Thursday, May 10, 2018

12 Decadent Noble Guests & Their Dirty Secrets

Okack's Hand [3]
[1] Lady Elu
This mysterious and graceful woman arrives everywhere naked. Despite how scandalous or illegal this may be; her nudity is constantly hidden from sight by a trope of expert and highly trained eunuchs, infertile women, and prepubescent children. They jump, dive, stretch, and pose to follow her every move to keep her nudity from being revealed to anyone as an extremely expensive and decadent form of “clothing”. She is well versed in art and history.

Dirty Secret- She was once a tomb robber in her youth and most of her fortune came from thievery.

[2] Count Gareek Olmanson
Massive, broad-shouldered man with slightly discolored skin on his chest and back. Extremely strong but not very intelligent. Mostly tries to impress others by his martial prowess and ability to bend swords with his bare hands. Jumps at the chance to break doors or throw out rowdy guests even when completely unnecessary.

Dirty Secret- He's a bastard child between his father, the count, and a hill troll.

[3] Lord Okacks
Dapper gentlemen who removed one of his own hands and replaced with it a magitech robotic replacement. There is a bright red ruby in the center of the palm, and magical runes etched onto the back of each knuckle. It can move as easily as a normal hand, but sometimes grips too hard or seems to have a mind of its own. Lord Okacks denies working on and invented other body parts, and drags his feet at the mention of creating prosthesis for others.

Dirty Secret- His mechanical hand was possessed by a demonic spirit and often clutches at people's throats or reaches for knives without his control. It also sometimes scratches runes into wood when Okacks is asleep or not paying attention; the runes reveal the secrets to the spell Summon Demon. He hires prostitutes and young orphans as servants to strangulate to death to feed the hand's demonic hunger, but it gets more aggressive each year.

[4] Prince of the Canopies
Monkey-prince from a far away rainforest. Rides a giant, highly trained secretary bird as his mount and rains down fruit with gold painted on its skin to onlookers. Carries an ivory spear and has an avoidance of shorter races. Poor grasp of the common tongue.

Dirty Secret- If his feet every touch the ground he is never able to return to his homeland and claim himself King one day. He will weep openly if this happens and challenge whoever caused him to touch the floor to a duel. To the death.

[5] Duke of East Mountains
This wealthy duke has, through alchemy, training, and a robust constitution, become immune to the venom of every snake in the Eastern Jungles around his home. Wears sleeveless attire to show off his bite marks up and down his arm, and even carries around a Black Killer in a silver cage around with him, which he allows to bite his arm to show how truly immune he is.

Dirty Secret- His Black Killer had its venom sacs removed and replaced with harmless black ink. He actually is immune to almost every other snake, and gets a +2 to saves against any kind of poison, but the Black Killer is too deadly for him to practice with and he hasn't figured out any method. Actual Black Killer venom causes 1d100+50 damage, which could easily kill him.

[6] Neero Cobbleson
Born to a common shoe-maker, Neero's skill and efficiency has allowed his family upward social mobility. His shoes are the best in the land, and almost everyone in the party has a pair of his, due to their comfortable fit, good traction, durability and fair price. While wealthy, he is firmly part of the nouveau riche and is mostly ignored by the other nobles at the party. He is constantly trying to get their attention and be accepted here.

Dirty Secret- All of his shoes were made by captive shoe elves/gnomes. He keeps one locked in his room at the noble manor, in case someone requests a shoe repair or refit. If given freedom, the shoe elves will make Neero himself into a pair of magic shoes that can travel seven miles in one step exactly once, but will destroy Neero's soul in a horrible, torturous death.

[7] Sir Omnsan
Wealthy landowner who is always seen drinking the finest of red wines. Has a scar along his face, but other then that looks exactly as his father who can be seen in his family portraits, which he brings with him everywhere. He tells the story of how he could the scar from a wolf bite at every social gathering where he can get away with it. Is known for being a sorcerer and is rumored to be constantly seeking methods of attining immortality.

Dirty Secret- Omnsan is a vampire. His scar was indeed from a wolf, but from a animal companion to a vampire hunter who tried to kill him. Omnsan's portraits are indeed of himself in the past, but spread rumors about himself trying to find immortality and magic as to hide his vampiric immortality. He would gladly prefer to be thought of as a immoral sorcerer then his secret be known.

[8] Gef the Good
Unimportant 3rd born son of a noble. Light blonde hair with huge, puppydog eyes. The nicest person here by far. Never expected to take the throne or be of political importance, so mostly just sits off to the side and secretly passes the servers a few lumps of silver mined from his home province. Killed an orc once, still has nightmares about it. Every since the orc killing incident he has had incredible bad luck and tries to avoid any balconies or standing under chandeliers.

Dirty Secret- Once stole a cookie from his younger sister.

[9] Commander Jamis Aurleus III
Military commander, considered the finest outfit in the region. Known to flog soldiers on the back of the leg as a punishment for laziness or unnecessary cruelty to enemy civilians. Well regarded by the nobility as a gentleman fighter. Still not married despite having graying hair, probably won't ever. He takes along his two best soldiers with him everywhere he goes, paranoid about assassins.

Dirty Secret- The real father of Gef, Jamis raped his mother once on military campaign. Is extremely worried about people finding out about it, thinks that Gef's behavior is all for show and he is a ruthless killer bent on killing Jamis and taking his lands as revenge. Gef is clueless.

[10] Arch-Bishop Issa Cantorii
Very affluent and respected high priest of foreign, bird-worshiping religion. Tries to bring religion to the moneyed' without being annoying or no fun about it. He has a gorgeous blue and gold songbird perched on his shoulder, which has a branch from a white-wood tree worked into his clothing for the bird to perch on. He sometimes whispers parables to the bird, but mostly cites religious teachings and invites others for soul-searching meditations with him.

Dirty Secret- Notoriously corrupt, as all church officials are, but was so corrupt that his best friend and fellow bishop was turned into the songbird he now carries. The only way to turn his friend back to normal is to convert someone richer then himself, and it is a daunting challenge indeed.

[11] Muela of the Manmade Pass
Young dark haired woman from a mountainous region. Despite her wealth, still cannot find a suitable husband and is only tolerating meeting with the arrogant types at these events to find a mate. While an elitist and a silent type, is lonely and desperate for attention. Her lands have had sightings of all kinds of crazy and powerful monsters killing bandits and invading armies. She is constantly followed around by a cadre of happy peasants that throw rice and drape silk before her feet.

Dirty Secret- Muela can turn into monsters of 6 HD or less. Beyond having to have heard or seen the monster, or a good depiction of it, there seems to be no limitation or restrictions on her power. She also loses control of this ability sometimes when emotionally strained or physically exhausted; she killed her past two lovers on accident this way and is trying to find someone who could live with her.

[12] Lady Swan-Wing
Albino noble woman, wears wonderfully crafted blue fabrics shaped around her body in the shape of a great fruit. Her servants attend to her with parasols of varying thicknesses, keeping the worst of most of the light in a room off of her even from lamps and candles to avoid hurting her skin. She is a talented musician and plays several instruments.

Dirty Secret- Cannibal. Her skin became lighter after eating her first victim and it has continued to get worse; soon her skin will become partially transparent and you could see her organs. She eats the hands and fingers of musicians to claim their skills. She has gained such skill that she can cast magical songs that put their victims to sleep if they fail a save, or a frenzied song that makes animals go into a wild, frothing rage and bite their handlers.

Monday, May 7, 2018

Garden Street Vendor Generator

Appearance – 1d20
[1] Bipedal cat-like alien with a tall cylindrical head. Eyes are placed evenly around the top of the cylinder, granting 360 degree vision.

[2] Goldfish in a jar of green liquid; moved around by steam-robot skeleton. Occasionally the goldfish flicks a lever to drain some of the green liquid down into the robot's engine.

[3] Green skinned alien with a mass of angel-hair pasta style digits for fingers on both hands. Grip is so strong a handshake feels almost like you'll break your bones.

[4] Quadrupedal fuzzy crocodile-bear-dinosaur creature with armored ridges along its head and legs. Uses its long whip-like tail to grasp things but is still very clumsy.

[5] Twin Ratmen. One is my shrew-like and slim and the other has dumbo style ears and is fat. They move in unison and finish each others sentences.

[6] Raincoat wearing alien with bulbous orange skin. Convinced it could rain any second. The water from this dimension burns his species skin horribly.

[7] Cybernetic man with no bottom legs, held afloat by a single car hover-plate.

[8] Shady booth. The inside has a wall and slot with a curtain to make it impossible to see the seller's full body like a church confessional.

[9] Black cockroach man with two arms and legs. Wears a loose coat; actually has two shrimpy middle arms underneath clutching his pistols in case things go south.

[10] Pinstripe suite wearing giraffe person. Cranes their neck around like a snake to talk to you.

[11] Head of a jackal, body of a dark skinned humanoid creature with an extra thumb. Smells of sulfur and has a little pin with a devil on it.

[12] Hoodie wearing teenage alien girl with huge ears. Her hands are like 3 feet long each; keeps all her stuff in her pockets.

[13] Red skinned ogre creature with a bulbous nose. Dressed in farmer overalls and straw hat.

[14] Bone-thin, large feet. Seems like a mystic, is balanced on a telephone pole.

[15] Almost flat jellyfish-like man. Has globs of paint floating through his circulatory system just so people don't walk into him, as he is nearly transparent.

[16] Lean alien creature constantly emitting some kind of wispy purple smoke. That's just how it breathes, but if you stand in it you take 1d4 Agility damage per round.

[17] Wrapped up in bandages from head to toe, weird triangular feet. Carries a metal box with products tied to its waist.

[18] Animate doll. It's a psychic projection, given false life. Can make other toys and objects move by touching them.

[19] Three young hen-women. They whisper to each other constantly.

[20] Totally normal looking human man in a threadbare pinstripe suit and a busted tophat.

Personality – 1d20
[1] Nervous, selling their goods at lower prices then usual. Obviously trying to fence some stolen property. 50% chance stolen goods are from local gang.

[2] Cheery and drunk. Constantly sips from a flask of alcoholic cheery-juice.

[3] Peevish. Hates crumpled bills and bartering. In a hurry.

[4] Happy-Go-Lucky. Seems inexperienced, hands a business card to everyone in party.

[5] Speaks in a groggy voice. Homeless. Looks tired and cold, carries goods in various packs.

[6] Mysteriously quiet. Communicates by holding up small cards instead of talking.

[7] Psychic, prefers to communicate telepathically. Has a good hunch what the party needs and tries to offer it at an inflated price.

[8] To the point businessman. Always gives a fair price, but never haggles.

[9] Religious. Carries a symbol of their religion even in this cynical city.

[10] Extremely racist towards a random party member.

[11] Hams everything up. Constantly yells “CRAZY PRICES!!!” and “GENTLY USED!”

[12] Seems to know or have a distant relation to everyone in the city, including one of your party members or someone tagging along.

[13] Currently corralling and managing several children of their kind while making the deal. Seems stressed but more then capable of it.

[14] Friendly, but hides a dark secret. Has a very violent and tremendous response to a very common and unassuming word, like “meat” or “detective”.

[15] Mistakes party members for royalty from their respective worlds, bows and kisses rings. This is a trick to make you buy more of their products.

[16] Is working for someone else. Seems dismissive of the product any only wants to get this over with so they can go home.

[17] Thick accent, freely offers party to join their family for dinner.

[18] Byzantine pricing and restrictions for their own goods. Extremely particulate about what you can buy and in what quantities- you will often have to purchase 2 or 3 useless trinkets to purchase 1 useful item from his wares. If you break any of the rules he gets mad and refuses to sell to you.

[19] Seems kind, but distracted by something. Claims to have inherited a house but it's infested with dangerous creatures; will offer you wares in exchange for a favor.

[20] Extremely depressed. Quite obviously hates what they do. Would be very open to the idea of joining the party as a tag-along or if they can get them a job somewhere.

Wares – 1d20
[1] Street Lemurs. Recently caught and hung up for sale. Their meat is commonly sold and eaten, especially among the lower classes of the city, and their fur is sometimes valuable for their tails or the bright orange mohawks the males possess.

[2] High powered explosives.

[3] Selling four random chimney-guns, slung around their body on long white straps.

[4] Very inexpensive medical supplies. All homemade. 1 in 6 chance of getting a weird rash for a week after using any of the drugs.

[5] Selling bandoleers of ammunition along with a few boxes of brand name stuff. Has 1d4 special bullets in a velvet purse.

[6] Merchant is wheeling around a wide flat-top cart with a layer of dirt and grass. Selling herbs and tubers that grow directly in his cart. Cannot get any fresher.

[7] Selling “Lucky Tickets” he found in an underground locker. Grant +1 to your next save, then you find them all ripped up in your pocket. Only has 1d12 of them left.

[8] Selling bonds to several local businesses. Each business has a 1 in 4 chance of making it through the next year, and increasing the bonds value by +1d6x5% every year it survives. The player's actions can easily help the business or destroy its competition to ensure payouts.

[9] Bloodsucking Ivy repellent. Works like a charm, forces Ivy to turn away and leave you alone for a few minutes. Each can has 2d6 uses. Has a 50% chance to work on other plant-based monsters.

[10] Traveling repairman. Keeps all their tools on their person. Repairs lanterns, guns, gadgets, gizmos, cars, and much more. Will continually find minor problems and offer more repairs for a price.

[11] Advice and directions. Knows this district of the city well.

[12] Is selling 1d4 Calming Bands. Can be worn on the head of a psychic person can absorb 1d6 stress before breaking. The bands are made of a weird metal from an obscure world and enchanted with calming psychic energy making them hard to mass produce.

[13] Color photographs of recent happenings from various alien worlds. Probably stolen from a newcomer. These are actually valuable due to not having any communication besides what is imported with the original worlds everyone is from. 1% chance it's from Earth with some new things that have happened that none of the humans in the party knows about, like a new president or a famous new landmark is being constructed.

[14] Brand new hover car. It's actually a refurbished older model with a new coat of paint. Has more problems then they let on, but the price is still pretty good.

[15] Eclectic collection of small items, knick knacks, and useful bits and bobs. Sewing needles can be used for repairing items, grease for gun cleaning, and flashlight batteries. Has a few rounds of ammunition, inexpensive rations, and other necessities in small amounts.

[16] Hard drugs. Raka spine-sticks, Illuminated dust, gloves of ceaseless pleasures, etc.

[17] Delicious exotic alien spices. Offers a free sniff to see if you can recognize any from your homeworld.

[18] Fortune Teller. If you buy a “premium fortune” you get +1 to your next save.

[19] Psychic emitter crystals. Can be used by psychic people to boost their powers or to power a few rare psionic weapons or items.

[20] They are a prostitute.

Sunday, May 6, 2018

Garden Ammunition Brands

Garden is a city with a big gun culture. This should be obvious, since “always carry a gun” is the third thing you learn here. The first being “it's always dark out” and the second being “you're never going back home so suck it up and integrate”. While weapons are homemade, hand crafted, and traded among its residents like scrappy cars the ammunition they use is universal for its type.

Every gun that loads shells can load any manufacturer's shells. Simply put, everyone makes their bullets the same size so whatever bullshit weapon you cook up can reliably use any bullet it finds. Since there is no copyright law in Garden, the most popular types of bullets were just copied until they became ubiquitous. There are four primary types of ammunition used in Garden- here are 1d4 common brands for each. A roll of 4 means you find or have available for purchase a deluxe brand, which actually has a mechanical advantage.

Bullets
Small, smooth ended, extremely common. Mostly used in pistols and SMGs, but can be used in any low firepower weapon. Prized for their cost effectiveness, but lacking in stopping power. Unlike in real life, bullets in Garden tend to have a silvery/tin jacket instead of brass since the metal is recycled from various sources and different dimensions where they may have different metals.

[1] Pissers. The symbol of the desperate, extremely poor, or just really cheap. As the name implies, they are thought of as being weak and unreliable bullets that are also made in combination with piss from a few of the alien races in Garden with especially flammable bodily fluids. Firing one creates a yellow tinted cloud of smoke and a faint foul smell, so they remain unpopular and extremely cheap.

[2] Straightjackets. So named for the white string tied around the box in a very specific way, similar to a straightjacket. Otherwise has no labels. The actual name for these is “Uijaa family's self defense munitions” but nobody really knows that unless you worked in their factory. Somewhat popular with murderers and hit-men due to the obscurity of the brand.

[3] Full Power. Name for a manufacturer who packs their bullets with extra powder just to create an extra loud bang. Has a bit more strength then a standard bullet, but not enough to make a difference in game stats. The real advantage is a distinctive, goddamn loud blast. Popular as a self defense ammunition due to its ability to scare off animals or weak willed thugs.

[4] Bees. Bullets painted with black and yellow stripes, these bullets are rigorously designed to be as accurate and clean-shooting as possible. They grant +1 to accuracy when firing. Trick shooters swear by them, and the manufacturer has been interested in expanded their munitions to a new “Wasp” line- specially made cartridges as accurate as their Bee line of bullets. Needless to say, these would be incredibly popular with rifle and sniper enthusiasts.

Shells
Long, rounded, plastic casing with a flat top. These go into shotgun style weapons and have a spread of buckshot when firing. Do incredible damage up close, and a little less accurate at a distance because we're going by video game rules instead of realism. Weapons that load shells tend to have much smaller ammo capacity then other weapons, and the shells themselves are a bit heavier and more expensive, but valuable for their strength in close quarters combat.

[1] White Dot Shells. Each and every one is hand painted with a white dot on the top of the shell. Mass produced by a specific gang to fund their assassinations and political schemes. All around solid ammunition, no complains by its users.

[2] Charities. These shells are put together by orphans, a portion of each box sold goes towards finding them a good home or education for the kids. People who buy these are often totally elitist and holier-then-thou for their good deed purchases- 1 in 10 chance any given bar bouncer with a shotgun that blows people's head off berates you for not buying charity-ammo like he does.

[3] Fingers of Isk'Kassa. Name for an exotic type of shotgun shell- similar in consistency to a dried out pumice stone. The powder charge in this shell blows the stone into shards to fire in the same manner as regular buckshot. They are made and imported exclusively by the race of pink eyeless rhino people of which the rock is native to their homeworld.

[4] Whistlers. These shells contain specially carved balls that 'roll' in the air in a specific pattern to create a very loud whistling noise. The specific frequency of this noise allows it to disturb the concentration of psychic beings and anomalies- as such this type of ammunition can be used to penetrate through a bullet shield being projected by a psychic, or can easily rip apart a Sidewalk Sam.

Cartridges
Long, skinny casings with a pointed metal tip, used in longer guns or more serious armor piercing weapons. The ammunition of this type is sold at a premium, much higher then a bullet, so automatic rifles that use this type tend to focus more on stopping power and accuracy then spray-and-pray bullet weapons. Cartridges have lower capacity then bullets, but great damage to compensate.

[1] K-Tech Custom Tool Cartridges. Founded by a species from the island-chain world of Kullergia, hence the K in the name. Despite incredibly attention to detail and technology, they're very overpriced. The bullets are incredibly uniform and make for easy loading and rarely are there any duds, but the price is much higher then other cartridge brands without much to show for it.

[2] Game Wardens. Used primarily by the wilderness explorers and settlers outside of the main city. Have a reputation as a rugged, dependable brand. Everyone out there has a story of finding a fallen case of these out in the woods and having them still working fine, saving them from the horrors in the forest so they swear by them. Boxes often placed out near heavily traffic areas by the company to contribute to their mythological status.

[3] Ricky Slims. Really shitty brand of cartridges, leave gray dust inside your gun barrel after even light use. Very cheap. Said to secretly be made by stretching out bullets and filing the tips into points, contributing to their poor quality. The owner of this brand is always looking for young city slickers to help him take care of his many neglected, monster infested properties.

[4] Heartless Rounds. These bullets are sharpened and made into tips with hollow points. When they enter the body, they split and shatter causing immense internal damage. In game rules there is no change to damage, but trying to heal the wound with field first aid is impossible. Requires a doctor to heal wounds caused by these.

Payloads
Short, fat, round ended munitions with an explosive charge. The explosive power of a payload is rather small, but simply having an explosive weapon is of great value to many in this city. Far more expensive and heavy then any other kind of ammo. Known to be extremely dangerous, as gun jams with this type of ammo will cause an explosion.

[1] Showtime Cases. These payloads are made by an absolute madman on Dazzle street- combining colorful fireworks with explosive weaponry. Firing these creature the same whistles and pops as a firework, but send out hot sparks along with the explosive bang to hurt anyone nearby. Could be fired into the air for a make-shift fireworks show, but not recommended.

[2] Auntie Jiyya's Hard-Boiled Eggs. Named firstly for their white paint job, and secondly for a legend of Garden City. Auntie Jiyya was a woman who killed a rampaging 45 ft tall beast by lobbing grenades into its mouth. The makers of these have no relation to the woman and it is said she's a homeless crazy person now, many years after wasting her fortunes and fame.

[3] Rainmakers. Even heavier then a normal payload, this one is said to be filled with some ball bearings and metal shrapnel to improve the deadliness of the blast, but as a side effect has less powder for a weaker explosive. Known mostly for the falling spray of metal after each use which sounds like a heavy pinging rain, hence the name.

[4] Terroll Charges. So named for a highly flammable, sticky substance like napalm shoved into each payload; these weapons are capable of starting fires if detonated near flammable objects or even people with close hits. The maker's secret ingredient are special imported mushrooms in his basement, which he keeps a secret from everyone as to not steal it. Deal additional damage from fire, fire spreads.

Other Ammunition
While almost all guns in Garden use the above standard ammunition for normal use, a few special weapons require unique ammunition and special weapons makers have created their own unique ammunition types.

Electric Gel Capsules. Launched in unison with a bundle of wires to transfer a current. When charged; the capsule pulses for half a second before exploding outwards in an electrical explosion that causes electrical blackouts to devices, stuns living creatures, causes minor antigravity on light objects, and many other strange anomalies. The electrical gel is made from a mix of ichor from giant thrips bugs and some strange substances found in the dangerous underground service tunnels between the city. The company who makes the capsules has to keep lying and searching for new gatherers constantly.

Acid Vials. Sold by a guy who lives in a sewer; vials that can be loaded into weapons that squirt out acid at close ranges. Used just as often to melt away padlocks as fired at enemies. It is possible to safely handle the acid if you soaked your skin in milk for a few minutes before touching the acid. Even a small amount of milk poured into a storage vial can neutralize the corrosive.

Ember Brand Flame Batteries. Created by a few scholars from a world where it was possible to use psychic powers to imprison raw elements in stasis; these beings wound up in Garden and are using their powers to suppor themselves. By trapping fire into a plastic and metal shell similar to a battery pack; the flame can be unleashed in a high energy form by the right weapon. These weapons fire lasers that can cut steel from the intense heat, and easily burn a hole through a man. Only their makers know the secret to reloading the cartridges.

Friday, May 4, 2018

[Class] The Four Elemental Warriors

Elemental Warriors
HD- d8
Equipment- All, minus plate

At 1st level, all Elemental Warriors begin as Elemental initiates. They have a base AC of 10 and have a maximum AC of 16. They also begin with the same to-hit bonus and combat abilities as a first level fighter, but have less health and lesser equipment.

Elemental Initiates can speak to or commune with elemental spirits as they are present in the setting, but do not get a bonus to their reaction roll with them as a shaman or priest would. Also, elemental initiates get +1 to save against all saving throws closely tied to the four elements, such as dragons breath and petrification.

When the Elemental Initiate reaches 2nd level, they must choose one of the elements to champion and master, abandoning the others except for the base abilities earned at first level.

Warrior of Fire
The moment the Elemental Warrior becomes a Warrior of Fire, he may start fires by holding and blowing on dry tinder up to his mouth at any time, effectively acting as a candle-flame cantrip. He also gains +1 to all saves against fire based spells or breath attacks; and gains an additional +1 to fire-based saves every level from now on.

Once per day per level, the Warrior of Fire may engulf his blade in flames with a strike, dealing an additional +1d6 fire damage. This must be called before the attack is rolled, and on a miss the flames harmlessly singe the target. Even on a miss, this attack could ignite extremely dry or flammable material, such as a creature covered in lantern oil or an animated scarecrow.

At 10th level the Warrior of Fire may become a living flame once per day. In this form, he can only be harmed by magic weapons or spells and looks like a giant fire. This giant fire can leap and crawl across the ground even without fuel, but will become weak without it. It can also shoot 1d6 damage sparks at anyone within throwing distance. By consuming flammable objects the living flame may grow larger and move faster. The Warrior of Fire can keep the form going for 1 turn. If the fire is extinguished the Warrior of Fire will reappear in the embers of the flame unconscious.

Warrior of Water
Elemental Warriors of Water can identify if a source of water is safe to drink or poisoned by running their fingers through it. They can also identify other liquids like wine by making a save and adding their level to the roll. On a failure, they cannot be sure or not if the liquid is safe. They get +1 to all saves involving water every level from now on.

Warriors of Water can hold their breath underwater for a number of exploration turns equal to their level. Also, Water Warriors can create a spear, arrow, or shield made of ice that has a one time to-hit or AC bonus equal to their level, once per day.

At 10th level the Warrior of Water can become living water. In this form they can either stay still and imitate a regular body of water, drip through cracks and crevices, or move in a great torrent of water like a crashing wave. You are also immune to non-magical weapons. Instead of attacking, the Warrior of Water could attempt to drown foes or skirt away allies. Enemies only get a save to avoid being knocked over or swept away if they are very large or have a strength modifier of +2 or better. They can sustain their form for as long as they wish, but if too much of their liquid is separated they will be trapped in elemental form until they rejoin.

Warrior of Earth
Elemental Warriors of Earth get to wear platemail and have their maximum AC raised to 18 due to their connection to stone and earth. They get +1 to saves involving petrification, cave-ins, earthquakes, mudslides, and similar Earthy hazards every level.

By stomping their foot, the Warrior of Earth can cause stalactites and shards of stone to jut into their enemies. The Earth Warrior must make an attack roll, with their level as the bonus to hit, against the enemy's AC and on a successful hit deals 1d8 damage. The Earth Warrior can also do this on softer ground like gravel or dirt, but this can only open a pit beneath the enemy to trap or distract them. They can do this once per day per level.

At 10th level, the Warrior of Earth can transform into an Earth golem. In this form they have 20 AC, stone fists that deal 1d10 damage, and always go last in the initiative order. They also have tremendous strength, and could easily break through thin stone walls or thick wooden ones. Their incredible weight means most wooden bridges or floors couldn't support their weight. They can stay in this form for up to 1 exploration turn.

Warrior of Air
The warriors with the power of Air is closely attuned to the secrets of the winds. They can hear a whisper spoken within 10ft per level as the wind carries it to their ear. Also, Warriors of Air get +1 to saves to avoid all air related saves, including toxic gases or lighting strikes, every level.

Warriors of Air can redirect missed projectiles like arrows back at the targets again for a second attack roll, and can do this once per day per level. These can be spent in advance, such as granting each member of a squad a single magically empowered arrow for a single devastating volley. Warriors of Air can also give up their combat round to give themselves or any of their allies within hearing distance a +1 AC bonus against all incoming attacks by whistling a shield of wind.

At 10th level, the Warrior of Air can become living wind. This specter is almost invisible and can only be harmed by magic weapons and spells. It is a low flying wind that can only travel near to the ground, but can “climb” up sheer surfaces depending on weather conditions and wind chimes to act as jumping points. The specter can only interact with people or objects by whispering in their ear or with a subtle gust of wind that can blow out candles or shift the pages of an already open book. The air-form must stay mostly together but can pass through objects that are open to the wind; something like a heavy curtain could block them just as it could block the wind.

Wednesday, May 2, 2018

4 Fantasy WW1 Dogs

Doctor Dogs (1 HD, 1d4 healing lick, 1d2 bite damage)
These large, fluffy dogs instinctively rush to find and rescue people trapped in the rubble or wounded in the trenches. Made from a breed that once sought out those trapped in avalanches, it was genetically and magically altered to drool anesthesia and a disinfectant. It licks wounds to help heal injured soldiers, and is bulky enough to carry medical supplies and can also help carry wounded soldiers. It's bite is very weak due to their slobber helping heal their own inflicted wounds, and they aren't very aggressive of a breed anyway.

Elephant Hound (2 HD, 1d4 bite, prehensile trunk can use bigger weapons)
These incredibly intelligent dogs are mixed with elephants. They appear as dogs but with a long, furred elephant trunk attached to their face. They are often trained to use weapons, usually belt fed machine guns, mortars, and grenades they chuck after their handler pulls the pin- small arms tend to be too difficult to handle with their clusmy trunk, and they usually can't be trained to block bullets with swords like your typical enlistened swordsman. Fiercely loyal but independent. Smartest dog breed ever created, quickly becoming favorites outside of war too.

Messanger Pooch (1 HD, +4 AC when running, 1d4 bite)
These extremely fast and slim dogs are bred to deliver messages during the war. They are so fast and agile they are used to run across no-mans land during machine gun fire and bombing, since it's unlikely for the dog to get killed along the way. They can also crawl through pipes and have been sent halfway across the landmass to deliver covert messages too sensitive for radio.

Gremlin Dog (3 HD, 1d8 bite, +2 AC, 50% to just each ignore fatal blow)
Wrinkly dogs with sharp teeth and incredible pain tolerance. Very aggressive for both defending their owner and for attacking enemy positions. Gremlin dogs tear apart soldiers and are feared for their fighting prowess. They'll invade an enemy trench and bring back an enemy soldier's leg in their jaws while missing one of their own, tail wagging the whole way. If the dog's handler dies nobody will be able to get close enough to retrieve it, since the dog will defend their body. Used to great effectiveness when prying open the lid of a tank and dropping the dog inside to do its thing.

Sunday, April 8, 2018

Nonmagical Sages + Magic User Titles

I've been reworking the Sage class into something a bit different lately. I still like their focus on Support, and being the most 'magic' class despite not having spells, but I've also wanted to increase their focus on knowledge and taking away their inexplicable magical powers.

So instead; here's a nonmagical version of the Sage.

The Sage
Class HD- d6
Add Level to Magic Saves.

Instead of casting spells, the Sage uses knowledge to aid their party. They can identify magic items and also learn clues about tracked monsters. They are the best at brewing magic potions, gaining +1 per Sage level to the potion's effect roll, and can identify their ingredients easily.

Instead of casting combat spells, Sages can use magic rods like everyone else. But a Sage can also bind themselves to a single magic rod, which increases its charges by +1d6. The Sage can cast some minor cantrip-like magic that requires no charges even if they don't have the rod, as long as it isn't an attack. The magic is inherent within them now, until the rod is destroyed.

Finally; Sages get +1 to their magic roll per Sage level; which are done when using all sorts of magical rituals, items, spells, crafting, crossbreeding, and all other forms of magical actions.

Magic User Titles
All “magic users” or Sages are the same class. The different names are merely titles, depending on what they know and do.

Sorcerer is a catch all term, with a connotation of some respect.

Wizard is an official or employed magic user, usually acting as a court Wizard; a magical adviser and specialist for a ruler or lord. Mages or Magician is used for an employees magic user in a lesser role, such as working for a guild or smaller entity. Battlemage is one that fights in an army.

Witch is a term for an unscrupulous or lowborn magic user. Has a female connotation, but Witch-Men and Witch-Kings are just as common.

Warlock is a term for a magic user who joined a magical order, coven, or guild and stole knowledge and power from them before leaving. It's one of the worst names to be called, and bounties on Warlocks are common in magical communities.

Tuesday, April 3, 2018

*Old* Incantation Spell System

Have you ever looked up the definition of a word you use all the time? Sometimes it can be an inspiration. The actual definition for spell seems to include “spoken words” and “incantations”, which I think is very interesting and telling. Many fantasy settings use magic as either a language, or deeply tied to it. It's part of the lore, you see.

I've always also been a big fan of the Paper and Pencils concept; but that concept was only used for researching new spells, not the spells themselves. As such, I wrote my own magical word spell system called “Incantation”. EDIT- The author of P&P wrote a new Magic Words system remarkably similar to this one.


Incantation
To cast spells, magic users must speak the words of power. Spells require the magic user able to be heard and speak to cast a spell Magic users can only cast so many spells per day or adventure, and the size of the magic phrases they can use depends on their level.

Level
1 Word
2 Words
3 Words
4 Words
1
1



2
2



3
2
1


4
3
1


5
3
2


6
3
2
1

7
4
2
1

8
4
3
1

9
4
3
2

10
4
3
2
1

Casting a spell puts the magic user at the end of the initiative order. Casting a 4 word magical spell requires 2 rounds to fully pronounce.

Once a magic user knows a magic word, they can use it in any spell they wish. Magic users begin with 1 or 2 magic words, randomly assigned, and must find the rest through searching dusty tomes and manuals, or purchasing them from other magicians.

Spell Casting
To cast a spell, the magic user selects and speaks a few magic words. Speaking a single magic word usually has a single magical effect, which must be directed by the magic user's imagination. Speaking two or more magic words has a combination effect, or is more powerful then a single word spell. You can also cast a smaller word spell using up a larger spell slot, if you have no more word spell slots available of that size.

Spell Examples
One word magic spells tend to have a single, simple effect. Most effect one or two targets, deal maximum 1d6 damage or restore 1d6 health, and have temporary effects that last a turn.

Spells with more then one word have greater and more powerful effects, as a rule of thumb, each word's effects should stack as 1 word spell effects together. So a two word spell could target 1d4 individuals, deal up to 2d6 damage, etc.

Words are always spoken into magical incantations and sometimes with the movements of a magic staff, wand, or rod. For example, saying the magical word for Water can create a small amount of water by condensing it from the air, control a small amount of water by directing it with a staff, or make something take on the consistency of water and somewhat transparent.

More powerful spells can have more diverse and strong effects. The spell Heat Mortal could keep several men warm in a cold place, overheat and exhaust several men in a hot place, or could be used by monsters as a way to cook the flesh of a man and deal 2d6 damage to one target, etc.

Magic Word Research Rules
In order to research a magic word, a Wizard must spend money to do so. Usually, they will have to also have found a scroll or text. Converting the magic words into script for use in speaking your own takes time and materials. It costs 1000 coins to learn one word with the materials on hand, and a season of research.

Counter-Spell
If a caster knows the meaning of magic words being used against them, they may speak opposite words to cancel them out if they know them. Doing so expends their spell slot of the same level. If they can only counter a few words, the enemy spell is simply reduced to a lesser word spell.