Monday, December 9, 2019

Mutant Wasteland-Guide Generator

There is a mutant who will gladly take you through the radioactive desert wasteland. He is a guide and will help you avoid the worst patches of radiation and the feral, cannibal mutants. What's he like?

What's up with his Skin and why does he cover it with his Cloak?- 1d8
[1] Blackened, like from a fire.
[2] White and albino. Easily sunburnt.
[3] Leathery gray or brown skin. Animal smell.
[4] Insectoid chitin. Dull gray plates.
[5] Green, glows in the dark.
[6] Melty. Looks like its saggy and wrinkled, a bit like its melting. Still solid though.
[7] Taut, papery skin. Visible blood and lymph travels through it, partially transparent.
[8] Purplish-gray color, with armored skin coverings. Roll on the subtable below.

(Subtable) Purple-Skin Coverings Armor- 1d4
[1] Squares patches of eczema, made into tough leathery plates.
[2] Lumps of fat and waste bubbled to the surface. Retards fire.
[3] Studs, material as horn.
[4] Ridges of bone, growing along the nervous system tract.

What's his “Lucky” Arm Like?- 1d6
[1] Squashed. The limb is shorter then normal. The bones, connective tissue, muscles and so forth are all the same, just much more densely packaged, and as such basically impossible to cut off.
[2] Elongated. The arm is much longer then normal. Has an extra joint. It is weaker and less tough then you'd expect, with thin skin and brittle bones, but is very fast and gives good reach.
[3] Noodly. Emaciated and very thin, but has some prehensile properties. You can smack it with a hammer and the bones just bend and jumble around; doesn't hurt.
[4] Muscular. It's roughly human shape, but is incredibly vascular and tinted red with its intense blood flow. Insanely strong, sometimes acts out violently as though with a mind of its own.
[5] Fat. The limb is fat and sags, heavy and bloated. Acts as a fat store for trips across the radioactive desert. If you cut into it, it bleeds greasy water.
[6] Tubular. It inflates only when in use, requiring a heavy breath and has an innate direct line of air from the lungs, otherwise hangs down like an empty glove. Can be hidden with ease.

What are the Fingers on his “Lucky” Arm like?- 1d6
[1] Cat's claws.
[2] Stubby, visible pores, excellent grip for climbing.
[3] Fused into a mitten shape.
[4] Standard. Little tattoo of an hourglass on his middle knuckle.
[5] Desiccated and shriveled. Looks like bone with tight skin covering; still functions.
[6] Aligned into points. Skin on the tip is regularly cut off to be manicured, else grows long fingernail like protrusions too rapdily; dangle down to touch the floor in two months without a trim.

What's this Mutant's Face like?- 1d6
[1] Chiseled, ragged, teeth grinded down from lifetime of pain.
[2] Innocent, with long hair streaked down. Almost looks like they're hiding their face.
[3] Nose is missing, as though a leper.
[4] Bubbled over from radiation.
[5] Smooshed in, has trouble breathing and speaking at the same time. From physical trauma.
[6] Mouth is pronounced outwards, has inhuman grinding teeth and a weak jaw.

How does he walk? - 1d6
[1] Just fine on his own, thanks.
[2] With a hobble, he has a bad leg.
[3] With a long warbled walking stick. He's a bit older.
[4] With a short iron pipe. Doubles as weapon.
[5] Through short, but still inhumanly capable leaps and bounds. Like a weird frog.
[6] Demands to be carried or pulled in a cart. So emaciated he barely weighs anything.

How does he Protect himself? - 1d8
[1] He doesn't. That's why he needs to “serve” people by “guiding” them!
[2] He doesn't. He runs away and leads his foes into his traps and random monster dens.
[3] An old rifle. He counts the bullets each night before and after sleep.
[4] With a wicked old rusted knife.
[5] Fights with fists and kicks. Mutations have made him inhumanly strong.
[6] With a metal club. Has painted it up and down, “practices” and thinks he's a swordfighter.
[7] Using a hidden natural weapon, granted by mutation. Poison stinger, ejecting his stomach, etc.
[8] Has a pair of well trained dogs. They mean well, despite having eyes that look like fried eggs.

What's his Area of Expertise? - 1d10
[1] Knows a secret bunker that possesses old world ammo + giant killer robot.
[2] Knows how to filter the water from the ancient sewer into something drinkable.
[3] Knows a secret passage to avoid the mutated flesh eating megaphants.
[4] Knows the secret to “master the blazing bolt”. He just straps a car battery to his back.
[5] Draws maps. Maps are child like, with landmarks and little monster stick figures.
[6] Writes books about the land. One fact is dangerously false; acts as copy protection.
[7] Mechanically gifted. Could actually get a car running with proper materials.
[8] Tells tall tales about the old world. He was there.
[9] Everyone owes him a favor.
[10] Is absolutely insane. His mad cackle even gives raiders pause.

What's the One Place he Refuses to take you? - 1d6
[1] An active bomb in a carter. He doesn't want it to blow up.
[2] A nuclear waste dumping ground. Can't afford to absorb any more radiation.
[3] The Metal-Heads' territory. The worst raider gang; weld metal to their skin to prove toughness.
[4] The Albino Pit-Bird's lair. He has nightmares of it eating him alive.
[5] His wife's grave.
[6] A friendly town. Horrible, painful disease has broken out there. It must be contained.

What's his Attitude towards Death? - 1d8
[1] As an old friend.
[2] As a bitter conclusion.
[3] Something people should remember.
[4] Something people should cover with a tarp and leave to rot.
[5] Food for the vultures.
[6] There are worse fates.
[7] I have too much left I want to do.
[8] Sweet release.

Thursday, December 5, 2019

[Class] Witch

Witch
HD- d6
Max AC- 13 / Minimum Hit-Points- 2

Some of those who learn the power of magic do so in institutions, where as others learn in small groups or through master-student relationships. Witches are of the latter. Most Witches are women, but not all, though all are inducted into the hedge crafts from small covens or from their mothers teaching it down the line of descendants. Witches have a special appreciation for the natural world, and are most likely to understand and channel the natural magics of the world then the more artificial, arcane magics of your typical school taught Sorcerer.

Witches can cast spells. They gain spell slots which can be used to prepare and cast spells, the table below shows the spell slots they have available per level.

As a Witch, you are skilled in curses, hexes, and spells that enchant the minds of others. At 4th level, Witches gain the power to Bewitch people. To Bewitch someone is similar to a Charm spell, except it has an indefinite duration. This magical effect essentially makes the victim see the Witch the way the Witch wishes they saw them until it is ended. For example, a Witch may appear as an old crone, and can bewitch someone into thinking she's a harmless old woman. The person will now always treat the Witch as though she is a harmless old lady, even if they see the Witch pick up men and snap them in two with her demonic strength. The spell infects the mind quite deeply, but the spell can be broken based on the nature of the Bewitchment.

All Witches know at least one method to Bewitch someone, which they learn once they get high enough level to put people under their spells. Additionally, anyone who is Bewitched always fails the saving throws against the Witch's spells.

At 10th level, you become Elder Witch. You attract the attention of young girls and wandering men to join your coven- and you have learned an innate understanding on how to manipulate the politics of Witch society. You also cease aging, but most Witches at this experience level are old and will as such continue to be old. You also learn the secret ability to make flying brooms, both for yourselves and to grant to other beings. Anyone can ride a flying broom as long as they are not too heavy, but for nonmagical folk, it can be quite hard to guide the bucking broom. It costs 6000c to create a flying broom, and you can make two per season. It is quite possible to manufacture flying brooms, but due to their bristles dulling and falling out with use and due to the fact they are easily burnt by fire flying brooms tend to get lost through the years much quicker then other magic items.

Witch Spell-Slots Table
LVL
1st
2nd
3rd
4th
1
1



2
2



3
2
1


4
2
1


5
2
2


6
2
2
1

7
3
2
1

8
3
3
1

9
3
3
2

10
3
3
2
1

Thursday, November 28, 2019

20 Really Good Mutations

Most mutations are very bad, both in real life and in tabletop games. How about some really good ones instead? You get these for drinking an evolution potion, being blessed by the God of life, or from just being really lucky rolling on a random mutation table.

20 Really Good Mutations
[1] One of your hands, at random, becomes plant based. Your fingers wither and die, the palm cracks and bleeds, but shortly after leaves and shoots bloom in their place, and soon the entire hand is formed from green leafy plant matter with all of its normal strength and dexterity. This hand grants you +2 hit points from being such a hearty part of your body. Additionally, this plant body part can regrow if ever chopped or burnt off; simply holding it under water will allow it to become green and healthy again, and it will regrow in a season if ever forcibly removed or mutilated.

From now on, any seed you “plant” in that hand's palm can blossom into either a single small fruit of that plant type, a tiny adult version of that plant, or create a single use of a magical or potion-ingredient effect that that plant can have. It takes one turn of resting in your palm to sprout, and then you can make use of the plant for one turn before it dies off and falls away. This would allow you to turn an apple seed into a single apple for one ration's worth of food, for example, or a few leaves worth for a single dose of a poison plant whose seed you put in that palm.

[2] Your muscles gain some of the traits of sponges and other primitive life forms. While giving yourself a slightly flabby look, you can 'inflate' your muscles at will full of blood and energy to gain all of your strength back- and then some. Treat your strength modifier as +1 at all times, even when you are affected by things that make you weaker or entangled. If you spend a combat round flexing and pumping up your muscles, they inflate to a much larger size and you treat them as +2 for all rolls involving strength. If your Strength modifier was already +2, then treat them as a +3. You can also use this ability to forcibly push out rot grubs, burrowing worms, and other flesh-eating creatures or objects forcing their way into your body if they found entry through a muscular spot. Simply flex and they will be ejected by the force of your muscular spasm- you take 1 damage each time you do this though from the blood used to flush out your wounds.

[3] The mutagens course through your eyes. Your vision blurs and you find your eyes shifting into that of another creature. Beyond their new captivating purple colored iris, the orbs are extremely sensitive and pristine such as from a hawk or other bird of prey. You can see farther distances then most and any vision problems you may have had before are corrected- adjust your Wisdom modifier to +0 if it's negative, purely from your vision alone. As for other abilities; Firstly, they can shift into feline slits in bright light, making you immune to flares or blinding powder. Second, they can dilate very wide in dark places, giving incredible nightvision similar to many underworld creatures.

But along with these, your eyes also gain the power to see a faint outline of invisible creatures or spell effects, though you only have a 1 in 6 chance to notice them each round until you spot them, in which case you can track them as long as your vision is not interrupted. You also gain the ability to see body heat with a bit of concentration, see unusual and indescribable colors that normal people cannot, and focus your vision over a round to see through a single thin object not made of lead. Your newfound sensitive eyes do come at a small price though; after your eyes mutate you must make a saving throw every time you open your eyes for the first week and a half or so- on failed save you are too disoriented by your incredible vision and vomit. Once the acclimation period has ended you now have your newfound superpowered eyes for life.

[4] Your chest bulges and is inflamed, for a few days you experience strange periods of tiredness and boundless energy back to back, and feel as though you are being dragged two directions at once. Soon, you realize that you have grown a second heart, and after that it becomes stable, beating in sync with your first. Your body feels stronger already- you gain +1d8 maximum hit points and treat your HD for the purposes of spells, resistances, or monster abilities as one size higher. Your physical endurance also improves, letting you run all day without becoming tired and moving at full encumbrance without any sort of exhaustion penalties.

Additionally, your second heart grants you a second chance. If you are struck and fail a save with a heart seeking arrow or poison that destroys your heart (aka causing instant death), you instead live with your first heart. Roll 1d8 and lose that many hit points permanently, but you don't die.

[5] Your colon feels extremely healthy. Whenever you are suffering from a disease or poison that was ingested, you get a second saving throw to resist the effects if the first one failed about 4-6 hours after consuming or drinking the item. If the poison kills too fast for this second save to kick in, consider it a single level of level drain unless you fail the second save, in which case it causes death as normal.

Also; you only need to piss once a week and shit once every two weeks, though you can go more often if you don't want to piss an entire stream. Whenever you poop, your poop comes out as a solid, very dense round ball. If you store up your poop and polish it a bit you can use it as a cannonball on a long ocean voyage, with little daily poop balls being used as musket bullets.

[6] Your shoulders, back, and arms become double jointed. If you're a biped, you can now snap your joints back and run on all fours. While on all fours, you cannot use tools or attack besides biting or kicking, but you move +50% faster. You also take double damage from caltrops. It takes one combat round to snap back upright. If you're quadrapedal, you become a biped instead from using this ability. Even without grasping hands, your paws or claws can still clumsily open doors and push levers, and you can carry small items by holding them against your chest and in your mouth. You can also attack with regular weapons like swords or spears, but must roll disadvantage at the clumsy imitation of normal bipedal combat.

[7] Your skin crawls. Somehow detached from your muscles, but yet still a part of you. You can shake and wiggle tattoos, brands, scars, or other blemishes on your body to other parts of them or fade them out, and can even move wounds with a turn's concentration- these are usually just for cosmetic reasons, but could also be used to avoid painful injuries from repeated stress. Such as moving the slave-lashes you got on your feet to your back or sides to avoid further damage and pain while on tomorrow's march. Your skin can creepily crawl around, letting you move while prone without moving your limbs by sliding across the floor at a very slow pace, like a slug.

Additionally, you have the power to jump out of your skin. Your flesh and bones come out of your skin alive and in one piece, but with several disadvantages. While in this form you'll be almost impossible to recognize physically, looking like a strange flesh zombie but still glistening with fresh blood. Secondly you'll automatically fail any saving throws vs poison or disease, as anything splashed on your body is absorbed directly into the blood and tissues. However, in this form you can jump into the skin of another creature to take on its appearance, though you may move and act differently, and sound differently, then what the creature normally seems. If your original skin is destroyed while you are out of it you will lose -1d4 levels from level drain and never be able to regain your original appearance without a much greater form of regenerative magic.

[8] Your fingers turn blotchy white on both hands. This blueish-tint gives your fingers the appearance of being stained with something, or being frozen solid. While you cannot remove this coloration you can pretty easily hide it with a simple pair of gloves. These coloration also gives you several powers.

Your hands become immune to cold. You can touch things that are “too cold to touch” without injury, and can hold your hands in front of your face when being targeted by ice breath or cold spells, granting you a +2 to saves from deflecting the frost away from you. You can also now 'cut' ice by touching it at your will. You can cut out perfect cubes or spheres of ice with a little practice, though this only works on purely frozen ice and not snow or slush. You could use this to carve rooms or stairs in a glacier. This power also works on clear glass, letting you cut holes in glass windows or objects similar to a burglar; the glass and ice can stick to your fingers to make retrieval of these objects easy. Your hands are immune to cold, but you still take standard damage from cold sources.

[9] Your body tingles, you feel healthy all the time. If the first wound you take during a day is not fire or acid, you restore 50% of the damage from that wound at the end of an exploration turn. This explosive healing also grants +1 hit points per day of bed rest and you are sick for 1 day less as well from common diseases that pass through your system. This healing doesn't seem to speed up your metabolism or cause premature aging, your body is just that active when it comes to healing you.

[10] Your ribs are replaced with a highly mobile, pressurized gas with beneficial properties. The gas inside your chest follows a roughly rib-like shape, and provides the same protection to your heart and lungs as your normal ribs do, but prevent knives and blades from slipping through the gaps in your ribs as they are a solid sheet, without impeding flexibility. Additionally, this gas slips out to instantly shut cuts or stabs on your torso and back, melding the wound with a pure white, boney plate until it is healed and consumed by your skin and flesh above it through natural healing. You gain +4 hit points.

[11] Your eyes and skull gain an unusual hinge, letting you mash your upper face together. This lets you combine your two eyes into a single larger Cyclops eye. This cyclops eye has terrible depth perception giving -4 to all ranged attacks, and if it is destroyed you will lose both of your regular eyes, but the cyclops eye has many magic properties. It can see the basic materials of any crafted item, can identify magic items that aren't legendary in status, grants vision that allows you to see unimpeded for 6 miles from a high place, and finally allows you to levitate objects of 1 load unit or less by staring at them. Your eyes can be split back apart when you choose, requiring a single exploration turn and causing a headache to split or merge your eyes into the magic cyclops eye.

[12] Lymph Nodes- Yours grow even more as a tangled web. Beyond increasing your saves vs disease by +4, you also have a network of highly developed lymph just beneath the surface of your skin. Through your skin these creeping tendrils can pop up and entangle or grasp at objects or beings nearby you. This is painful and makes you take 1 damage per round they are outside of your body, but can freely slide back in without damage; the holes healing themselves up. These tiny blue tentacles can be used to “stick” yourself against a wall or other surface, wrap around a person in a grapple letting you treat your Strength score as doubled for the grapple, or squeeze and strangle tiny creatures crawling on your like flesh eating rats or piranha trying to bite you. The lymph node mutation lets you lower the damage taken by swarms to a maximum of 1 each round.

[13] You regain the ancestral strength in your jaw. Your progenitor's muscles were much stronger then your own, the ancient men who had to fight to survive. You regain that strength. If you are a man, this gives you a totally manly, handsome jaw. If you're a woman, this retreats back to your cheeks and back of the neck instead, letting you retain a more feminine appearance, but having the same effect. You can bite straight through raw meat, and deal 1d4 damage on a bite. If you're of a nonhuman species who could already do biting attacks, then increase the damage of your bite by +2. This strong jaw is also highly resistant to getting you knocked out when punched hard, meaning you can no longer be knocked out by a punch except on an attack roll of 20. Finally, this ability comes with a slightly painful but not unsightly restructuring of your teeth- you gain wisdom teeth and your teeth have an extra ability to regrow if they are knocked out or damaged.

[14] The space between your brain and skill expands to create a fleshy, lumpy layer of helpful blood and air, fed from your breathing. Extremely useful for general health- increase your maximum hit points by +2 and increase your Intelligence to 8 if it was lower then 8. This also allows you to survive and stay conscious and alive for up to 5 + Con modifier minutes without oxygen or fresh air to breath, but without fresh oxygen you cannot power your muscles, simply avoid brain death.

Additionally, in the event you are beheaded, your brain can stay alive long enough for your head to be sown back onto your body and reconnected. Making a saving throw against death to survive and have your head grow back onto your body.

[15] For a short period of about two weeks after gaining this mutation, you feel an incredible urge to eat things that are hard. You feel as though your entire body is as weak as a sapling and your bones will snap at the slightest touch, despite not having any loss of muscle or bone strength. Over this period of time you will venture to eat metal, stone, wood, bone shards, and anything you can to get hard materials into your system. Additionally during this time, your stomach acid turns a bright pink color in the event you throw up to see it- it has become capable of breaking down these substances. You will need to eat powdered or small grits of these items, as your teeth or jaw have not become any stronger. Based on the amount and number of types of objects you have eaten, your bones become remade into much stronger structures based on the materials you ate- the percentage of hard materials you ate that were not common rocks, stones, wood, and bones should be marked and tallied. These materials include things like iron ore, rare alloys, lead, or magical fantasy metals or crystals.

Consult the table below for the results. You also lose the urge to eat these things and become unable to digest them after this two weeks is up.
Pounds Eaten
%
AC Bonus
Description
5 lbs
20.00%
0
Noticeably tougher finger and toes.
10 lbs
40.00%
1
No longer feel pain from bumped elbow.
15 lbs
60.00%
1
Takes 2x long to amputate limbs.
20 lbs
80.00%
2
Bones are immune to Bone Breaking spells.
+25 lbs
90.00%
2
Iron weapons cannot sever your limbs.
+25 lbs w/ Adamantine
100.00%
3
Your corpse's bones will make mighty clubs.

The % category indicates how much of your skeleton has changed into a metallic or heavy form. Small percentages mean little streaks of steel in your bones, where as high percentages mean fully metal bones. You can also roll on the percentage value as a percentile roll to avoid your bone breaking from a fall or similar situation where they would snap under the strain.

[16] For a few days, you lose control of your legs. You'll occasionally fall over, jump in place for a few minutes, run with great speed when you meant to just walk, or accidentally kick your partner in bed from the random firing of your legs. After this fews days is up, both your legs feel very different. The muscles in them are taught like snakes and coiled like a spring. You can now jump 10ft high and bound around +15ft faster then your normal movement rate. Your kicks deal 1d4 damage. If your legs are cut and you don't move, the coiled muscles prevent you from losing any blood. You can also now sleep standing up, and you never feel foot pain or exhaustion from long travels, but you will still develop blisters without the proper footware.

[17] You gain a marsupial pouch. Up against your underbelly, this pouch is made of skin and can be 'sucked flat' against your body by the newfound muscular contractions you can do with your pouch. This suction is so strong that your pouch slit is invisible to the naked eye, only a slip of elf paper could find and enter the invisible gap to prove you had a pouch in the first place. You can store items inside the pouch which meld seamlessly with your stomach fat; a dagger would just make you appear chubby instead of having a dagger-like impression against your skin- still more useful for fatter characters. Using this as a hiding place, you can basically keep a small bag's worth of items sucked up close to you and unable to be detected. Being fatter gives you more storage space.

[18] The bottom of your feet grow hard leathery pads. This lets you walk around with bare feet that is tough as a shoe. Your feet also become more flexible- letting you tip toe around most trap pressure-plates and take no damage by moving through caltrops or burning embers. You can use them to walk across tightropes easily. Your feet have the same protection as good leather shoes would give. You also gain a +2 to stealth rolls from your silent, padded footfalls.

Additionally, you can "step out" of these leather pads whenever you choose, similar to a pair of sandals. As long as you are standing on a nonliving object, your leathery foot-pads remain and continue to press down with the same weight as your physical body would if you were still standing there. Such as stepping on a pressure plate that activates when you step off of it- you can simply step out of your leather foot pads and keep it pressed down. If these footpads are destroyed or knocked loose, they crumble to dust. Over the next week they regrow on your itchy feet.

[19] Uncomfortable growths being to form beneath both your wrists, which stretch down to your elbow. After a few days, they solidify into bones. With a motion you can force long bone spines to exit your forearms from your wrists. They exit through the specially made pores on your skin here, and thus cause no injury to yourself. These act as hidden weapons you can summon at a moment's notice. If you are a human sized being, these bone spines deal 1d4 damage. If you are smaller then a human, such as a dwarf or kobold, then these spines only deal 1d3 damage. If you are bigger then a human, then they're similar to the size of a sword and deal 1d6 damage. Finally, if you have any natural venom or poison, these spines gain the ability to deliver your own natural poison when stabbed into a target.

[20] Along your upper chest and back, scales of an unknown material form. These are bright orange in color, and hold a comfortable warmth, especially in sunlight. The affected character gains +1 AC from the hard scales granting protection, but also gain an inherent knowledge of what the scales do. As long as they are charged by being outside in the sun while shirtless for a few hours a week, the scales can grant the bearer their power. If the scales are not fed enough sunlight, they retain their AC bonus but lose the ability to channel light. In this case they turn a sickly yellow color until they are fed the requisite amount of sunlight once again.

While in darkness, the user can squeeze their temples to channel the sunlight energy in their scales through their eyes. This makes their eyes glow a bright yellow color, and lets them see in darkness. These eyes act exactly as a lantern, with only illumination on whatever the person is looking at at the time. This doesn't negatively effect stealth as long as you close your eyes, but the light can be seen from quite a distance in a dark place. You can keep your eyes glowing for a maximum of 3 exploration turns worth of time per day as long as your scales are charged up.

Thursday, November 21, 2019

20 Dwarven Light Sources

Art @Marius Schlichting
[1] Fire. Hearthfires, torches, long bronze candlesticks. Fire is a full belly and a good blade, why wouldn't you use fire? Smoke is dealt with easily through ventilation channels.

[2] Lava. Only for deeper fortresses. Magmaforges give off plenty of light, small troughes are cut to illuminate side area- flowing down and not cooling until after they fall into the wide drainage ditches. Some dwarf cities are built hanging like a bat against the roof of a large chamber over a sea of magma; the light and heat travels up enough to warm their homes. Mirrors can help illuminate inner rooms. Throw a carpet over the glass floor whenever you want to sleep.

[3] Trap-Jars. They hold jewel fairies; tiny beings responsible for hiding gemstones in the rock for miners to find. By trapping them in these jars the fairies produce light when shaken up. Eventually they'll find a way to slip out. Usually only outcast or poor Dwarves use these; when the fairies escape they tend to turn any gems the dwarf owned into coal as punishment for being imprisoned.

[4] Crystalline Stone. Stone with many small crystals within that trap and reflect light. Large pillar or floors made of this stone produce a small amount of light, enough to make it visible in the darkness, and enough to give a suggestion of nearby objects and beings. Not useful unless you have a large amount. Dwarf palaces are occasionally built with all crystalline stone, meaning the entire place has a moderate level of light without any energy spent.

[5] Glowing Mushrooms. They grow in little farms, or naturally in the caverns near where Dwarves live. There may be small industries based around these fungi; pressing and squeezing them for their glowing juices. These oils are put into lanterns and torches to light the way.

[6] Sparklers. Yes, like the firework. Little primitive gunpowder devices, rolled up sticks that produce a constant low fizzle and shoot of little sparks as they illuminate a small area. This is the reason Dwarves wear such long beards; keeps the sparks from burning your skin.

[7] Glitter Gas. Type of visible gas that only manifests in deep cavernous regions or nearby geothermal vents. It glows brighter the more pressure it is under; pumped into small glass orbs grants useful light but they explode violently when shattered or dropped.

[8] Olm Oil. Oil harvested from the fatty gills of giant cave olms. This oil is used similar to whaler oil; fueling lanterns and is a household commodity for richer Dwarf families. Also instead of Olms, just use literal underdark ocean great ghost whales.

[9] Magic. Some people don't like Dwarves with magic. Maybe all of it goes into light spells. Dwarf wise-men take handfuls of little polished stones and make them glow, permanently, at the cost of their race's other magical ability. Maybe the hallways just glow from this old magic.

[10] Ambient Light. It comes from the Earth itself, or filtered down from the sunlight lands above, and the lava flows below. Maybe the supernatural stonecarving skills of the dwarves allow light to simply carry further down the dark tunnels. Maybe the light is actually just sunlight and moonlight trapped from sediment; stuck in the pores of the rock and slowly leaking out once picked.

[11] Darkglow Brew. When drunk, mixes with stomach to create a potent glowing mix- can be visible through stomach if the dwarf if bare chested. Not used as a common light sources, but bubbles spat up when burping give off a bit of light. Puking this up create a puddle of rainbow vomit sludge.

[12] Salt Pyres. Deep mountain salts of different colors, purified and refined into a fine grain sand. Thrown in a shallow dish and lit on fire, gives off a low glow from the heated salts, lasts quite a while based on how much salt is present in the pyre.

[13] Electricity. Dwarves are the first and potentially only race to trap this force. By using lighting rods at the top of their hollowed out mountains, they channel this power down into deep chambers with copper wire stretched into cuboid shapes. This power can be siphoned off, bit by bit, to warm and light the sleeping and meeting chambers of the dwarves. Some dwarves may generate it another way, such as the great steam boilers in the bowels of the earth.

[14] Ghosts. Dwarves have a strong respect of their dead, and for good reason. Small glow lanterns or folded paper memorial slips to the dead shine in the darkness with a pale blue light- kept glowing from beyond death by their ancestors. Dwarf tribes who shun their ancestors lose their light, and as such, are lost to the darkness forever.

[15] Eldritch Lights. Glowing lights from down below; an eldritch source of energy. The cracks in the rock put out the light, we reflect and share it with our mirrors and tunnels. It grumbles on occasion, all we have to do is throw down an oath breaker who won't be missed. The grumbling stops, the mountain is quiet, the light continues.

[16] Shining Gears. Gears that turn from machines and steam engines. Unlike other engines, instead of putting their power into a machine or labor, these ones produce light. The small funnel at the end just illuminates a beam of light out of its path. Small cords and wires can be hooked up to funnel this light out of other areas. Not electric. It's gear powered.

[17] Trapped Sunlight. In the same way ancient creatures were preserved and fossiled, so to was the sunlight of ancient days. Cracking open a rock to reveal a dull orange splint of sunlight which can be shattered to release a bright flash, or it can be polished to let out a steady stream of light. Could also be frozen moonlight from a bygone age- the last ice age that froze the whole world.

[18] Glowsteel. It's a type of metal that must be imported, as its crafter must hate something enough to make the metal glow when it is pounded into shape. Dwarves may carry little vials of blood from a different creature, or a little bone talisman tied into their beard, which lets the metal light up as they approach. After many generations, dwarves may not even remember why these talismans work, and have no clue that an orc invasion coming as their steel posts desperately glow blue as a warning.

[19] The Gods. Dwarf Gods grant the gift of light as other Gods grant the gift of rain or success in battle to members of other races. They create little floating planetariums in the dwarf cities which give off pale light from miniature, but very real planetoids hovering just overhead. Maybe light is projected from the blessings of their priests or godly miracles, golden glowing clouds fill the halls of the Dwarf capital, showing both their God's favor and blessing in one.

[20] Domestication. Different glowing animals and creatures are used. Ever-flaming imps are stuffed into cages high above the meeting halls, fat glowbugs are given short leashes and tugged around to provide light to the scholars. Potentially only their bodyparts- farmed and put in lanterns as above, their glowing eyeballs torn out just to keep light in the Dwarvish home.

Sunday, November 17, 2019

20 Sounds to base your Magic Language On

Roll on this table to see what sounds and general feel you should use to make your ancient, magical language sound like. You can connect this to the lore reasons as to why it sounds this bad.

20 Sounds for the basis of your Magic Language
[1] Ancient Sumerian. Lots of grunting, simple words like UMA or ELE.
[2] Hebrew. Yelling “Oy Vey!” when your spells fuck up is not necessary, but highly encouraged.
[3] Ancient Egyptian, or just invoke the names of their Gods since that works too.
[4] Aztec. Lots of q's and unpronounceable nonsense. Cool art though.
[5] Just screaming.
[6] Kulning. Scandinavian cow calling- very fitting for Elvish magic.
[7] Nonsense rhyming-whyming bullshit words. Bibitties and bobbitties.
[8] End all the words in exhaling, hissing consonants, like h's and s's. Use for ancient snake sorcerers.
[9] Say what you want a spell to do and then reverse the tape. Talk backwards.
[10] Sound effects. Every spell's incantation is just what it sounds like in funny impersonation.
[11] Tuvan Throat Singing. Can be heard high and far in the mountain steppe.
[12] French.
[13] Some made up baby speak. Daa daa voo woo. Everything ends in a vowel.
[14] Sims talk. Use your native language and pick a few words, but make them connect wrongly.
[15] Dip deep in your throat and make horrible scratchy, growly sounds. Magic words are originally used by demons or other beings, humans aren't well adapted to speak this language.
[16] Magic words are imperfect recreations of things impossible for humans to pronounce. Words like “Ishjjckkkairruullllklkl” from Eldritch Speech. Or just use Georgian.
[17] Gather a bunch of spit in your mouth and just make mouth noises instead of speaking. The closest you'll get to actual Sorcerous incantations is Donald Duck speak.
[18] Latin. You can use Latin literally, since there is good enough representation on how it is spoken, or just use rhyming fake Latin for Harry Potter-esque spell incantations which works too.
[19] Japanese-y. Give it those loud onomatopoeia like ARA ARA and shit from your favorite anime. Don't assume this is meant to be realistic or anything.
[20] Spoken in English (or the fantasy version of English), but it always rhymes and makes good use of ancient and forgotten words. The magic language is just the normal one used in this way.

Thursday, November 14, 2019

8 Origins for Animal-People

Art @vu06 (Potentially NSFW)
8 Origins for Animal-People
[1] The most domesticated animals. Domesticated animals become not only comfortable around people, but eventually start to stand and look like them too. May be the result of an ancient people or empire that domesticated animals a lot more thoroughly then normal villagers do now.

[2] Created by the Gods. Maybe they were created out of various animals to take the god's favorite attributes; the God of War creating people out of bloodthirsty wolves or bears, or the God of Plenty selecting cows and pigs as their mortal race avatars to represent them.

[3] They were once humans who wore animal skins to transform into them, or gain their powers at certain times. The suits were cursed, or the blood of these people mixed with the blood of the animals, turning them into half human creatures.

[4] Cursed by the Gods- animals or humans twisted into mockeries of both.

[5] Animal people are just really polite, well educated animals. Regular animals go around on all fours and eat gross, rotting food or each other because they just haven't been civilized. Leads to a more fairy tale style setting, where rabbits may have tea down in their burrows. Don't think about their lack of thumbs too much; donkeys stand up and swing swords around with awkward hoof-hands.

[6] Created in a arcane laboratory by an ancient progenitor race. Different animals were selected based on their usefulness- genetic super soldiers, laboring slaves, submissive house servants and so on. The original race was probably snake people or something, just to make it more confusing.

[7] Whenever a human breeds with an animal, this is the result. Kind of funny, kind of gross. Weird fantasy genetics- hopefully nobody tries to breed these with other half breeds, else you'll have some horrible chimera monsters.

[8] They're aliens from another planet or dimension. Them looking like animals in this world is just coincidence. It's convergent evolution.

Monday, November 11, 2019

CHARMS

Charms are small items worn by characters to give them minor advantages. Charms are meant to be subtle, indirect, mystic magic that isn't too powerful. Wearing a protective amulet or hunter's necklace boosts your ability only rarely, it is never obvious to the characters in the universe if this hedge magic does anything or if it subtly manipulating fate.

Everyone can make use of charms. As long as your character has a Wisdom score of 8 or higher, you can make or keep a charm. Charms only work if made by yourself, your lover, your parents, or the person who provides you with spiritual succor. Typically this is the local priest, shaman, or your party's Cleric if you follow the same religion. Charms made by anyone must always come from self made or hand crafted ingredients and cannot be mass produced. The protective charm of wolfsbane must be cut with your own hand, for example. There is no direct limit of the number of useful or active charms a person can have, but to prevent people from “spamming” the trinkets a soft cap could be made of around equal to their level.

Offensive Charms – 1d8
[1] Cat Whisker Tassel- put on weapons. Grants +1 to hit on the first sneak attack you make each day.

[2] Octopus Curl. Pickled and shrunken octopus tentacle, curled up in necrosis. User gets advantage on the first grapple check, offensive or defensive, they make each day.

[3] Obsidian Chip. Tiny splinter of black stone, too small to be used as an arrowhead. Makes the first damage roll of 1 with a sharp weapon deal 2 instead per day.

[4] Brawler's Wrappings. Wrapped around arms and fists; old bandages that must have been taken from a fighter who never lost. Deal 1d4 damage with unarmed attacks if you couldn't already, or deal +1 damage on the first bare knuckle punch you throw with them, once per day.

[5] Beast Fang. The fang of any great or threatening monster, taken as a trophy. Bound to a necklace or bracelet, the first attack you make each day against a beast that misses by 1 hits instead.

[6] Nettle Loop. Unusual for a charm; as it must be placed on your target instead. Hidden between the pages of a book or tied into their hair. Makes the first damage die you roll from an attack against the target one size larger; Roll a d8 with a d6 sword for example. Only works once.

[7] Raven's Wing. Tied around your neck or the end of a staff. Enforces a penalty of -1 to saves against your curse or hex spells.

[8] Black Glass-Bead. Tied into a lanyard on a staff, embedded into a wand, or mixed in with a sack of sling stones. Turns a damage roll of 1 into a 2 for slings or the Magic Missile spell; once per day.

Protective Charms – 1d8
[1] Leaf Scroll. Small leaf rolled into a scroll, written with a prayer or well-wishes from your love. The scroll burns instead of you versus any fire spell that deals 1 damage.

[2] Chainmail Link. Bit of rusted chainmail, twisted into a charm or a ring to be worn. Increases your AC by +1 until it makes the difference, ie they hit by one point- this charm turning it to a miss instead. Once per day.

[3] Green Apple. Grants +1 to all saves vs disease or poison. If the apple starts to spoil or a bite is made out of it, the charm's power ends.

[4] Insect trapped in Amber. Has a 1 in 6 chance to extend the duration of a protective spell by 1 exploration turn. Only works on spells that have a duration of at least a turn. Works once.

[5] Feather Cap. Magic cap which will let you ignore the first arrow that hits you that deals 1 damage. The arrow knocks the cap off your head instead, and ruins the charm.

[6] Silver Nub. This melted nub of silver must have once been a part of a holy symbol, candle used in a church, or on the ring of a pious noble (hence its rarity). The ring grants +1 to saves vs death and/or level drain against the undead until you fail the roll; the silver tarnishes.

[7] Four Leaf Clover. Grants a 1 in 6 chance to help you find a minor, useful item worth 1c or less that you need in the moment. Only works in places where it would be plausible. Also grants +1 to saves vs death. Has a 1 in 6 chance each time it is used to lose its power forever, or when it starts wilting.

[8] Lucky Horseshoe. One of the most powerful charms; turns the first roll attack roll of 20 made against you into a 1 instead. This only works once per season. The horseshoe can also be nailed up on a door or passage to act as a ward against the fae.

Traveller's Charms – 1d6
[1] Clay Buddha. If it's too weird to have a real religion in your game, make it a clay fat man of good fortune instead. The small figurine is rubbed on the head or tummy. There is a 1 in 6 chance that the next place you stop has someone willing to share a nice, homecooked meal with you that will restore 1 hit point. Works once per journey.

[2] Cow's Tooth. This heavy molar can be worn on a necklace, bracelet, or even set in a ring. Whenever someone from your main group gets separated either due to an attack, weather event, getting lost, etc. It will take no more then 3 days to catch back up to them, with a lucky coincidence being how you find them again.

[3] Pig's Tail. Used mostly by merchants- often tied to a lanyard or cord for a sac or pack. Counts the trip as 1 day less for food spoilage and product's degrading over time. Also counts for rations or other goods, but only on overland travel and not in ships.

[4] Bent Nail. Taken from a vampire's coffin after being slain. This nail gives you a single reroll on the first wandering monster or random encounter check you take that hits a monster on a journey; the first time you get a wandering monster encounter reroll it to see if you avoid instead. Only works on creatures that come at night, like Vampires.

[5] The Lucky Log. Magic log that must be taken from a naturally fallen tree, usually in an elf forest. The log must be used in a fire, but can be dragged after after a short burn to get the effects. That night, your campfire is magically enchanted reducing the chance for whoever is keeping watch to be surprised by -1 in 6, or granting a +3 to a d20 roll to notice intruders, whichever system fits better. The log doesn't need to be fully burned each time but will eventually be reduced to ash; it can be used up to 6 nights before being used up.

[6] The Caravaner's Cricket. Grants +1 save on the first roadside hazard or saving throw you make that isn't against a monster or hostile spell. Works once per journey, but only if the cricket is alive. The cricket will probably die in a season.

Arcane Charms – 1d6
[1] Sandy Cog. This is a bunch of pure white beach sand that has been wetted and pressed into the shape of a cog. It's very fragile and must be intact when you wish to use it. The next time you cast Sleep, it also works on machines. The cog falls apart after one casting.

[2] Special Petrified Poop. Taken and dried only from a rare breed of dire bat, this guano can be used to cast a variant version of fireball. Upon spell cast, the spell rolls +2 damage die but rolls all die as d4 instead of d6. This makes the spell deal more minimum damage, but less maximum damage. When cast, the guano burns as a slow ember instead of sparking and exploding as normal.

[3] Lead Wing. This charm is made from lead, shaped into a bird's wing by a skilled craftsmen. Whenever you cast a Flight spell, it lasts twice as long and you move faster in flight, but you must touch the ground at the end of each round or else the spell effect ends and you take full fall damage from whatever height you were at. This charm is not used up when used to cast spells, but due to the fact it encumbers as a 2 unit item and is so situational is isn't too powerful of a trinket.

[4] Magic Marble. This glass bead is held to the head and filled with energetic waves of force created from the magic user's mind. Filling it requires the sacrifice of a 1st level spell, gotten rid of during at least a turn of meditation and distillation. The marble can be squeezed to release the spell as a bright magical cloud; it is roughly shaped or reenacts the spell sacrificed to prepare it, but has no effect. This bright cloud expands quickly and can illuminate a whole room, plus it is an impressive display of magic that could full the superstitious into thinking far greater had just been cast.

[5] Summoner Socks. Purple, arcane socks worn in any matching pair of silly wizard shoes. Whenever you summon a creature, you have a 1 in 6 chance to increase it's HD by +1. The other stats of the creature do not change, nor does the duration or loyalty of the summoned monster change unless they scale off of the monster's HD. After use, one of the pair will turn gray and moth-eaten.

[6] Curseleaf. Usually made of a very dark green or brown leaf, pressed in the pages of a book for a long time and then glazed with a clear, sugary substance. Must be eaten when a curse spell is cast, and left to dissolve on the tongue. Gives the victims of your curse spells a -1 to their saving throws against them, but only if they have never eaten a Curseleaf. Tastes terrible.