Eye Power Set is active.
SFX: Unpredictable Luck: Instead of spending 1 PP, add d6 to the doom pool to create a Robot in Disguise stunt.
Limit: Alternate form. Shut down all More than Meets the Eye powers. Earn 1 PP and add a die to the doom pool equal to any stress suffered.
Limit: Autobot. Earn 1 PP when affected by Cybertronian-specific Milestones and tech.

Power Set 2: More than Meets the Eye
d8 Cybertronian Steel (Durability)  
d6 Plasma Cannon (Attack Powers - Weapons)
d10 Sensor Array (Senses)
d8 It's Good to Stretch My Legs (Shapeshifting)
d6 Strength
 
SFX: Versatile. Replace Sensor Array die with 2d8 or 3d6 on your next roll.
SFX: Rash Decisions: Step up or double any More than Meets the Eye die in a single scene. Create a Watcher opportunity and add a die to the doom pool equal to the newly adjusted die type/amount.
SFX: Make this one count. Shut down Sensor Array to step up Plasma Cannon by +1. Recover Sensor Array by activating an opportunity or during a Transition scene.
Limit: Alternate form. Shut down all Robot in Disguise powers. Earn 1 PP and add a die to the doom pool equal to any stress suffered.
Limit: Gear. Shut down Plasma Cannon to gain 1 PP. Take an action vs. the doom pool to recover.
Limit: Autobot. Earn 1 PP when affected by Cybertronian-specific Milestones and tech.


Specialties:
Covert Expert: d8
Tech Expert: d8
Vehicle Expert: d8


Milestone: Prime is Watching
1 XP: when you overstep your abilities in the middle of a fight
3 XP: when you do something outrageous to impress Optimus Prime and/or the other Autobots
10 XP: when you give up hope of ever pleasing the other Autobots and strike out alone or you end up captured as a result of trying to do something to get back in the other Autobot's good graces

Milestone: Homesick
1 XP: when you mention a connection between your current situation and your experiences on Cybertron
3 XP: when your experiences in Cybertron cause a conflict or confrontation
10 XP: when you choose to have your memories of Cybertron wiped or you abandon your memories of Cybertron for your friendship and new home with the humans of Earth

A is for Actually Starting My Campaign Alphabets!

Khardtha

The Aeries


On many continents, towers and battlements are sometimes kept suspended for decades or centuries past when the main bodies of their structures have fallen, be this due to ancient conservatory magics still upheld, or phenomena such as powerful hauntings, suspension of time, or things of even weirder nature like the tower 'forgetting' to fall when the castle did, for instance.

At first, the Aeries may be mistaken for such things, and indeed, some of the smaller Aeries are of similar shape and size, but few make the mistake of failed recognition more than once, for these are the home of a winged race called the Lahim (LAH-hïm).

These 'bird-men', as many call them, live and raid and make war from their Aeries, with each such flying fortress only beholden to itself and the clans that live within the soaring spires. The lahim that leads any particular Aerie lives on the highest spire on the place, with the order of ascension decreasing as importance decreases. 

The Aeries, themselves, are constructed of varying materials, depending on the clans that build them. Part magical construct and part technological marvel, some Aeries resemble mountaintops that have been ripped from the world and hollowed out, while others seem to be made from various flying machines, dirigibles, and what have you. All, however, bristle with weaponry, ranging from arcane cannons that rain down spellbombs to energy weapons that sear flesh and bone alike. Some are even rumored to be able to fire great lightning cannons or energy weapons from their undersides that could devastate entire villages and towns.

No Aerie has ever been recognized as captured, or even explored, and it seems the lahim, though known for their raiding and war-like tendencies, treat the sacking of another Aerie as a breech of the rules of engagement. Just what exactly goes on in those ominous flying cities (and what powers them) may never be known to the outside world.


Wilderlands of High Fantasy

Atavik's Hammer

+2 Holy Evil Outsider Bane Warhammer

Found by chance as the Unbreakable adventuring company headed south from Bugbear Falls to Modron,  the hammer lay entwined in mutated vines that were being dug at by an ettercap, who sprung to attack the party when approached, for fear of losing its prize. The hammer was claimed after the battle by Jadazh, who knew as much lore about the thing as one could possibly hope.

Atavik's Hammer, for any name Atavik may have given it is certainly lost to time, was forged for that warrior during the Demon Siege of 3227 BCCC by forces loyal to the Overlord to help combat the demon hosts of the World Emperor, though the fate of its wielder was ultimately lost to time.

The warrior Atavik would, himself, be lost to time, if not for the hammer's unique design. Though seemingly carved from a block of white marble, the grip is fairly plain and obviously crafted for function, the rest of the handle and the head are crafted to look like angels, back to back, with their wings in mid-beat, wrapping around the heads of both sides. A serene look on the faces of the angels of both sides affirms that this weapon is a tool of Good, and indeed, Atavik's hammer functions as a Holy weapon. In addition, the hammer functions as a Bane weapon against evil beasts from other planes of existence.

With the rarity of magical weaponry, an item like Atavik's Hammer has the tendency to draw eyes, and Jadazh's ownership is now known, due to flaunting it at his hip and on his tavern table in Modron, and there is no telling what kind of trouble that might eventually lead to, if any.

4.23.2013

Let's Say Our ABC's And Meet Some Friends!

Hello neighbor!

In the coming days, I have a series of posts that I will be sprinkling in with my usual Actual Play spots and whatever else strikes my fancy in the meantime. The first of these will be in the Dungeon Alphabet style, with three separate posts (or three items per post, whichever), one for each of my "current" projects; Wilderlands, Khardtha, and the Pathfinder APs.

Each snippet will, at varying lengths, give a snapshot of the subject matter and how it fits into the campaign, as well as suggestions on incorporating them into other campaign settings or game systems, as I see fit.

The second type of post I'll be scattering throughout is a collection of NPCs from various games of differing systems, all using the core books of any given system to create them at the power of a starting character, so that lazy players may use them as their characters, and lazy GMs have an instant NPC, complete with motivations, etc.

Hang with me, I do have a lot to talk about other than just that and my current games, and I hope that you chime in for discussion in the comments!

4.15.2013

Reconciling the Keeps, Part 4

This is the final installment of this series, and perhaps the most difficult part of the keep to get to gel among the various iterations I'm smashing together. Largely, this is because of the story my game has developed, and how I've deviated greatly from where TSR went with the Return to the Keep. These last sections take us into the fortress, itself, and fleshes out a little more of the current political scene in my Wilderlands campaign as it stands.

As always, I welcome anyone to use my own additions to the setting if so inclined, and ask questions or comment on anything that you think I'm doing right (or wrong, for that matter).

17. The Stable of the Rider, the chapel housing the "state" religion of Bugbear Falls, is ministered by Macxis Sollas, Great Stabler of the Black Rider (The Horseman of Famine).

18. The Inner Gatehouse is now guarded by both Watchmen (outer bailey) and Guardsmen (inner bailey), since it was easily bypassed during the siege of the Unbreakable guild and their fae allies. Here, the Lum family, easily the largest (so much so that I'm not going to type out all the relations of them - suffice to say there are 47 of them) extended family in the keep, and descendents of one of the first families to settle. Roughly half of the family serve as the backbone of the Watch - with a few Guardsmen scattered - while the other half have been successful farmers for generations. It is this family that tends to the gardens and stock within the inner bailey, and as a token of the Vuzughar's appreciation, see a fair bit more of the crop than others. Though the Lums have displaced the Guard barracks and armory that were housed here, the Sergeant and Captain of the Guard, Lums themselves, have small offices within the Gatehouse.

19. This Small Tower has recently been turned into a cistern in order to grant relief in at least one fashion, while famine and blight continues to wrack the area. Though the soldiers that used to be stationed here have been moved, atop the tower sits a powerful heavy catapult that is always manned.

20. This Guard Tower has been converted into food stores, as well, serving as a granary and mill for the keep. Only one family, the Lums, are allowed to tend the grain, and are watched day and night by a member of the Guard, to ensure that no theft occurs.

21. The Parade Grounds have lost their former glory of being a staging for military drills and great contests of joust and other sport. Instead, the field here is dotted with plots growing this vegetable or that, tightly controlled and monitored for blight. These plots are almost all that stands between the residents of the keep and utter starvation, and through this, Dal Lago is able to control his populace more handily, offering hand outs at certain hours, and selling some of the other crop to the citizens at drastically marked up prices, due to shortage.

22. The Cavalry Stables have become cramped, with space usually reserved for the horses being given to the construction of a chicken coop, as well as the tools used to work the gardens that now litter the parade grounds. These conditions have been detrimental to the horses, and many are starting to look weak and bony, though Stabler Sollas would have all believe this is a true sign that the Rider will enact his mercy on the Keep soon.

23. The Great Tower has seen quickly-spurred construction of late, both to repair damage done to the structure here during the recent siege, and to expand and heighten the tower, adding another floor to house the misplaced troops from what has now become the cistern and granary. The troops tightly barracked here are part of the Guard, and though miserable, are well to keep their words to themselves, as those the Vuzughar's wife have brought in have the ear of their matron, and she and her husband brook no insolence.

24. This Former Parapet is now being built into an impregnable prison tower, and supposedly already has occupants, though as to who might dwell behind it's five feet thick curtain walls is anyone's guess, as is the identity of the Vuzughar's hand-picked gaoler.

25. The Keep Fortress, a many-tiered, solidly built bastion of the World-Emperor's might, houses Dal Lago and his wife, Dilana, as well as their personal retinue, the scribe Nashe, and a large contingent of Guardsmen (who maintain a lower level not included in any description or map). Here, the last stand of the siege took place, with the Vuzughar victorious over his foes.
The Fortress also plays home to the keep's (ever-growing) coffers as well as a once-public hall of records that has been sealed since the attack on the keep.

26. Guard-General Jadale's Quarters are housed within the keep, nominally for the personal protection of the Vuzughar, yet Jadale's diminishing role in the Guard has her suspicious of Dal Lago's motives, hoping he is simply trying to present a weakened front to draw out enemies, but fearing that she will suffer the same fate as River Wilds (former leader of the Watch - given an "errant" position which most acknowledge as being exiled), if she were to press the matter.

27. The Vuzughar's Chambers consist of sprawling apartments more luxurious than would be expected for a frontier ruler. Here, Dal Lago spends most of his time, having retreated due to "ill consitution at seeing his people fare so" and "sharing in their suffering, taking fast away from the court". Once a decisive and powerfully-spirited man, the famine, blight, and siege of the last couple of years has seemed to take their toll on Bugbear Falls' ruler. In his stead, his stunningly beautiful wife has stepped up, though her approach to rulership seems rather reserved and reclusive compared to her outgoing husband's.

28. The Hall of Justice, dedicated to Iomedae, was once a grand chapel within the fortress that mirrored to the last pew the look of the former chapel that the Stable of the Rider has become. Since being deconsecrated, this hall serves only as a sterile sentencing chamber for the martial law regime that is slowly taking over.


As I said, there were quite a few changes that had to be made to the final sections of the keep, like juxtaposing areas 23 and 24 and bumping down the rest, but I gained quite a few NPCs, as my group has rarely encountered the Guard. Some of the Guard and Watch that should be there, but are unaccounted for, are defectors and casualties from the siege.