Saturday, January 19, 2019

8 Fairy Ice-Queen Traps

[1] Snowflake Shurikens. Classic. Deals 3d4 damage, save to only take 1d4. Each one is unique, and are flung across the hallway as thought they were freshly formed.

[2] While walking across an icy floor; one random character must make a saving throw. On a fail, the floor breaks open, they fall in, and then the floor refreezes itself- This is the wrath of the fairy Queen of Frozen Waters. This nightmarish trap freezes the unlucky soul under the ice. It is possible to break the ice by using a powerful heat spell or with pickaxes and hammers, but you have to go fast before the parrty member drowns.

If you're breaking into the palace of the Queen of the Chilling Winds instead; then the trap creates a miniature blizzard and snowstorm that buries the character in snow to the same effect. Your allies will need shovels to help get you out before you suffocate under the snow.

[3] Fearsome Flurries. Small, endlessly spinning flurries of snow. If someone steps through it or disturbs its, a fae creature steps 'sideways' out of thin air to enter the world and attack you.

Fearsome Flurrie (2 HD, +2 to hit, 1d4+1 cruel dagger, immune to cold, pain-cold burst)
Morale- N/A
Number- 1 per disturbed Flurrie. Battle likely to disturb and draw in more enemies.

This fae creature looks like an impossibly tall, gaunt woman with ice crystals forming on her eye lashes and lips from the chill in the air. They are totally immune to cold damage, and also pain. If hit by attacks or spells that primarily cause pain (pain spells, whips, torture devices, etc.), they both resist the pain effect and also release a burst of cold equal to the pain; usually 1d6 damage to all within a short distance.

[4] Cold Snap. When an invisible line is crossed, a very strong and powerful blast of cold wind hits the offender with the force of winter. The ground around them freezes solid, and their clothes become stiff from the wind. Deals 2d6 cold damage. No save.

[5] Character steps into a blue light and starts to cry. They tear 3d6 tears, save for 1d6 tears instead. These tears represent their emotions, and fall to the ground as frozen blue crystals. If the crystals melt or are lost/stolen away from the character, they lose 1 point of permanent Charisma per destroyed or stolen tear. The tears will melt if left out in direct sunlight or if thrown in a fire, but aren't warmed by body heat and will stay safe as long as its cool enough where they are kept.

[6] Spirit of Death. Half rotted caribou carcass in the small embankment of snow. Warnings or a line drawn in the fallen slush tell you not to pass. If you do pass, the carcass's head turns towards you and laughs as a sense of dread fills you and deathly energies assault your body. Take 2d6 damage and make a saving throw or lose a level via level drain.

[7] Clinging Freeze mist. The cold chill is a light blue misty fog that follows and clings to people it touches. Each turn, make a save or take 1 damage from the slow numbing cold. If you're holding a torch, it goes out 1 turn faster. You can remove the cold by either sleeping indoors where blankets will ward it away, or by casting a spell to cure it.

[8] Black Ice Orb. This frozen orb of black magical ice floats in the air. If struck with a weapon, it freezes the weapon used to strike it. The black ice coats the weapon and makes it deal a maximum of 3 damage until melted off over the course of 3 days over a hot fire. The magical ice orb tries to get people to attack it by imitating the sounds of an enemy, or accompanying several other dark magic traps to enrage intruders into attacking it.

Thursday, January 17, 2019

20 Teeth Mutations

[1] Your teeth become wavy, with extremely strange formations and hooks. You have a slight lisp and take twice as long to consume any ration; but for one specific fruit, vegetable, or seed you can consume in a split second. Determine randomly- your teeth excel at taking it apart, but nothing else.

[2] Your teeth look pretty normal, but have a strange property when they exit your mouth. Whenever you have a tooth pulled OR take 4+ blunt damage from a mace, club, or punch- your tooth flies out from your mouth. The tooth will begin to swell each second, doubling in size every combat round. It stops after 6 rounds, becoming a huge white boulder with a very hard outer shell. If broken apart, could be used to make material for some kind of armor, or could be flung as a +1 siege weapon.

[3] You have bull teeth. Long incisors on the bottom row, molars in the back, and a rough dental pad on the top. You can chew and digest grass now, but lack the sharp teeth necessary for a bite attack. Also you can moo like a bovine and female cows gather around you for your protection. Bulls prefer to charge you and try to gore you to establish dominance.

[4] Your teeth turn into tiny, chattering undead skulls. They chew food for you, but also try to talk over you whenever you speak, by warping your words into a cacophony of voices. Turn undead being cast on you makes 1d4 of your teeth fall out, who try to run and hide in little cracks in the walls.

[5] Cage Mouth. Your teeth are long and hard, similar to prison bars. It's hard for you to bite down on things or eat, but any small creature you trap in your mouth has disadvantage on all rolls to try and escape as long as you don't talk.

[6] Liquid Teeth. Instead of teeth, you what an opaque white liquid kept in your mouth. It doesn't drip out unless you want it to or you spit, and can be safely stored in your gums or under your tongue when you speak or eat before use. The liquid teeth touches things and acts as though they have been bitten and chewed- sloshing some of your liquid teeth over a piece of bread tears it into little bite sized wet chunks. You can spit out your liquid teeth on others to deal 1 damage to them, or throw a bottle filled with your liquid to deal a 1d4 chew bomb, in which their injuries appeared as though you bit them. You can also chew things on the go by spitting out your liquid teeth into a container and adding your liquid teeth to it, thus chewing food inside a hip-flask while you walk. You don't get new liquid teeth if you lose yours but it's relatively easy for you to drink it back in if you manage to find any of your lost mouth-fluids.

[7] Planet Teeth. Your teeth look like tiny planets, a few with moons. Food you eat are blasted apart by gravatonic forces and meteorite impacts, a primitive civilization is developing on your back molar. Avoid cavities, lest the sinkhole take away their finest city.

[8] Your teeth were swapped with that of a holy man. If you smile while turning undead, add +1 to the roll or if you cannot turn undead you get +2 AC for a single attack made against you by an undead creature per round, as long as you focus your smile on them. If you drink alchol or eat anything too luxurious, you'll get toothaches. Regardless of your actions in life, your teeth will be taken as a holy relic.

[9] Regenerating Teeth. Your teeth constantly rot away, but also regenerate just as fast- they grow back in less then a day. Unfortunately, all your teeth rot and regrow at different rates, meaning at any given time you need to charm someone or smile randomly lose -1d4 Charisma based on your rate of teeth decay. Because of this, your teeth will always grow back if knocked out, and you can also temporarily have all your teeth grow back and be clean for a short time by pulling all your teeth out so they grow back about at the same time- requires hour long tooth pulling session and you take 1 damage from the blood lose and general pain.

[10] Hollow fangs. Not necessarily a vampire, but you can only 'eat' things by sucking liquid out of them with your long hollow fangs- such as sucking juice out of a fruit or draining a gourd of its moisture. You can deal 1d4 damage with these but don't heal from it unless you become partially undead or a vampire.

[11] Special Tooth. All your teeth fall out except for one; it's a large and slightly blue magical tooth. Treat it as a +1 weapon and you can eat ghost food or chew ghostly things with it. You can also use up its magical powers for the rest of the day to cast a spell with +1 damage. The tooth also contains some of your life force and if the tooth is ever removed you take -1d4 Constitution per day damage until you die from wasting away.

[12] Gremlin Teeth-Town. Each one of your teeth has a “door” appear on the back of it. Each tooth is lived in by a gremlin as their little house. They live off picking up bits of stuff from between your teeth, and may occasionally ask you to eat something specific- like eat some more lettuce so we can make new curtains. The richest gremlins live in your molars, little mansions with the best detritus to gather. The gremlins come out and dance on your tongue whenever you sleep, and sometimes you breathe out little bits of white smoke when their chimneys are all lit up. If you make friends with them you may be able to use them for something, like spitting them into a machine to try and figure out how it works from the inside or have them make you a very tiny set of chainmail for your uvula.

[13] Your teeth become fake and capable of being lifted up. There is a small storage space between your fake teeth and gums, but as long as you keep your teeth in they feel and act as totally real. Anything hidden between under your fake teeth is impossible for anyone else to find, as your teeth are so convincing. You have enough space under their to store a small rolled up scroll, a very tiny vial of poison, or some other miniature useful item.

[14] Harmonious teeth. Your teeth change to have many holes, weird groves, carvings, and smooth disc-like surfaces raised on them. They do not look diseased or rotten, instead simply looking like a work of art. While annoying to keep clean, if you fill your mouth with water and let it pour out the water will make a sound similar to a wind chime as it works your way through your strange and mystical teeth. The sound can be used to open certain secret passages that have a common passcode, such as a short musical ditty or if it opens at the phrase “open sesame”.

[15] Big Bucks. You now have only two teeth, two huge front incisors or 'buck' teeth. You can use them to cut and chew through things as a dagger or small hand axe, and can often be seen chewing on wood and shaping little sculptures or spears.

[16] Energetic Teeth. Your teeth store energy you consume or put upon them; shaking your head or jumping up and down makes your teeth feel strange, like they're lagging behind the rest of you or more effected by inertia. When you eat food, some of the flavor gets suctioned into your teeth to give them physical energies. At your will, you can speak in a massive booming voice powered by your magical teeth that lets you speak over crowds or make intimidating commands.

[17] Your teeth are replaced with tiny shellfish. They are shaped a bit like teeth with white shells, but can squirt ink as a defense mechanism. You can now spit out a stream of ink, which could be used for drawing and writing, marking walls, or to try and blind someone. If you use it underwater it becomes a murky black cloud that is very hard to shoot through and may help you escape an attacker. If you need a limit; 4 + Con modifier uses per day.

[18] Flail teeth. All your teeth disappear from your mouth, and your tongue instead is replaced with a chain and spiked flail within, with the same texture and whiteness as your teeth. You “chew” food by smashing it with the flail inside your mouth, which somehow works and makes meaty slaps even if you keep your mouth closed. You can also use this as a weapon in combat, swinging your head around and sticking out your new flail to attack foes, dealing 1d6 damage and having -1 to hit. If you roll a 1 on an attack roll with your tongue flail, it comes back and hits you in the face for 1d4 damage and you take the same amount of damage to your Charisma score from the black eye. You can use this flail at the same time you're using other weapons if you're a fighter, but get -2 to all attacks due to the difficulty unless you're really good at using your teeth-tongue-mouth flail thing.

[19] Mirror teeth. Your teeth are very shiny. You can trap a beam, color, or burst of light inside your mouth by 'eating' it and keeping it inside your mouth. As long as you don't open your mouth (like talking or drinking a potion) you can keep the light inside which is released when you open your mouth- bursting out as though you had given off the source of light yourself or the enemy you burp it on was hit by that light-spell.

[20] Molar-Mouth. Your teeth slowly mutate into all being huge, fat molars. You have a massive, creepy smile and can crush things in your mouth at 1d6 blunt damage, including other people's hands, fingers, metal objects, glass, etc. Your mouth also gets really tough to avoid getting hurt by chewing this stuff, but you still cannot swallow it without suffering the normal effects that would have.

Tuesday, January 15, 2019

Glowsteel + Glowsteel Glow-Color Table

This is all about +1 magic weapons. These being the “magic weapons” that are just better then regular weapons. People often complain about these, and think they're boring compared to other artifact weapons, but I think +1 and +2 magic weapons with few properties are fine as a method to make the world feel more incremental and to add more progression. But I thought to give them some fluff reason for existing, and some fun concepts to make them fit into a campaign better.

Glowsteel is magical. It's made from pale glowing, light colored silvery metal ore combined with high quality iron. The glowing ore only comes from meteorites or from deep, deep within the Earth. It is not normally colorful in this natural form, but through forging it does.

Metal is a conductor. The metal tools of a surgeon conduct life force, the metal pans of a kitchen conduct flavor and heat to make food, the metal of a laboratory move the elemental forces or help contain them, as with a lightning rod. But metal weapons conduct energy too- animus. The animus is the spirit of life force that all living and nonliving things have, the spiritual aura or in the case of undead, a black hole of aura instead. This is why magicians can sense if beings have been nearby, they are tasting their aura, which rubs off on everything. As they are pounded into shape, the blades seek to rend and destroy the most hated race or type of being of the created, infusing it with its purpose. It aligns to that aura, conscious or not, and becomes able to detect it.

As such, when a blade smith creates a magic sword with Glowsteel and wishes to slay orcs, or has been an enemy of orc kind for their life, then the weapon will glow blue in the presence of orcs. When Orcs use glowsteel to forge weapons for their own champions, it glows red in the presence of human scum instead. The “early warning” of these weapons applies to creatures within 100' feet, glowing dimly in the dark and getting stronger the closer they are. If one of the aforementioned selected creatures touches the blade, that is when it glows the hardest, even hissing with aura as it spills off the blade like hot blood. This also applies to magic armor or shields, but weapons tend to be favored as they can be sheathed to hide this light if necessary.

Random Glowsteel Color Table- 1d12
[1] Glows blue nearby Orcs.
[2] Glows red nearby Humans & Elves.
[3] Glows yellow nearby officers of the law. Favorite of thieves and assassins.
[4] Glows green nearby dogs. Used by elves and forest spirits to avoid hunters.
[5] Glows purple nearby creatures from another world. Used near dimensional breaches.
[6] Glows orange nearby dragons and dragon-spawn. Range double due to powerful dragon aura.
[7] Glows black or absorbs light nearby dwarves. Used by dark elves, which can “see” it.
[8] Glows white nearby demons. Classic.
[9] Glows brown nearby horses. Used to help find and catch horses on the great road.
[10] Glows gray nearby artificial constructs.
[11] Glows a waxy pale beige nearby dungeon traps. Very valuable.
[12] Glows dark green with aquamarine and orange polka dots- glows to warn of nearby chimeras.

Sunday, January 13, 2019

Dirt Simple Magic Resistence

Do you want an easy method to allow PCs highly specialized to fight against magic to resist it without just relying on saving throws or an X% chance to avoid the spell entirely? Then use this. Due to the broadness of this concept, it could also easily be ported to be used as a Legendary Resistances for demigod like or high level characters.

Dirt Simple Magic Resistance
When your character fails a spell saving throw, use your character's HD as a monster to factor in their vulnerability. Your character's HD is calculated as a combination of your level + your magic resistance and your magical vulnerability (if any). Magic Vulnerability counts as things like curses and weak willpower, and is only applied occasionally. Magic Resistance can still apply versus spells that do not grant saves; this is your protection instead.

To determine Magic Resistance, use the rule of threes.
  • Every singular item that grants +3 to an elemental resistance or spell saves
  • Every three items that grant +1 resistance to a specific save, element, or magic effect
  • Any item that blocks the effects of a specific spell of at least third level or higher.
For example; if your character carries a wooden leg that makes them immune to the spell Tessoc's Marionette, and carried a cluster of 3 or more coins that granted them bonuses against evil fairy trickery, then you could consider their magic resistance as +2. When calculating their HD against spells, consider it as their actual HD + 2, which could render them immune to some spells.

If the spell is not affected by HD, then instead spell elements may be blocked. If your magic resistance is equal to or higher then the spell level or at least half the monster's HD for spell-like abilities, then you can block a single spell element. For example, if an ice spell freezes you to the ground in addition to dealing cold damage, your resistance lets you block one of the two elements automatically, even if you fail your save or the spell isn't changed by HD. Whichever would be worse to hit you is the one that is resisted.

Magic Resistance could also be applied when you succeed a saving throw, but the spell has secondary or extra effects beyond the first. Spells that deal multiple dice in damage, but have one or more still apply on a successful saving throw, may have extra damage dice blocked by the magic resistance. Each time you resist a spell or spell effect, your magic resistance number drops by 1. This means as your resistance is depleted you both start becoming susceptible to spells of weaker levels and gain less protection from spells.

Friday, January 11, 2019

20 Blood Mutations

[1] Blood is replaced with highly pressured gas. Your wounds whistle and squeal. You bleed from any weapon that deals slashing or piercing damage, which means you take 1d6 damage per round unless healed or quickly wrapped in bandages. However, you take -1 damage from all blunt attacks and treat falls like they were 10 ft shorter then they are.

[2] Bloody Bomb. Whenever you take damage from physical attacks, don't take it right away. Instead, write it down on your character sheet. At some point you will need to take the damage, but can choose when to do so at will. When you do take the damage, your character's body fires out blood and gore everywhere, but they don't die unless their stored damage would put them at 0 HP or less. The explosion deals damage equal to the stored damage you had, targets get a save for half damage. If you are currently storing damage that puts you under 0 HP you cannot heal and instead must make a save each combat round to not prematurely explode yourself. When you're ready you can fully explode, in which case your body is utterly destroyed in the bloodiest bomb.

[3] Levitating blood. When you bleed, your blood drips upwards- falling off you towards the sky or ceiling instead of on the floor. If you smear your blood onto an object, you can give it levitation of 1 pound per 1 point of damage you take from the blood loss. After your blood dries, it loses most but not all of its levitating powers. Your blood could be used as ingredients in potions of flight or as part of the paint of a flying carpet, or soak the wood for a magic witch's broom; you may be hunted for your blood from amoral magic users.

[4] Your blood is delicious in a tangy, sort of savory way. Intelligent monsters want to use your blood as sauce to make their human-skin noodle dinner, and vampires find you an exotic but not all together bad treat. These monsters are more likely to take you captive for careful killing later, rather then killing you right now.

[5] Your blood can be used as a substitute for magical ink or to draw a Wizard's glyph or sigil. Whenever you bleed, your blood flows as beautiful calligraphy if you have at least 17 Charisma.

[6] After you die, your blood becomes a blood hydra. It's a strange creature, made of blood, that follows its original host's goals and aspirations. You get to keep playing your character as a homunculus of their blood. You have HD equal to ½ of the original character's level and have a AC and to-hit bonus equal to that character's Constitution modifier. The blood creature can use any weapon(s) its user could but cannot wear armor or cast spells. Since it's only partially solid it can also squeeze through iron grates and under doors, out of chains and binding spells, etc. By making a save, the blood hydra can also half any physical damage it takes by flowing freely with the weapon's strike.

The blood hydra only lives for 2 weeks before its blood dies off, or essentially long enough to finish your current adventure. This essentially lets you continue playing a strange monsterous version of your character until you complete a major objective or run out of time. Upon running out of time or death by damage the blood hydra congeals where it stands as a fragile red statue. Especially powerful or magical blood hydras may turn into red crystals after they die; useful to sell or perform some magic with.

[7] Your blood is replaced with little red mice. When you are cut, they scamper and scurry away from you, and if you swallow them whole you have a 50% chance to recover 1 hit point per mouse swallowed back in. The mice like to hid from you in different places, and if the mice are stomped on or eaten you lose -1 maximum HP per mouse. If the mice are lost in good locations it is possible for them to survive until old age and you don't lose any permanent hit points from leaving them loose. These mice are also true breeding magical creatures, so they will make babies with normal mice and you will see little orange and copper mice running around where you lost blood before. They have a strange kinship with you.

[8] You have virgin blood. For all magical spells and creatures, your blood is virginal regardless of your own sins. Every time you have sex your blood loses this virginal quality for 2 weeks until it regenerates, in which case you are magically considered a virgin again. This makes you a target for demon cultists to sacrifice you, lets you ride on unicorns, your pure blood makes you immune to some diseases and miasma that only affect sinners (STDs), and so on. This power does not work on the Gods and your final judgment will not be changed by it; the Gods are much too smart and aware of your life as a whole to be tricked by a little magic blood.

[9] Entrapment blood. If your blood totally covers a small creature of 1 HD or less, it gets sucked into your body's veins in a semi-liquid and semi-living form. It can cause you some small stress or make your wounds worse, requiring a saving throw or increasing the damage you take from a physical attack by 1 whenever you're hit. However the creature is also trapped and can only be released by the blood-mutant with a ritual slicing of wounds and verbally allowed to leave, or when you are killed.

[10] Your blood is pinkish water. Lose -1d6 Con permanently. The spell that turns your blood to water doesn't kill you, instead just dealing 1 damage per caster level or spell level of the offending spell, as you are adapted to watered-down blood.

[11] You have negative space blood. Your blood doesn't exist, and instead you must have empty space to pump through your veins. If killed or wounded, your body is bloodless. If anyone injects anything into you, like medicine or poison, you take 1d4 damage per exploration turn plus the original contents effects until you slit your wrists to let it back out.

[12] Your blood is infused with the magic of cymbals. When a drop of it falls to a hard surface, like a stone floor of a dungeon, it creates a loud crash of sound and you must roll for wandering monsters. However you are immune to sound based damage and get +2 to saves vs other sound-based or music based spells, as your body just interprets them a gentle ringing in your veins.

[13] Your blood clots into jewelry. When outside your body, your blood forms into hard droplets of precious stones and flowing lines of blood become strings and silver chains. The jewelry made by your blood isn't real and can be detected as a fake by any skilled merchant, but appears like real jewelry. They last for about a weak before they rapidly tarnish, rust, and fall apart into dust.

[14] Your blood has an extremely high concentration of iron, and has a darker red color and sheen. You save at -2 to electrical attacks and spells, and your body is weak against magnetism and you could be pulled by a magnet as though you were made of metal. On the plus side, you get +1 AC due to how tough your blood vessels are.

[15] Your heart is gone. Your blood is self pumping, or rather has pneumatic force that pushes it through your veins. By concentrating, you can give yourself +1 to either your Strength, Dexterity, or Constitution once per day for a single roll as you focus your blood on important organs or body parts. Since you no longer have a heart, you are also immune to spells or special weapons that target it, dealing only regular damage as that spot is just a clump of crisscrossing veins and arteries.

[16] Whenever your blood leaves your veins, it spurts off in a dazzling display like a fountain or glorious waterfall. It looks like you bleed massive amounts even from a finger prick, as your blood seems to multiply its volume outside of your body. You still lose the same amount of blood from the same injury as anyone else, yours just flows like crazy. If you are ever killed by a slit throat; your blood will flow like a river and people will have to run to avoid getting drowned.

[17] Your blood turns orange with blue spots suspended within, and has several unusual properties. The first time you are killed by a magic spell, instead you fall to the ground totally unaffected. However you have a new shiny blue blood clot that shoots its way into your brain, causing you to have a serious stroke. You will require immediate medical attention and several months of bed rest. You lose -1d6 points in all mental stats (Int, Wis, Cha) permanently and talk with a stutter, unable to speak complete sentences without aid. If you could cast spells, the part of your brain responsible for casting spells isn't effected- but if you couldn't cast spells you can't possibly learn it anymore.

Secondly, if your blood spills out on a cold surface (stone floor, snow, etc.) the little blue spots change shape into larger blue stars as your blood cools and solidifies. It doesn't lose its color as it clots.

[18] Your blood turns pale magenta and has several unusual properties. When leaving your body, your blood becomes a thick wispy smoke, heavier then air and falls to the ground. Any very small creatures such as rodents or swarms of bugs must save or breathe your blood as smoke. If they fail the save (or have less then 1 hit point) they are killed by it, and their body turns a bright shade of magenta as they curl up and die.

Secondly, your blood becomes very adapt at blistering. Disgusting big purple boils appear on your skin when your skin is injured, and while unsightly and conferring a -1 to Charisma while there, but they are good at dealing with damage caused by burns. You take -1 damage from all fire attacks and spells that hit your skin, your blood quickly quenching the burn.

[19] Your blood turns bright green and has several unusual properties. First, whenever your blood touches the water, it swells up and becomes a huge cloud of green sludge that is very sticky, and is very likely to trap fish and small sharks that try to swim through it, or stick to anything trying to move the same pool as you are. Since this happens whenever you get injured it's highly likely for you to get stuck in your own glue and drown, you have to make a saving throw modified by strength to swim free from the trail of slime bleeding out of your wounds.

Secondly, when mixed with sawdust, bone dust, flour, or other sandy material, your blood acts as a weak glue that holds these together and conducts energy. When lit on fire, this small bundle will hold together until enough heat is absorbed that it explodes, dealing 1d2 damage or dealing up to 1d4 if metal or glass shards are added to the mixture. It costs 1d4+1 points of damage worth of blood to make a usable clump bomb with your mutant blood. This only works on materials with some amount of 'energy' within it, so sand or gravel won't work.

[20] Your blood turns white with very thin lines of sky blue that always flow in the direction of the trickle, and has several unique properties. The undead nearby you have their own skin start to turn white with long, thin blue lines and seem to shudder. You have +1 AC versus the undead, and +1 to saves vs level drain or diseases brought on by the undead.

Secondly, when you intentionally spill your own blood it pools in unusual patterns. The light blue lines converge, twist, and bend to create an accurate map of the enclosed area you are within. For every 1d4 damage you inflict on yourself, your blood creates a map of up to 3 nearby rooms and hallways, and even secret passages at a 1 in 4 chance to appear in your blood. These wounds can only be self inflicted, and bleeding caused by other creatures or wounds doesn't count.

Tuesday, January 8, 2019

[Class] Fierce Cock

Art @crocosec
Fierce Cock
HD- 1d8
AC- Base 10, Max 16

You are a warrior cock. Hailing from a fierce culture, you are trained in the art of the blade, dueling, and honor. You fight without a master, so you fight for yourself. You seek multiple wives, which are a requirement for societal advancement in your culture. The entrenched nobility of your land makes this difficult, and so you wander. As an avian creature, you take a maximum of 1 damage per damage dice dealt from a fall, or none if you have time to glide to safety. You are also fast and your reflexes let you always win ties on initiative rolls.

You're proud, and a bit of a materialist. Luxury is a part of your personality so you can't do without, which is probably why the adventuring life appeals to you so much. When wearing fashionable and comfortable clothes you get +1 to AC and saves. If you have given a sizable gift, usually jewelry, to all of your wives you get another +1 AC until something besmirches your reputation, or if even one wife becomes discontent with you. Pocket money given to your spouses counts as 'spent' for the purposes of gathering XP.

You're charming. You count as having +1 to all checks and rolls to woo, seduce, and charm anybody. You're also trained in etiquette and can freely speak with the proper respect and formality to nobility, making it unlikely for you to offend anyone of high class without intending to. Increase this bonus by +1 at levels 5 and 10. You roll reaction checks as normal as based on your Charisma- meeting people in the field is a whole different experience.

At levels 2, 4, 6, and 8 you get +1 to hit with all weapons.

At levels 4, 7, and 10 you get +1 damage with all weapons.

Your minimum HP is 5.

You are skilled at duels. Formal duels, such as fencing between nobles; or informal duels, such as when paired up with the orcs' champion, his troops watching but not allowed to interfere, both count. You lose your bonuses if somebody jumps in and ruins the duel. Once per duel, you may put yourself in an advantageous situation over your foe, giving you advantage on your next attack or roll.

In order to level up, you must take a wife. All wandering cocks like yourself are fiercely polygamous, but this doesn't necessarily mean you don't love or care for your wives any less then anyone else. You must take a wife each level, but are not so heartless as to need to “replace” them if any of them were to die or be separated from you. You'd need to have or have taken at least 9 wives to get to maximum level. All wives must be married to you in the traditions and customs of that land.

At 10th level, you become a Proud Cock. Beyond the urge to settle down with your many lovers; your family will generate 1d4 speckled eggs that will one day hatch into young roosters- your sons. Your wives will still have normal children too, but weird fantasy genetics may have a few surprises. Your pride also increases, sometimes to the point of parody. The more ridiculous of an entrance you make, attended by servants, throwing confetti, a custom fanfare and so on will grant you more bonus AC. Up to including reaching your cap while fighting totally naked. You also become a master duelist, and can now once per battle know with absolute accuracy what your foe will do in the next combat round.

There is also rumor of Fierce and Proud Hens, stunning warrior women who sweep young virginal men off their feet to serve them as devoted husbands. This is rightly thought of as a rumor, and clearly is just some young woman's ridiculous power fantasy.

Sunday, January 6, 2019

Alien Organ Generator

Shape- 1d6
[1] Spiral tube. Maximize surface area.
[2] Orb or ball of tissue.
[3] Web-like. Stretches across many membranes.
[4] Small gland; geometic shape of 1d6+1 sides.
[5] Ganglion. Specialized lump(s) formed on another structure.
[6] Abstract. Looks more like a tumor then an organ.

Texture- 1d4
[1] Pure Slime. Very fragile, moving it out of the body just turns it into a pile of goop.
[2] Hard and calcified. If organ shape is “web-like”, then it's cartilaginous instead.
[3] Splotchy. Regular tissue-based organ with spots of color.
[4] Tough, leathery. Unusually cell wall unlike rest of organs.

Number of Valves- 1d6
[1] One large valve leading to organ. It's a “dead end”.
[2] Two valves, input and output.
[3] Four valves, multi-chambered.
[4] 1d4+4 Valves. Centralized body location.
[5] Hundreds of veins or connections sprout from this organ.
[6] No valves. Freely suspended.

Roll any color from the Random Color Table. If texture is “splotchy”, then you roll twice, and the second color are small splotches on the first primary color of the tissue.

Purpose- 1d20
[1] Collects waste into small hard orbs that flow freely through the circulation system. If this organ is damage, alien will slowly die of blood poisoning as the waste seeps into their organs and valves. Alien only excretes briefly; pumps all blood to waste vents to deposit orbs into easy to drop sacks.

[2] Pisonic ray dispersion. Harmless radiates psychic energy as alpha and beta radiation out of vents or dark pigments on skin. Without this organ, psychic rays will build up as radiation and cause DNA mutation and eventually cancer or organ failure.

[3] Energetic center. Creates pulses of energy in the skin or outside covering of the alien, used to “unlock” and interface with alien technology. As unique to the individual alien as a fingerprint.

[4] Strut creator. Creates bone-like “struts” or stints that travel through the blood that can help keep vital circulatory system passages open and keep sac-like organs from collapsing completing. Seems painful or dangerous to human standards, but aliens are adapted to it.

[5] Liquid dye generator. Creates a dye with no other function; used to mark territory. Clan or sub-species lines are determined by genetics as the color changes based on heritage. Maybe- that's your best guess as to what this shit is.

[6] Plasma Filter. Filters or helps purify all bodily fluids- including brain fluids, blood, waste fluids, bile, etc. All of it must be filtered at this central location.

[7] Nutrient Gland. Compresses and creates liquid store of calories and nutrients- can be excreted through mucus membranes or spit out through a social stomach. Used to feed symbiotic relationships with other creatures or to feed superior members of their caste system.

[8] Poison Condenser. Breathed in particulates get melted down and mixed into fluid that travels through secondary circulatory system, collects in tissues that get flushed with poison fluid when in pain or during stressful situations; similar to blood but with the intent to deliver poison to predator that bites into the alien's body. Not a necessary component, but needs good diet to avoid slow blood-poisoning from lack of filtration.

[9] Protein Folder. Body system that literally folds a specific protein into shape using pneumatic force, restructuring the bonds and creating usable prions for cross-body hormones and information messaging to the brain or blood stem.

[10] Indigestion Cortex. Powerful band of muscles and mucus that can be squeezed at any time to force a very strong feeling of nausea, heartburn, and causes vomiting on command. Alien species is used to having to expel bad food or accidental exposure to stomach-borne pathogens, this method allows for easy removal. Possible projectile vomiting as a weapon.

[11] Secondary gametes. Less healthy sperm/eggs/strange 3rd gender alien reproductive cells are stored in a secondary sexual apparatus. Using this, less desirable partners can still be impregnated, just with the lower quality offspring, reserving high quality sex cells for higher quality partners.

[12] Heat Matrix. Overly complicated and requires high amounts of caloric intake or energy to maintain. Allows creature to increase their body temperature to much higher levels. Home planet has already been out of ice age for a long time now, just causes heatstroke if used.

[13] Green-Death Organ. Allows user to make their body burn up its fat reserves and change ph balance to creature good compost for plant life upon death- consuming their corpse in the process. Evolutionary tactic that allow certain symbiotic relationships to thrive, or was added by higher caste aliens to keep the farms well fed with their slaves without any more use.

[14] Relaxation-Center. Creates important muscle relaxants to allow rest and destressing. Without this organ, alien creature's own muscles would snap their bones or strangle them on accident due to hypertension and being too strong without relaxant produced by an organ.

[15] Relay. The organ helps send hormone or proteins as messengers across the body. Without, alien DNA highly likely to mutate mid transit and arrive at receptor-cells with incorrect instructions causing cancers, mutations, and eventual death.

[16] Detachment point. Organ located in a strange place, usually base of tail or midway up arms/legs. If it's a mutation, it may only be in a single limb, but if it's naturally occurring then it will be mirrored. When the limb is critically damaged, this organ can be used to make a clean detachment, flooding the wound area with blood coagulants and anti-bacterial cells to keep it from getting infected. Only works once unless the limb can regenerated with this creature. 1 in 10 chance the organ is located on the neck, allowing the creature's neck to be cleanly severed and their body can be repurposed by a cybernetic computer control or a head transplant; an artifical organ to let their masters trade around bodies or grant them to more intelligent slaves when the time comes.

[17] Air reserve. Small lung-like pocket that can inflate with air and be used as a short term secondary air supply, which is found among creatures that must hold their breath for short periods such as diving species or species that work in industrial fume factories. Supplies a few short minutes of oxygen, depending on the size and metabolism of the creature.

[18] Inner ear. Strange sensory organs that let aliens listen to their own internal homeostasis, and the interruption thereof. Most important to hear burrowing mites and horrible little parasites that go inside of aliens and click their jaws, helps locate them for surgical removal.

[19] Bone-Drive Pistons. This “weaponized” organ allows you to burst forth certain bone structures under your skin out as weapons; usually from the feet or hands to act as claws. The organ also contains a healthy pack of blood coagulants to makes the bursting wounds less dangerous, and the organ also fully pushes out the bone-spikes after a few hours with regular contractions, before slowly healing the space. The tissue damage is still severe and there is always permanent scaring if anything actually uses this last resort natural weapon.

[20] Compression Center. Allows the bones of the user to be compressed, including the chest, skull, arms and legs, making them more slender and able to fit in a smaller space. Some may be used on alien slaves so they can be stored on mass, or they may be used on a scout or spy to squeeze into tight spaces.