Monday, March 18, 2019

8 More All-Powerful Astras

While the Nine Astras were the first and most well known, many Gods may have created more of the powerful weapons- each Astra never misses its attack rolls and can only be used by the most powerful of characters. Even if found, they refuse to serve a lesser being.

[1] Ribbon of the Summer Day – One Handed Heavenly Ribbon
Damage- 2d4+2

Created by the God of the sun, grass, cool rains, light, and celebrations. It appears as a thin silver rod with a long red and gold ribbon attached to the end. The ribbon is decorated from start to tip in an abstract but accurate map of the celestial realm. The ribbon leaves behind a spectral tail of bright gold and orange light, which burns into your retina if you look at it briefly as though you looked at the sun. This weapon deals either physical cutting damage or fire damage, whichever is more dangerous to the target, slashing or searing as it brushes gently past.

The ribbon is as prehensile as the user needs and can flex and slide into anything a very flat piece of fabric could slide through. It can also act as an average human limb in terms of strength, wrapping around objects and using tools or fighting with weapons if needed, or catching something from falling at a distance. The strength is similar to an average human but the dexterity of the magical limb is arbitrated as +3 to Dexterity for times when it matters. Enemies get -2 to saves when this ribbon is used to grapple or disarm them, moving with divine grace.

By spinning the ribbon it can create waves of heat, light, or flame. Light created by the ribbon can be channeled; long upwards twirls create a cascade of soft light that bathes an area where as fast twirls in a direction creates a light beam that can blind creates or could burn them if they are weak to sunlight, such as a pureblooded orc or vampire. Once per adventure, the ribbon can be spun around to create an orb of burning fire that looks like a miniature sun. It can be hovered in place to create light, attached to the end of the ribbon to turn it into a terrifying flail (dealing 2d10+2 fire damage on hit), or thrown as per a Fireball spell. The orb can last up to a day free floating, an hour as a weapon, but is expended if thrown. If an ice or water spell of at least 3rd level is used on the burning orb, then it is quenched early.

[2] Sickle of the Harvest – One Handed Heavenly Sickle
Damage- 2d6+2

Created by the God of woodlands, harvests, farms, brewing, and the simple life. The sickle appears as though made of bronze, to show humility, with a golden edge and decorations showing wheat and flowers trailing down to its handle. The handle is carved from wood, though the wood is clearly divine in origin as it does not burn or is not susceptible to wood-warping spells. This weapon slashes perfectly in an arc, and its damage spreads to nearby identical targets to the first; meaning that if used to kill a swarm it deals FULL damage to the swarm, chopping in great swathes. However this power also carries over to mirror images, clones, or men dressed in identical dress or uniform, the damage from each attack spilling over to each if they have no uniqueness between them, as though they are but wheat to be harvested.

This Astra is tied closely to the powers of nature- especially plants and even moreso domesticated plants. Grass and stalks of grain will bend towards the holder of the sickle to touch them, but may also help them in danger; the weilder takes no fall damage if they fall into a field of grass or grain, or through any area with enough vegetation to intentionally catch their fall. They can also sink down into the grass or cornrows and disappear, appearing anywhere else in that same field they wish. Wild plants show less respect for this Astra, and as such these powers only have a 50% chance to function. By sticking the sickle into the ground and cutting it, the channel dug will create entangling roots which will stop or strangle the users enemies if they dare pursue him further.

If used to cut bread, crush barely, or otherwise used as a tool in daily tasks the sickle purifies all food created and creates bags of flour from a few grains, or creates a powerful and delicious ale from a weak mixture; camp life is greatly enhanced with the sickle. Using the sickle as a power source, it is also possible for the holder to “bake” simple folk from flour, water, and specially prepared oven, and a few rare and special reagents. The folk are taken from the oven fully formed into the bloom of young adulthood, and while are a bit simple mentally are hardworking, diligent, and good people at heart. Any race can be created using this method, but it may require different materials. Elves require a bit of lavender extract in their bread, and orcs need a little mold.

[3] Trident of Yesterday's Future – One handed Heavenly Trident
Damage- 3d4+2

Created by the God of time, fate, regret, gladiators, and determinism. The trident has a thick, darkly painted shaft with three points. Each point is painted a different color- the paint glows and moves as one observes it. The first point is the spring of youth, which appears as blooming flowers and swaying grass, the second is the autumn of age, which shows orange falling leaves and swaying branches, and the third is the winter of death, which shows falling snow against creaking ice. It is said the trident strikes all three moments of a person's life- and this is not retroactive. It has already occurred. If you strike someone with the trident, a nasty injury they had in their youth was caused by it. If they survive the trident's sting, then another accident in the future will also be caused by the trident, potentially leading to their death. Those killed by the trident's attack are further cursed to one last “hit” in the afterlife, either a great misfortune to their family as they watch on, or to a curse or other problem in the next life they must also face. If a person struck by the trident later on every has just 1 hit point left, they must make a saving throw or else the final point of the trident appears from thin air and kills them, the final blow is finally struck.

The Trident's three points are also not static as they may appear. By striking the bottom of the pole against the ground, the wielder can make the three points stretch out like vipers which seek out their targets, each individual hit dealing 1d4+2 damage, and these points cannot be blocked or dodged except by powerful magic or extremely skilled warriors. Using this ability, the wielder can also wrap up their foes in the long extended metal trident-limbs as a grapple, or to imprison them. Anyone so imprisoned this way can be magically banished to another realm where they are forced to live out a life experience in the past of the weilder's choosing over and over, are stuck in a void in contemplation of their present situation (viewing the world from their eyes and ears as though it was frozen), or they can be imprisoned in the future, dreading an event to come and for time to catch up to them. The most a person can be imprisoned in this way for is a year, but they receive a saving throw each season of time to snap out of the imprisonment.

This Astra has a final power; disjoinment. At the caster's command, the center spike of the trident can be made to vanish to perform some task somewhere else. The trident of the present which is painted as the autumn of age becomes a 1d4+2 magical dagger, which can be ferried into the hands of anyone in the world who needs it at that moment and who the weilder of the trident may send to as a mental command. The weapon remaining is the Bident of Tomorrow and Yesterday, which deals no damage on a direct hit but instead curses the target's past and future as per the normal rules of the trident. The wounds of the trident's points simply don't open up; they remain as scars or in awful suspension for when they open up finally in the future.

[4] Amulet of the Nosight – One Handed Heavenly Amulet
Damage- 2d4+2

This Astra was created by the God of cults, mystic secrets, holy and unholy orders, the hangman, forbidden words, and that which cannot be seen or spoken. The amulet is made of a dark black metal which is very heavy. It has a relief of a hooded figure, with an open hole where the face should be. The figure is balancing several symbols on plates; each one representing one of the true names of the prime elements. The chain that goes around the neck is made of gold, and a jet gem holds the clasp together. The first bit of magic is in this clasp; only someone that is at least level 10 can open it, and even then they must succeed a save if they try. On failed save, they can never again open or shut the amulet themselves- and it must be worn closed around the neck for it to work. Due to its nature, this amulet is said to also be able to be used by Level 10 Sorcerers or Otherworldly beings, not just Fighters can make use of its powers.

When the amulet is held, the user can invoke its powers for several effects. First, it can fire forth a glowing orange and purple projectile akin to a magic missile attack. This projectile cannot be blocked or dodged like a magic missile, but it also sizzles through magical barriers under 4th spell level in power as well. This causes the weapon to do its normal damage roll, as above. This power can be used any amount of times, but takes up a full round to use as if you were casting a spell. Secondly, the amulet can be used to move objects around as though under a powerful telekinesis spell or ability- anything a human could feasibly lift can be moved by this spell at roughly the speed it would take to move the object. You can also blast an object with this invisible force to make it perform an action over a period of time; such as brooms to sweep the floors or spoons to stir the soup, akin to enchanting your housework to perform itself. You can also perform attacks with this, slam shut doors and break fragile objects with invisible rays of force, etc.

The amulet's final power is the sight; if you look through the hole in the center of the amulet you can see all invisible things and beings. This is true sight, letting you see through all illusions, glamors, supernatural forces, creatures from other worlds and their auras of insanity and so on. You can see everything as it is, even things that humans cannot normally comprehend or stand seeing, but you are not harmed by using this amulet's power, your brain simply refuses to process it and you must reconcile that on your own time. If you plug this hole with something and wear the amulet, instead it turns you absolutely invisible and unknowable. Despite being physical present, nobody can acknowledge your existence. If you touch them they may fight back, thinking it is a spirit or spell, but nobody can see or hear you as you become truly alone.

[5] Quarterstaff of the Task-At-Hand – Two Handed Heavenly Quarterstave
Damage- 2d4+2

This Astra was created by the God of slavers, contracts fulfilled, duties, and authority. The staff is made from a piece of cosmic wood, that glows softly and contains faint spectral colors in all of its many grain-lines. In darkness, it can glow as a light source. The ends of the staff are capped in a dark heavy metal, with faint burned spots in the shape of chains, as though chains were once wrapped around them and heated to an ungodly temperature. Whenever this weapon hits, it releases a wave of aura energy showing a suppression and weakening of the struck target's natural numen- their inner spirit as a force of authority in the world. As such, any spells that rely on the caster being in command or control cease to function if cast by someone hit by this staff for the next 1d4 days, as they have an aura of a slave or servant, not a master. The staff can also extend and be used as a 10 foot pole, or attack at a fair distance such as within throwing range at normal damage; the wood of the staff magically stretching to strike or chastise specific targets.

Secondly, instead of attacking with this staff the user may wave it and issue a command. This command must issue a specific task or quest which cannot be an impossible feat or (inherently) suicidal to the questee. The staff binds the person to that quest as per a Geas or similar spell, and no saving throw is allowed to resist this effect. Once the geas is in effect, the user may follow the command only to the letter, and can make a saving throw to make a minor detour or change to the original command- though they are still bound to this task until it is completed. Anyone who finishes this task is rendered totally immune to the power's of the staff, as well as its damage, for a year and a day. As such, most quests given by the staff wielder are incredibly tedious or send the target far enough away they cannot return in time for them to be immune to it.

Finally; the staff conveys an aura of leadership and control. When using the staff to command any force, if it be a military unit, a group of slaves, hirelings, minions summoned by other magic and so forth the staff grants a constant +2 to morale or loyalty checks made by these creatures following the staff user. The staff user can also grant another +2 bonus to specific rolls made if they spend a combat round giving a command. For example, if the staff holder commanded his men to shoot the dragon out of the sky, then they would all receive +2 to hit with ranged weapons. If the staff holder told a group of mining slaves to be careful around the explosive gemstone ore, then they would all gain a +2 to saving throws versus hazards or appropriate saving throw category.

[6] Axe of the Deepest Might – Two Handed Heavenly Battleaxe
Damage- 2d10+2

This Astra was created by the God of far away wild places, the deep oceans, crashing waves, earthquakes, natural disasters and the wildest things beneath the Earth. The Axe has a long golden handle with a huge and heavy two-headed axehead. One side of the axe appears as a crashing wave with “foam” engraved along the edge, and the other is made of a pitch blade metal that has many teeth along its edge as a saw would. Despite their unsual edges, both sides of the axe cut as cleanly as any other razor sharp axe, and are very powerful in combat. The 'wave' blade of the axe has the magically power to carry its killer wedge all the way through the subject it strikes. For instance, striking the base of a massive tree and willing the crack to split the tree from here to the top, or spreading the crack formed by the blow of the axe along the surface of the object. With enough strength this axe could crack open an entire castle tower or wall, the crack carrying itself through the stone like an unstoppable wave. The dark side of the axe head instead creates horrible rends- any wound a living being takes from this side never stops bleeding. The wound cannot be healed except with very powerful healing magic or divine intervention; health from this side of the axe cannot be healed.

Secondly, the Axe channels strength to the wielder. Beyond it's already impressive power, the Axe can be held in both hands, with one end to the ground, to sap the energy from it and transfer it into its holder. Each round this is done, the user gains +1 to his or her Strength modifier and heals 1d6 hit points. All hit points gained this way can exceed the maximum hit point limit of this person and are treated as temporary hit points. The added strength lasts for the rest of the combat; out of combat it lasts about an exploration turn. Using this axe out of combat and the user can essentially gain unlimited temporary strength; enough to pull open a solid gate, crush stones, hold down a huge creature with just a two-finger grip, and so on.

Finally; the Axe can be used in combination with its strength growing ability to allow for impressive leaps. If the user has at least a +4 in Strength total, they can shove the axe under themselves and use it as a lever to fling themselves up; using this they can easily leap tall buildings or across canyons. As long as they hold the axe, a whirlwind forms under them to prevent fall damage unless they drop or lose the axe mid flight.

[7] Crossbow of Chaos – One Handed Heavenly Crossbow
Damage- 2d6+2

This Astra was created by the God of chaos, carrion-eaters, battle rage, seizures, the desert storm, and mutations from a being's ideal form. The crossbow is made of a very lightweight golden metal, and can fold up to be used with one or two hands. The crossbar is gorgeously spun into a pattern, which ends with a small knob that holds the unbreakable metal line, which glows bright yellow when pulled back. The weapon may only fire crossbow bolts, but if enough sand, salt, dirt, sugar, ash, etc. is poured onto the device while cocked, the particles will form into a one use shot. Shots from this weapon do not miss, as with all Astras.

Whenever this weapon strikes a target, the user of the crossbow decides if they take the normal damage from the attack OR if the target must polymorph. If the target polymorphs, they get a saving throw to transform into something useful or adaptive to the environment. If they fail the saving throw, the crossbow user may turn them into anything of HD equal to or less then the target's level+1 or current HD+1. This can be fired at allies to turn them into more dangerous forms, or fired at enemies and turn them into something useless like a flopping fish in the middle of a desert. The saving throw allowed for unwilling targets lets them avoid this, such as turning into a camel and hopefully being able to run away. Targets changed by the crossbow are changed for a year and a day, and their animal lifespan is artificially lengthened to allow them to survive that long, though they will be very very old if their species can't normally live that long until they change back.

The user may also turn inanimate objects into normal animals, but these animals must be 2 HD or less, according to the polymorph rules. For instance, you can shoot at a rock and turn it into any animal you wish, but it favors slower and more heavily armored animals like turtles, according to the rock's nature. These artificially created beings also live for a year and a day, and are loosely bound underneath the user's command when created, and slowly meander away from control over time.

Finally, the crossbow can be invoked to create wild magic. If the crossbow's cord is plucked like a musical instrument, it creates a dissonant ring and a wild magic effect is created. The effect is roughly correlated to the strength of which the string was plucked and/or the user's HD or level. The lightest of notes may cast a 1st level spell or whip up the winds as a minor magic phenomena, where as a deep low note may create a vortex of magic, mutate everyone nearby, or conjure a powerful being from the outer realms. The user of the crossbow has no control over this ability, but has advantage on all saving throws from hazards and beings created by this ability and is never targeted first by beings brought forth by the magic bowstring.

[8] Knife of Gods above Gods – One Handed Heavenly Dagger
Damage- 3d4+3

Nobody knows who made this knife. It's powers are divine, but somehow moreso. Many theorize it was made by the Gods above Gods. The blade's face is beige white, similar to bone, with a unsettling green edge. The handle is carved from this same white material, with thin curves carved in to make it perfect to hold in the hand. It is slightly larger and too heavy then a perfectly balanced dagger would be in the hands of most people; though its size seems to change for whoever is holding it, with the handle extending or thickening to allow anyone to wield. Even for very large beings who hold the knife, it seems like its true “owner” would have a hand bigger then them still, and be just heavy enough for them, as though reminding whoever holds the knife that they are not its master. And scholars fear, truly, that if this knife is merely a sidearm for the Gods above Gods, then their real weapons must be even more devastating and all-powerful.

In the hands of a mortal however, the knife is simply truly feared and very powerful; but not all powerful. It draws power from its wielder, and has more “pull” on its user then most Astras. This Astra is tied to some powers of death and unmaking, as well as corpses and grim, twisted faces. Anyone killed by it has a twisted mocking smile upon their corpse. The first power of this Astra is that it can make any number of attacks against a single target the wielder wants. Each attack must be rolled and has the same chance to hit and damage as all the others, but all the attacks are compressed into a single moment in time; upon being satisfied, the knife lands once and all the other wounds break out upon the target's body at once- based on the number of attacks it could be a few slashes, to cutting them to ribbons, to total destruction of their physical form. The user's mortal frame cannot easily handle this explosion of power, and so there are consequences.

One attack- No consequence.
2 to 12 attacks- User takes 2d6 damage and 1d4 level drain
13 to 50 attacks- User loses -1 HD permanently, along with the above consequences.
51+attacks- User dies

The death caused by this weapon could potentially be averted by a more powerful being, like a God or greater demonic force, but they still suffer greatly from the strain of unleashing such a powerful weapon. Nobody quite knows what would happen, or how it would effect them. While this weapon can only strike a single target when its power is evoked, it can also strike things like inanimate objects or walls, meaning it could be used to destroy them too, it's simply slashes unmaking solid matter.

This weapon has yet another power. By holding the blade up to one's mouth and speaking into it, a warble of power can be heard through the voice, and a decree can be made. The decree must always be a negative, like “none can” or “nothing will”, and cannot be a double negative, like “nothing will not”. The decree comes true for 3d4+3 exploration turns. Depending on how wide spread and powerful the decree is, it may also cause damage or level drain to the user due to the strain. Decrees can be used only once per day, as the blade must recharge its own energy stores as well.

Saturday, March 16, 2019

[Class] Seventh Son

7th Son of a 7th Son
HD- d8
Max AC- 16

Most 7th Sons of a 7th Son are born with strange omens of their birth. Falling stars, murders of crows outside the home when they are born, an icy cold placenta, and so on. For humans, a 7th Son of a 7th Son is considered lucky and specially destined for greatness. Other races may have different numbers or even genders depending on the warriors; Elves find the 3rd Son of a 3rd Son special, where as the Goblins may find the 21st Son of a 21st Son. Matriarchal societies like the Gnolls will instead favor the 4th Daughter of a 4th Daughter and so on. This power may be even more strict in some culture, requiring an unbroken lineage with no daughters/sons of the opposite gender.

7th Sons are said to be special. Guided by destiny and empowered against magical creatures and spirits alike. While not necessarily always good or honorable, Seventh Sons are said to have special powers against the undead and demons, and are said to have skills with magic, at least in regards to the healing arts. You are a little bit like a paladin.

One of the main powers of a Seventh Son is their special eyes- to see through glamours. You are immune to the mind effecting abilities of creatures and spells cast by creatures equal to your level as HD or less. You get advantage on saving throws versus illusions if the source of the illusion had HD equal to your level or less. For spells or abilities with multiple effects, you are only immune to the mind affecting portion and are normally harmed or hexed by the rest.

You gain +1 to hit at level 3, 6, 9, and 10.

You gain +1 damage to attacks at levels 5 and 9. You also deal +1 damage with magic rods or wands at level 7. You can use wands and scrolls at this level if you couldn't already.

You have healing hands. You can attempt to heal someone without using any first aid supplies once per day per level- equivalent to a magic spell, just takes an exploration turn. You also heal +1 more health when you do heal someone this way every even level.

Your presence inspires others to holdfast against darkness. Hirelings under your command get +1 to their saves and morale checks versus supernatural fear and panic if your level matches or exceeds the HD of the offending force. Treat your level as one higher for Turning Undead. At level 4th level, you may draw a poison into yourself by sucking on the wound; the character harmed by the poison transfers it to you, and all the remaining damage or negative effects of the poison harm you instead.

At 10th level, you become a Son-Of-Omen and fully unlock your mystical abilities. Your powers include the sight-beyond-sight, granting you a once per adventure view into the future or past, as long as you have time to meditate on the event in question. The timeline you can see is expansive, but the mythic past and far future are beyond your sight. Secondly, your ability to heal also improves; you never need healing supplies to heal someone, and you can also draw level drain from another character into yourself, and the same goes with curses and other mystic maladies.

As a secondary effect; you become totally invisible and silent to demons and the undead. You could walk through hell unmolested. These beings refuse to notice your presence, even if told by other beings that can sense you. This effect lasts until the next time you attack a creature of darkness, in which case this power ends permanently.

Wednesday, March 13, 2019

6 Super Power Origins & Enhancments

Super Power Origins – d6
[1] Science – Your power comes from super science. Usually an accident, or perhaps some sort of personal enhancement. Being exposed to radiation and developing a new super ability is a common source of a super hero's incredible powers.

[2] Technology – Your super power comes from technology. You may not have any super powers on your own, except for perhaps a skill and talent for invention. Your own power suite or special tools you use are what grant you your powers.

[3] Mutation – Your powers are genetic. If they come out in puberty, be part of a recessive gene bloodline, or be a once in a million fluke, you have some sort of innate super ability. Your powers may not necessarily be hereditary, but they are quite special.

[4] Magic – Your powers come from magic. Either magical items, magical knowledge, or magical boons granted by a God or spirit of great power. Your super abilities are more rooted in folklore and the supernatural then the tenuous connection to science.

[5] Natural – Your powers aren't special at all. Beyond perhaps a biological innate skill in this discipline, you don't have any powers. You've trained to become a master in your field, or in the case of some abilities it may just be the natural powers of one of your race.

[6] Inexplicable – Your powers are inexplicable. You have no idea how you got your abilities, and they may well be not tied to any sort of supernatural, magical, or known force in the universe. Your abilities seem to bend the rules of reality, or may well be a glimpse into other dimensions.

Super Power Enhancements Table – 1d4

[1] Unknown Element. Extremely radioactive element, glows green. Can be used in a machine experiment or combined with a person's super powers to make them more powerful.

[2] Chemical Y-23. It's a super powered acid that dissolves anything, but can be applied in a special way to accelerate super powers.

[3] Contained Wormhole. By using its power, you could strengthen your own super abilities or use it to gather rare and special materials, perhaps from other dimensions.

[4] Alien Reactor Waste. Special waste product created by alien engines and reactor cores. The waste product gives off energy similar to radiation, and could be used to empower your abilities in the same way regular radiation already has.

[1] Cold War A.I. Artifical conciseness that has been reprogramming itself nonstop in a locked room constantly for the past few decades. If implanted into a machine will be so advanced and intelligent will greatly improve efficacy and super powered technological science.

[2] Energy Core. Alien battery, has massive amounts of energy equivalent to a star going supernova contained within a small, safe package. Requires a lot of research to unlock, but once you figure out how to tap into the power source you'll have essentially limitless power for your machines.

[3] Universal Armor. Danger comes in many forms; physical trauma, energetic blasts, psionic ablative process or direct mental attacks, radiation, dimensional shifting, and many more. Through many advances you've found a way to augment your technological protective gear to give you some protection against any kind of threat you can think of! Using this, you can improve your defensive capabilities or create better containment units for your own tools and many other practical applications.

[4] Plasmatic Interfacing. Using specially designed coils, you can contain and create closed loops of energy that act when turned on or off, “programming” free electrons in the air. While abstract, this could allow for technologies that greatly enhance your personal arsenal of gadgets.

[1] Gene Sculpting. This machine would let you specialize your own body's cells further; enhancing your natural mutant abilities and removing junk DNA to make room for the improvements.

[2] Nanobot Cancer-Killer. This experimental cure for cancer can be used by you instead; going through your body to detect and destroy cells without a strong mutation gene presence, or even improving the growth or cultivation of those cells and tissues.

[3] Hero X Blood Sample. Small vial of blood from the first or most mysterious and powerful super hero. Injecting their blood into your veins will strengthen your abilities.

[4] Heritage. You learn about your mutant ancestors- some of them were great heroes or villains in the past. In your research into old faded photographs and dusty tomes, you learn about their deeds and in the purpose unlock new ways to use or strengthen your powers.

[1] Prismatic Crystal. Splits actual light as a prism, but also splits magical and elemental energies into constitute parts. Using this could allow you to gather and create new powerful spells and magical abilities from a deeper understanding of light.

[2] Arcane Amplifier. Disturbing piece of technology with a human heart beating at its center. It can however boost the powers of magical spells in its area, and can be calibrated to only boost your own powers, helping to make your spellcraft reign supreme.

[3] Staff of the Five Elements. This powerful magical artifact will only its power to be used by one who has completed its five trials; each taking place in another dimension it creates specifically to test you. Only a master sorcerer can accomplish this feat, but will be rewarded with the most powerful magic staff; the elements will be at your whims and can be easily added into whatever magic you already know and have mastered.

[4] Spiraling Sigil. This complex magical glyph must be memorized and drawn with chalk or engraved in your arcane tools to be used, but its power is to “strengthen” your magic by elevating it to a new, higher level of authority that makes counter charms almost totally ineffective against it.

[1] Blueprints. You've found new blueprints for a state of the art training room. It's a martial arts dojo or a breach-and-clear exercise or an olympic level athletic course. As long as you can get enough money, you can use this to train yourself to even higher levels of skill.

[2] Film Reels. Black and white recordings of ancient super beings and old fighting techniques; learning them could help you get the edge you need against them in today. These new kids just don't have the same dedication the old heroes had. The film is very faded and decaying, you'll need to find a way to preserve and restore it to usable quality.

[3] Super Foods. You have learned of a rare foreign fruit, like some sort of berry found only in high mountain villages in far off places or an expensive and one of a kind breed of kale grown in one small English village. Regardless of what they are, changing your diet and supplementing it with these foods will supercharge your natural talents and abilities; you will become healthier then a normal person and it will positively impact all of your powers.

[4] Unlocking the quirk. Your body has a minor quirk or highly specialized tissue group that, genetically, gives you an advantage in physical or mental contests. This isn't the same as being a mutant, as this ability is minor and natural among your species, but by learning of and practicing with it you can augment your talent with your innate advantage.

[1] Lucky Coin. All 708 recorded times this coin has been flipped, it has always landed up on heads. No matter how many times you flip it, it lands up on heads again. There is nothing magical or physically special about the coin; statistically it just keeps defying the odds. Holding onto this will boost your own powers of improbability.

[2] Squared Circle. It's drawn on an old piece of parchment and dates back hundreds of years; a mathematical impossibility drawn and figured on paper. If you try to upload this onto a computer it just crashes. The math is very abnormal but it all checks out. This opens your mind to new ways of thinking, and lets you see past the paradigm of normal belief in physical reality, increasing your own powers of an otherwise impossible nature.

[3] Cursed Ring. This silver band was passed down through several noble families who all died of mysterious circumstances. It was later passed on to senators, wealthy businessmen, minor celebrities, all of whom died or suffered greatly. There is no such thing as curses, and yet the ring is so. The ring has a reputation, and as long as you don't wear it hopefully the effects of its curse won't manifest for you- keep it close to tap into its power.

[4] First Edition. You have in your possession a first edition comic for a famous superhero's autobiographical comic book from your world. The only problem is that the hero doesn't exist, or the hero in the comic was actually a villain in your world. Key details, like names and dates, are changed in your version. Everything about it seems real and true, it simply contradicts reality. This comic is from another, alternate dimension when things were different. Keeping it safe and maintained will grant you yet another bridge between what is and is not.

Monday, March 11, 2019

Duke of Five Diamonds

There was once a rich and wealthy duke. He performed several experiments peering into the astral realm, and eventually learned of the pearly-realms beyond it. The vistas of far off dimensions contained the secrets of alternate worlds; the multiverse as a whole.

The Duke then learned of something very special; his family jewels. It was a set of 5 identical magic diamonds, each one pink and perfect. And after searching with spell and sight for many years, his sages and researched told him that they were truly unique. There were no other ones like it in the whole of existence and nonexistence. That was the “magic” they possessed. But the Duke saw his other selves in other worlds, seeing how they were poorer then him. Some were even of lesser ranks, he saw himself as a baron in some worlds, without prestige or offers for marriages into higher ranks.

Seeing this, he felt empathy for his other-selves. So he concocted a plan. Using the most powerful of magic, he meddled in affairs he should not, and attempted to copy his unique, one of a kind diamonds into the hands of all his other selves from all worlds and dimensions he could reach.

He failed.

Duke of Five Diamonds (5 HD, +2 to hit, +2 AC, +3 AC from armor, 1d8+1 sword, potion spray, intangibility, +3 saves to teleporation and polymorph, takes -2 damage from acid, cursed immortality, crazed shard-seeker)
Morale- 14, if he found a shard- 8

The Duke is a highly mutated, unstable, and driven monstrous being. The magic and science he attempted to use to give his diamonds to other worlds backfired horribly; causing him to both be burned by the special gem-acid, sliced to ribbons by the shards of the pink diamonds, as well as fuse his senior alchemist to his body in the form of his left arm. The duke is in constant pain and is worse yet immortal- cursed to seek the shards of his diamonds across all realities and places far and wide.

Once per encounter, the duke may become totally intangible. His physical form shudders but doesn't become invisible; he can pass through all objects and walls and cannot be harmed by physical attacks except by magic weapons of +1 or better. He also cannot attack while intangible, but uses this power to quickly escape or reposition himself. This power lasts a maximum of 3 turns, but he can end it prematurely if needed. Strangely, this power doesn't apply to the Others.

The duke's mutated arm can spray potions. He can do this once every other turn. The ex-alchemists face screams and pukes a colorful potion material, of which the duke has control over- he can cause it to splash against himself or any target in 15 feet from a carefully aimed blob of vomit-potion. If he is hit by a powerful lightning spell that deals at least 6 damage or is confused, then roll on the table to see what potion is sprayed out instead, having a 50% chance to splash onto himself or on the nearest melee target or object.

Potion-Arm Spew Random Table- 1d6
[1] Gem Acid. Deals 1d6 acid damage.
[2] Polish. Makes swords gleaming. If fire touches it, deals 1d6+1 damage and is engulfed.
[3] Distilled Healing potion. Heals 1d4 damage.
[4] Liquid Scream. The alchemist's chilling scream, which “boils” to let it out. Hireling morale check.
[5] Dimensional Thinner. Causes conjured creatures and objects to mutate and deals 2d6 damage to them. Also deals 2d6 damage to an Other. The Duke must use this to travel dimensions.
[6] Viscous Bubble. Thick bubble acts as minor barriers, -1 to melee attacks and -2 to ranged attacks that try to attack through it. Neutral buoyancy, can last for hours.

Fighting the Duke is also pointless; he is immortal. Not the same kind of immortal as the Gods or the highest of elves; the Duke simply doesn't die. If he is killed, he leaves the universe he is in and must painfully reform in the aether. He will return in 1d6 Seasons; usually only to seek his shards. The Duke has been crazed and driven to some madness on his journey; he attacks other beings on sight in the (true) belief that they are only one copy of many, seeking his unique shards in an ocean of (to him) pointless and transient worlds. The Duke will fight anyone and anything, but will only fight so long as he cannot be outmatched or until he possesses his shard.

The Duke's teleportation abilities let him slip between dimensions; using a spray of dimensional thinner and stepping through- by disrupting his potion ability or physically restraining him from leaving, it is possible to keep him locked in one dimension for some time. The Duke is known among multiple dimensions as existing, but is still a singular, unique entity and as such is extremely rare to encounter. The only way to do so is to find and keep one of the pink diamond shards; he will eventually try to take it back, though this may take eons for him to find it.

The Shards of the Pink Diamonds are considered magical in that they are unique things among the multiverse. While they have no innate powers, any magician who holds a shard gains +1 to saves versus getting sucked unwittingly into other dimensions, and some fashion them into devices that allow scrying into other worlds or the astral realm. Each shard is valued only at 200 coins for those who do not know what it is, and anyone who does has a 50% chance to not want to buy it for fear of the duke coming to collect it. Those who do wish to purchase it and know that it is a piece of a unique gemstone may pay 1000 coins or more.

If you possess a single shard, the Duke has a very small, essentially impossible chance of appearing each moment in time. However if 2 or more shards are collected together, his senses will help him locate it, meaning he will arrive in 1d4+1 seasons. If one entire diamond was someone found or reconstituted, he would appear the millisecond it was completed to reclaim his heirloom.

Saturday, March 9, 2019

The Four Elements of the Underworld

The primordial forces of the world are the elements. Elementals are the simplest form of life, naturally. But as things are on the surface, the underworld is a dark mirror to it. In the same way that ghosts are weak, insubstantial, and can barely manipulate the elements of the upper world, living things wilt and die to the elements of the lower world. But elements they are all the same.
[1] Bane Fire
Fire is enlightening. It is the symbol of man's domination over nature, as well as civilization. It is a symbol of the candlelight vigil, the torchlight, and the fires of a forge. Banefire is its opposite. Banefire appears as glowing, sickly green flame that gives off little light. Those burned by the banefire have their minds become enfeebled- the opposite of the enlightenment fire brings. For each dice of Banefire damage dealt, save or take 1d4 damage to Intelligence.

[2] Stygian Water
Water is the tool of the healer, the farmer, and a giver of life. Stygian Water is its opposite. The black water cannot be made pure through any amount of boiling or herbalism. If even a small amount is splashed on your character or their clothing, they must make an immediate save or be subject to a minor disease. If they are partially or fully submerged in a large amount of Stygian water, or have a bucket or greater worth dumped on them, they break out in painful blisters and boils on that area which are permanent without treatment if they fail a save. Finally, drinking Stygian waters can stave off death from thirst, but cause permanent aging by 1d6 years as the water saps their life force.

[3] Hell Wind
The Winds of the world are cool and refreshing, bringing forth fresh air and sending away the miasma of rotting corpses and waste. The winds also bring the rains and storms and seasons- these are the domain of the element of air. Not so in the Underworld. There is no rain here, the wind is a dry and hateful thing, the wind is hot and brings the worst smells and sounds from every corner of the underworld to your location. Even the most steadfast of living beings bend under this wind like saplings; the hot wind peeling their skin and bringing no relief. During the hellstorms of the underworld the wind becomes so strong and putrid that it may just suck the breath from your lungs.

[4] Crumbling Earth
Earth is solid, foundation for the rest of the world and the firmament. Beyond providing the basic elements for living things and material to build; the elemental Earth also patrons the blacksmith and merchant alike with useful and valuable metals and gemstones. The crumbling earth in the underworld is the opposite. It is mostly dust; gray and lifeless, which is the same stuff that the undead must eat each day. For mortals, the crumbling dusty earth in the underworld is no steady foundation; it gives way easily leading to falls or sinking into quicksand in wet places. The Earth is also torturous to equipment made of metal and crystal- even once living materials like wood, leather, and bone are not totally spared its wrath. Even leaving your helmet rest on the dirt for a few hours while you rest will result in you finding it half rusted, crumbling at the bottom, turning gray and becoming the same dust you once slept in. Even the ground here despises the living. Only items made in the underworld are immune to the corrosive powers of the soil itself.

Wednesday, March 6, 2019

3 Orc Captains

[1] Gristlehide (3 HD, +2 to hit, +5 AC from armor and shield, 1d6+1 shortsword, Ice Rod at 1d6 Frost Damage, Freezing Blood spell, Leadership +1)
Morale- 14

Gristlehide is a tough bastard of an orc. Beyond being tall, strong, and overweight as most orcs are, he is also a bit clever and knows how to use some magic unlike most male orc warriors. He holds his Ice Rod, which is forged in a lump spindly shape from underground metals, as a symbol of pride. He isn't the largest orc, but is still a powerful warrior.

Gristlehide uses his ice rod to intimidate his foes or rally his troops, and loses his leadership bonus (+1 to morale to orcs and squealers fighting under him) if the rod loses all charges or is lost. At range he will use it to fire standard ice bolts, but has also created a trick to finish off fallen or near-death foes. The Freezing Blood spell uses up 2 charges and requires an Ice Rod to cast, but creates an icy sheen by freezing the blood around a fallen combatant, which deals 1 cold damage to them per exploration turn until it is melted off at a warm fire. If a characters blood is frozen by this spell they also heal -2 less health whenever they are healed or a revive attempt is made.

[2] Tusklip (2 HD, +3 to hit with ranged, +3 AC from armor, 1d8 crossbow, 50% chance to see invisible, backup dagger at 1d4-1, tracker, automatically succeeds first save against the first spell)
Morale- 15

Tusklip is an old boar. Too old to command his own squad; as such he is acting as a secondary lieutenant for another, younger orc warrior. He is very old and wizened, so much so that he has two small tusks poking out from his bottom lips; this is a trait seen with a bit of mysticism but also disgust by other orcs, as it evokes a sort of wild outdoors that goes against their nature. Tusklip is a good shot and tracker, letting him track people through underbrush and areas where traces can be left, but due to his physical weakness and frailty he doesn't speak up around other orcs and avoids conflict with them. He would much prefer to die on the battlefield and is slowly losing his will to live.

Tusklip's primary means of attack is using his crossbow. In his advanced age and due to old war injuries, especially on his shoulders, he is physically feeble compared to most orcs and his melee abilities suffer. He only uses his dagger as an absolute last resort. However his experience in combat and general wiliness gives him a chance to detect invisible or transparent individuals or beings by using his surroundings. Secondly, the first spell cast against him he will automatically succeed his save as its one that he's seen before. This ability is nullified if the first spell cast against him is a newly invented spell or rare magic that is uncommon in the setting.

[3] Irontrotter (5 HD, +4 to hit, +7 AC from armor, 1d6+1 lance, unwavering stance, drinker, -2 to combat saves, slow)
Morale- 12

Irontrotter looks like a walking pile of armor- packing heavy plates of metal, his wobbly legs barely able to hold it all up. Irontrotter cannot be shoved back, his stance is too heavy to move, but he is easily tripped, blinded, disarmed, or otherwise disadvantaged in combat. He is quite a powerful and strong combatant, but his insistence on wearing the heaviest armor makes him slower and always losing ties on initiative.

This orc uses a powerful and heavy lance, dealing bonus damage against very large creatures like horses. Irontrotter cares more about his personal honor then his battle brothers, gaining no benefit to leadership, just telling his warband to attack and jumping into the fray himself. He is also addicted to most forms of drink, and if not attacked in melee he has a 50% chance to waste his turn pulling out a wineskin and drinking greedily from it- he'll even ignore arrows and minor spells coming his way.

Monday, March 4, 2019

Helm of Two Waters

Helm of Two Waters
Ego- 5
Stats- Magical Metal Helmet, +3 AC when worn

The Helm of Two Waters is a magical helmet. It's made of a smooth, cool unknown metal with a blueish tint, and is imbued with the magic of water. It has a moderate Ego score. Those who attempt to use the helmet's powers without enough fighting spirit (at least a 5th level fighter, or twice that level as a semi-fighting class) will find the rest of their equipment melting away and turning into fresh spring water or sickly foamy salt water, 50% chance of each. Also, each day it is worn by an unworthy person they must make a save or they will attempt to throw the helmet against their will into the largest body of water nearby.

The helmet is protective and adorned with seven mystic pearls. The central pearl is larger and more portent then the others. The metal of the helmet is quite strong, granting +3 AC, and is made of metals found only deep within the darkest ocean and forged by the mightiest river. The helmet is magically powerful and tied to both types of water; the fresh water of the spring, river, and lake as well as the salt water of the ocean. Brackish water from swamps and river deltas is considered half effective for the purposes of the helmets powers, where as unnatural water such as lakes and oceans in the skies or within other realms is simply not applicable with the helmet's powers.

When used near a source of fresh water, the Helmet can be used to commune with the creatures native to the biome. All creatures that spend most of their time near or in fresh water, like otters, river fish, crocodiles and so on have a +1 to reaction checks while you wear the helmet. Also by using the magic of the helmet, you can automatically succeed on checks regarding to keeping your footing and avoiding being swept away by a river or strong current. By focusing the helmet's power, you can also use the river or lake's force to propel yourself along, the sucking current taking other objects along with you. This power can be used once per day per pearl remaining inside the helmet. You can hold your breath underwater for up to 8 turns in a body of fresh water.

When used near a source of salt water, the Helmet can be used to commune with the creatures native to the biome. All ocean fish, whales, dolphins, and other sea-based life have a +1 to reaction checks while you wear the helmet. Additionally, you may summon a creature of the ocean with a maximum HD equal to or less then the number of pearls remaining in the helmet; summoned creatures can be only be called with an offering and are not bound to the wearer's will in any way, they must be appeased and bribed as any other creature. This power can only be used once per adventure. Also while wearing the helmet in ocean water, you swim as fast as a dolphin while in a body of salt water.

The pearls in the helmet are also magical. By extracting them with the proper tools and knowledge, which might require the hands of a Sage of level equal to this item's Ego (5) to extract. The pearls can be magically induced to turn into a cart-full of fresh drinking water, or pollute a body of water the size of a pond into salt water. The pearls can also be inserted into other items; using the pearl in a piece of jewelry grants +1 to saving throws related to swimming or drowning in the appropriate body of water, which is determined when the item is crafted. If put into a weapon, they can be used underwater without penalty, such as a sword which swings as well underwater as above it. Pearls used this way do not return, but over the item's long history new magical pearls found in lakes and the ocean have been a perfect match to replace the ones that are used by the Helmet's owners.