Tuesday, November 17, 2020

Fox Raiding the Chicken Coop Rules

“Red whisker, come to play
home from home, never stay.”

Every Fox has two scores, Cleverness and Hunger. Cleverness is how clever and quick the fox is at both breaking your defenses and evading capture, and Hunger is a changing score based on how many of your chickens the Fox will kill when it gets in the coop.

Every Fox starts with 1d6 Cleverness and a Hunger score of 1 or 2. Every season, the Hunger score increases by +1. Of course, the Fox is eating more then just your chickens, this is just a vague approximation of it getting more and more desperate of eating whatever it eats out in the forest, and getting more and more confident about its hunting.
The exception to this rule of during the Spring, where female foxes raise young. If the Fox hunting your chickens is a vixen, increase hunger by +1d4 so she can feed her kits.

The Fox's cleverness is directly countered by your defenses. The chicken coop itself counts as 1 to 3 based on if it has a door and how well made it is. Stationary defenses, such as locks, doors, chains, walls, barriers, scent markers, scarecrows, minor magical sigils and so on grant +1 defense. Active defenses, such as active spells, guard dogs or human watchmen, or having a cockrel among your hens count as +2 defense each.

Every time the Fox succeeds at raiding your chicken coop, its hunger is sated this season. The Fox's hunger drops to Cleverness score if it was higher, and otherwise stays the same. You have a bunch of feathers on the ground and missing chickens.

Every time the Fox fails at raiding your chicken coop, its Cleverness increases by one.

When the Fox has become too dangerous and troublesome to deal with with a few simple defenses or guard dogs; you need to go on a hunt. You must take a number of fox hounds equal or greater to the Fox's cleverness, or else it will slip away. Other hunting rules include tracking, shooting, and dealing with elves screeching at you about “animal cruelty” or something- make these up yourself. 



Monday, November 16, 2020

20 Suspicious Murderer Search-Engine Entries

[1]
wikipedia [missing person's name]
[2] soundproofing materials fast shipping
[3] plastics can't be melted by acid breaking bad
[4] industrial wetstones ebay
[5] forensic files watch online
[6] what stores sell drain cleaner in bulk
[7] most common month for house/business foundation repair?
[8] heavy metal hours playlist
[9] best way to clean up blood hospital employee
[10] most realistic detective stories
[11] how to hide files on computer
[12] safety features on modern appliances
[13] how long do businesses keep their security camera footage
[14] iknowwhatyoudownload.com how to remove
[15] youtube unlisted videos policy
[16] average human visibility at night
[17] does antifreeze still taste sweet?
[18] most harmful corrosive foods for your teeth
[19] safe doses of strictnine
[20] porn

Friday, November 13, 2020

Simple Dice-Pool Zombie Grappling Rules


If your survivor is about to get grabbed by some zombies, use this rule.

Adult, healthy, and well fed survivors roll 2d6. If they're weaker, only 1d6
Add +1d6 if the survivor is wielding a proper zombie killing weapon, like an axe or baseball bat.
Add +1d8 if the survivor is wielding a badass zombie killing weapon, like a sawn-off or chainsaw.

Every zombie in the group rolls 1d6. Special infected, like acid blood or Tanks from L4D, roll 1d8.

Roll all dice simultaneously. Highest number on a single dice wins. In the event of a tie, the highest number of dice rolled total wins. If the survivor wins, they get away. If the zombies win, they get in a bite or you take one wound or lose a life or whatever.

If you can't find enough dice to roll for the zombie's dice pool or if its statistically ludicrous for the survivor to win, they just die. Huge groups of zombies just rip you apart.

Note: Yes, it's intentional that you can't be bitten by a group of zombies if you get a lucky roll of 7 or 8 on your big weapon die. This is to represent your guy running through a crowd of zombies blasting and sawing them all to pieces without getting bitten. Yes, it's also intentional that most rolls will end in ties of 6, meaning that the zombies will always succeed if there is more then three of them at once.

Example: Rodney gets cornered by a group of undead, who press at him from all sides against a wall. There are 5 zombies. They roll 5, 5, 4, 3, and 2. Rodney swings his bat and gets a 6, 3, and 2. He gets away. That was a very lucky escape, Rodney.

Also if the survivor has a really shitty weapon like a knife or rifle in close range they roll a 1d4 for their weapon instead. Same for really shitty zombies like crawlers or weak ass skeletal zombies, they just add +1d4 to the hoard's dice; still adds to the hoard's deadliness but they're much easier to escape from in small numbers. Also this combat system has nothing to do with actually running around and shooting zombies or fighting zombies in a big army against a shield wall of survivors or anything cool like that, it's just a little grapple rule.

Wednesday, November 11, 2020

8 Goblin Shaman Spells

What's the first Magic-User your PCs will fight? Probably a goblin shaman, right? Maybe a bandit spellcaster I guess, but something like an orc or ghost or elf is a bit too powerful and high fantasy for the level they're at, wouldn't you agree?

Well I don't think that goblins should cast the same spell as people should. That's dumb. What kind of goblin knows
Sleep or Magic Missile? They don't. They're fucking goblins. If your PCs run into a shitty low level goblin spellcaster; roll 1d8 on this table to determine their spell.


8 Goblin Shaman Spells

[1] Repulse - 1st level
This spell is the opposite of Charm. It works much the same way though. The shaman casts this spell on themselves and become instantly offensive to the eyes, ears, and noses of everyone around. Their voice seems shrill and annoying, their face becomes ugly and warts highlighted, and their smell is amplified to noxious levels. Goblin shamans often wear masks or hoods to hide their face before they cast their spell, revealing its effects with a dramatic flair.

Essentially, this spell works like Charm in the sense that nobody wants to mug you afterwards, but it's not because they think they're your friend but instead because nobody wants to get near you. Hirelings must make a morale check to attack (with melee) or loot the shaman.

[2] Enflamed Mucus - 1st level

Goblin version of a weak offensive spell. Uniquely, it can be used in a grapple. There's no incantation or somatic components- you just sneeze. Your snot comes out in a larger then normal mass with an incredible heat, like burning oil. It can light flammable things on fire, usually the ends of torches or wads of cloth goblins may use as projectiles on occasion. Also, goblin fire arrows.

If you're grappling a shaman and they cast this; you must save or drop them from the surprise of getting snotted on with fire. Deals 1d2 damage, or however much the burning object would do.

[3] Flying Shadow - 1st level

This is a weak curse cast by goblins, and one of the only reasons they are feared. When cast, this spell creates a flying shadow that flies towards the target's face. If the target succeeds a save, their vision is darkened as though everything around them is dark and shadowy, but they can still dimly see. They get -2 to hit with melee attacks and -4 to hit with ranged. If the target fails the their save, they are blinded for 1d2 exploration turns until their vision returns.

[4] Maggotmail - 1st level

This is a defensive spell shamans can cast on themselves or on their warriors. It has a range of about a stones throw. When cast, a swarm of maggots will appear either out of a nearby pile of trash or underneath the target's clothing and bite each other- they hang on to the target and form a suit of armor made of their squishy bodies.

The target of this spell gains +4 AC until they are hit three times (maggots are all squished) or they are hit with a torch or other source of fire damage (the fire scares away the maggots). It takes one round for the armor to form when this spell is cast, so it may be possible to kill the target of the spell before the maggots create their barrier. In which case, the maggots just start eating the corpse instead.

[5] Ice Touch - 1st level

The most powerful offensive spell known to the average shaman. This spell requires a melee attack. The goblin touches you with a hand as cold as ice. The victim takes 1d6+1 damage as the cold rushes through their body. If you are killed by this spell your corpse falls to the ground very cold and still- this spell actually creates corpses very suitable for raising the undead and was probably stolen from necromancers by the goblins.

[6] Acid Piss - 1st level

This spell grants the shaman a full bladder of pissy acid to pee out. Unlike the name, the “acid” isn't really very dangerous to living things and can't be used as an attack, it's a slow acting thing more effective against the inanimate. The goblin can use this spell akin to a Wizard's mark, but instead, they pee a frowny face on the dungeon's bricks somewhere and it gets burned on. Can also be used to escape from ropes or cages- they just pee on the lock. Obviously, this spell is a little more useful for boy goblins then girl goblins.

[7] Count - 1st level

Goblins aren't good with math. This spell helps with that. Instantly counts a large number of similarly sized objects that the goblin can see, or does basic math on something you can see or sense. The spell's result is returned inside the goblin's mind- meaning it can be cast in stealth. For example, a goblin shaman could cast this on a camp of sleeping adventurers to see how many there are, since he's not smart enough to count the boots and divide by two (but it still won't count the Rogue that snuck up behind him on his watch). Also commonly used by goblins to see how much treasure is going to be stolen from them by bigger, meaner monsters.

[8] Bravado - 1st level

Goblins are cowardly creatures. This spell helps with that, and is a staple in any large scale goblin attack. The shaman must use a drum to cast this spell, which works best if made of human skin. The drum is banged as a goblin howl is echoed- the goblins are inspired to fight and put aside their cowardice for but a moment. All goblins who can hear the song gain +1 morale.

Saturday, November 7, 2020

Vagueposting- Boardgamification

I've heard a few interesting design philosophies (or more accurately, interpretations of design philosophies) from certain old school games. Back in the olden days of OSR, which was much before I was even alive, the game was smaller in scope. You can see this represented in the rules; Elves are immune to Ghoul Paralysis because in the game's scope, Ghouls are the specific threat with paralysis. There's less of an interest of holistic, setting or in-universe concepts. It's very game first. The same interpretation could also be said of the original five saving throw categories; these were almost supernatural luck or defenses against specific threats, not a full character breakdown or abstract saves that can be called into question for anything related; saves vs dragon breath or breath weapon specifically works against dragon breath. It's not a dodge, it's your defense against dragon breath.

I think this concept, which I am hearby naming Boardgamification, is something I want to explore more. I'm 100% sure this has a different, better name somewhere else, but until I find it I'm sticking to it. Let's define the term a little bit. Boardgamification is the reverse-engineering of a tableop game system or storytelling system which tries to break the game into core components, make them specific and as simplistic as possible, and rebuild the game with a similar tonal fidelity as to the original. You're trying to make your tabletop games play like board games, and not good board games, but the Ameritrash board games from your childhood. You know, that Dracula board game where you have to find the holy water, stake, and garlic to kill Dracula not because they do anything special or have associated mechanics with them that would make them a good fit to defeat him, but because that's what is used to kill Dracula.

HOWEVER, it should be stated here that this is not trying to make D&D or various roleplaying systems into board games. That's not the point, this is very much supposed to be about tabletop games. I like tabletop games; like many of you I'm sure, I got my start in this hobby by making up my own rules for board games I owned; opening up the idea space. In RISK, cannons could shoot from a territory away. It had nothing to do with the game balance or concept that a cannon was just ten regular soldiers; it was a cannon. I also know that “artillery” is the real term for these pieces, but I don't care. They're cannons. They shoot.

For the optimal, platonic ideal of a roleplaying game then, we could see the ease of rules and learning that a board game might have, in combination with the unlimited idea space and universe-sharing of a tabletop game. These two ideas are not mutually exclusive, but they don't mesh well either. The more you codify into rules the less arbitration you allow, but the more arbitration you allow the less it feels like a solidified “whole” ala a board game. I don't think it will be possible, or even necessarily desirable, to actually accomplish “Boardgamification” of your favorite tabletop game, but I felt like writing on this topic, and have several elements or suggestions as to how one could do it.

Make Things Binary (Combat)
I think one element of Boardgamification is the removal of game elements that have multiple states or variable values such as hit points, modifiers, currency values, etc. Monsters are either beaten, or beat you. There isn't a long battle sequence or blow-by-blow combat. There can be random chance here, such as with a simple contested roll adding a stat or character/combat value, but this takes away the directness of a cardboard token.

I think in the same way, the flat out denial of characters to do certain things (but on the flip side, ability to always succeed certain things) is an important element. If you try to Boardgamify a tabletop fantasy adventure game; you could take out combat stats entirely. Note: I'm using D&D classes, races, and archetypes for these examples but you could take this idea for anything.

Wizards, Hobbits, Lantern-Boys; these are noncombatants. They will get punked by a giant rat. It's not something to be ashamed of, that's just their place in the world.

Thieves, Elves, Hirelings; these can fight basic enemies. They can defeat skeletons, slimes, a lone wolf or goblin. Pairs of giant rats or a single venomous snake.

Then you have your Clerics, Dwarves, and Fighters. These can fight. They can defeat an Orc, a pack of wolves, a gang of goblins, a giant spider or wyvern.

Notice we're not caring about the individuals here. It doesn't matter if the Fighter has a bit more strength then another fighter, or has better gear or a bit more experience. It's like a set breakpoint of strength. Imagine in your mind the amount of strength and fighting skill a human could accomplish; this becomes your benchmark. But do you know what humans cannot defeat? Ogres. Dragons. Wizards. Powerful creatures or beings that go beyond what a normal person is capable of fighting in combat. It operates on horror movie logic; the monster of that caliber cannot be harmed by normal means, you have to find a special way to beat it. The combat system is abstracted to either one on one combat duels, or is kept at that abstract level. Doesn't matter if your party has three fighters and a bunch of hirelings or whatever; a band of orcs will beat you. No normal person can overcome an army that greatly outnumbers them. If an ogre is chasing you down, you can't beat them. You might be able to send a warrior in long enough to distract them, but all of your warriors put together will just get clobbered; you might injure the ogre or make enough time for others to escape, but you cannot achieve a meaningful victory. You can't kill it or make it retreat from you force of arms.

But even here we can see the gameplay and create interplay. The Wizard is weak and feeble, but can fry an ogre's brain.with a lightning bolt or blow up a room full of Orcs. The Thief isn't as powerful in combat, but can kill anything a normal human could kill with a sneak attack and a good stab; like a Wizard. This still applies to the fiction in the genre; a thief could sneak up on a Wizard but not an elf archmage; their long ears will hear you, or their magic is so advanced they can sense your presence. Maybe Fighters can equip the magic weapons that let them beat things beyond the keen of normal men; no human can beat a dragon, but with the magic lance they can. Clerics fight pretty well, but are the only force your party can muster to destroy a hoard of zombies or is the only person who has any defense against evil ghosts and intangible threats.

Make Things Binary (Saves & Spells)
Once again; I'm using combat as an example because it tends to be the most complex part of a game. But you could apply the above to anything. Only thieves can climb walls. Only Clerics can heal people. Only Monks can cross rivers by running over them, or know the tea-ceremony protocol to avoid upsetting the Emperor.

In the same vein, traps and saving throw style mechanics can also be removed or stream lined. Instead of a modifier or roll-under saving throw number, you could just pass or fail based on your character. Of, you're a Thief? You disarm the trap before it goes off, allowing for player skill and interaction or not, without needing to roll anything. This is also an element where leveling up or progression systems could come in; the higher level you get, the more you can automatically disable. Maybe thieves don't automatically disable traps but can bypass all of them without getting hurt, making them good at exploring but not always being able to clear the way for their fellows.

I also like the idea of traps and saves being conditional and direct. They do as they are written. You have a Dexterity of +1? You don't fall in pit traps. You have a Dexterity of +2? You can't get hit by blade traps. If you fall in a pit trap it hurts your feet and makes you move slower/makes wandering monsters more likely. No hit points or damage, just an arbitrary effect that lasts for the rest of the dungeon. You could pretty well match the tone and pacing of a traditional dungeon crawler with this; characters lose limbs and take wounds even if they don't have hit points, like a stack of status effect cards you'd shuffle into your personal deck in a deckbuilder like Slay the Spire. You just get worse as it goes on. The hole where you stick your arm in just cuts your arm off, that's it. The magic trap saps your mind, making your clumsy and stupid. Now you can't read; no spells or scrolls. It's that simple.

Spells work under the same effect, but I feel that in a system like this the one exception could or should be magic. Magical effects could have a degree of randomness, rolled by the DM in secret, just to keep things spicy. If you're not a Wizard trying pretty much any spell is a deathtrap. The DM might give you a 10 to 15 percent chance to successful cast the spell. Once again, the negative effects of enemy spells or failing your own spells is a set condition. Your life force is drained, take a hit or fight as one combat “class” weaker as per the binary combat rules as above. You get cursed, enemies target you first or you are subject to bad stuff. The spell goes haywire; anyone in your party without fire protection is toast.

Magic Users cast spells the best of course, and spells in this context could be items. Spells don't have levels or scaling, they just do what they do. That was always one thing I liked from the boardgame, Talisman, which I'm sure many of you played as an intro to or even at the same time as playing tabletop games. Talisman had different random event spaces or adventure cards where you could get “spells”. Certain characters in that game just always had spells or a certain number of spells; but even a troll with 1 craft or a warrior or amazon could still get a “spell” from a random event and just hold on to it. I also love how even that game has a Wish spell; the Demigod card is probably one of my favorites. Wishing with restrictions in a game like context like that is so much fun. I love the design of it, even if it is bloated trash. Also, I'd consider Talisman's combat to be about the absolute limit of complexity for tabletop Boardgamification; but I do love the disparity between regular and psychic combat.

Progression from spells could also work in a similar manner as above. Apprentice Wizard? Fireball can kill anything a Fighter/Cleric/Dwarf can kill. Master Wizard? Can destroy giants or dragons (who aren't red!), as the biggest threats in the game. I personally like lightning bolt as the single target killer in this game's context; I didn't set out to write another game based on Boardgamification though we're getting pretty close here.

Less Numbers
This is a similar but less extreme version of the binary success or fail states. Instead of hit dice, just have hits. Creatures with 2 HD now can take two hits before they die. Weapons and armor is adjusted similarly and player-facing mechanics don't have to be the same as enemies! Enemies just take two hits to die, but they deal their normal attack damage and effects to the party members- would make it feel less like the DM is picking on a single player if a monster keeps trying to kill just him.

Players can pick their weapons for boosted effectiveness for killing stuff. Swords and Axes deal 2 hits worth of damage each hit from the sharpness. Blunt weaponns like maces only deal 1 hit per turn, but it has an armored piercing conditional effect. Two handed weapons deal an extra hit worth of damage and get to go first. Maybe the special powers of Fighters in this system is they can deal one or more hits worth of damage, where as everybody else cannot. You could also tie this into a randomized to-hit roll, same with a d20, but this time fighters deal one hit on a miss and two hits on a hit, where as everyone else deals zero to one damage on their rolls.

Instead of having a ton of stats or attributes for characters, you keep them simple and direct. You instead fold the stats into the other mechanics of the game. This is something I am quite proud of from Dickhead Barbarians, a game I made that is rife with Boardgamification. Ice Warriors are just immune to fire and get an extra wound, thus they are extremely tanky. Cannibal Giants can intimidate enemies and, as such, are even more combat monsters then they imply. Dickhead Barbarians also featured random chances to get wounded and specific item counters to it; helmets don't increase an abstract AC value but instead grant damage to a specific threat in the form of slingers, who aren't super common nor have a high chance to wound you in the first place. As such, you could easily see helmets as a sort of late game bonus or way to optimize your army once more important items have been purchased.

Folding in probability into the mechanics of the game as above I think is another huge step. There is a lot to be said about designing games with probabilities in mind, if they be fair or unfair. That's something I want to explore more in the future.

Specific Use Cases
Typing up Dickhead Barbarians had me thinking specifically about use cases, especially for items. On the one hand, this is very tightly woven with the concept of Boardgamification and, in my opinion, very thematic and cool. Magic stuff especially- anything that can bend the rules in a game with very rigid rules becomes unique and interesting. Rope can only be used for climbing down pits, lets you explore areas with your limited resources. The map just prevents a “getting lost” random event or condition, weapons only allow you to hurt specific enemy types that are otherwise immune to attack. Nobody questions how your character can carry and use an axe, sword, bow, and magic sword. That's not really the point.

But on the OTHER hand, this concept hurts some of the openness of tabletop games in general. Why can't you use the rope to tie up prisoners, or the axe to help chop down a tree? It's part of the tabletop experience to allow that kind of freedom. It creates a disconnect between tightly woven rules and in-universe suspension of disbelief. Why can't the cannons shoot?

One solution to this issue could just be how rules are presented in tabletop game rulebooks. Every item in the equipment list is not listed just as itself, but as though it is an independent game piece with its own specific use. Rope is not listed as per price by the foot and that is all. In that context, the player is supposed to infer what rope does from the game and universe; it's a tighter fit for roleplaying and saves space in the rulebook, but doesn't fit with our ideal of Boardgamification. So instead, list rope as “lets you descend safely from walls and cliffs.” It now has a specific use. BUT the players can still use it in another capacity. You can tie a piece of meat around the end and drag it as a lure for a monster, or use it to tie up prisoners, or to make some hackjob armor that you wrap around your body with metal plates. It's still open for roleplaying, but in the context of the game and rules it's still a game piece.

Another example of this would be weapons. Touched on earlier; different weapons aren't presented in this hypothetical rulebook with stats or weights or anything. The spear isn't a d6 weapon with reach and versatile weapon. The spear just “Keeps charging enemies from hurting you.” This gives it a use, a specific advantage to carry it around, but it doesn't have combat stats or powers to be specifically considered at all times for a character's “build”. Some games, like Dungeon World, already sort of have this because of the abstraction of damage; your damage dice is primarily based on your character class, not your weapon, stats, or skills. As long as you have a “weapon” in our game, you fight to whatever degree you can, but each weapon is like a tool with a specific use.

Rules Transparency
However- all of this above hints at a certain concept. The entire idea of presenting upfront the use of weapons/spells/items/characters and so forth, the exacting and specific counters that each monster or threat has, the limited and reduced scope of the game (Elves are immune to ghoul paralysis) all hints at a certain concept; rules transparency. There is very limited room for incomplete information in a game like this. You wouldn't even want it, as it would be the same as an experience board game player beating a rookie with no experience and doesn't even know what all the cards do. The DM has little room to hide information from the players in terms of how to beat or deal with whatever they are facing- they can hide WHAT they are going to run into, but not how to beat it or what it does because by its very nature doing so would upset the game.

As such, we could safely say a game like this is very much like a collaborative experience. It's a bit like a board game; isometric and viewable from a distance. You can see past the walls on a game board, they're 2d and just drawn on. You have complete information. You may not know what's coming next, but you know what it does if you read every card in the box.

The concept behind this game then is one where all the players know what's going on, or have a good idea. But that doesn't necessarily mean a long tutorial session or having every player DM the game at least once to get an idea. The game's rules can be inferred and understood by the general understanding of reality- that I think is intended in all tabletop games to an extent, without trying to bog this in a realism debate. The understanding that a piece of armor protects you from damage is well understood; it doesn't actually matter how the armor is used to protect you, that can be rewritten to accommodate the game. But if you used it to enhance damage or combat value instead, it might be a bit tougher to teach and understand on a first playthrough.

DMlessness & Design
Another aspect of Boardgamification is, with a lack of needing arbitration and having a more refined scope with known entities in the game space, you remove the need for a referee. Perhaps not remove, but reduce. The game could be run as a collective with multiple players, as long as all of them were on board with what they wanted out of the game and had a rulebook to help guide them.

While I haven't actually played it myself, Kingdom Death has a similar concept going on with its monsters. You fight specific monsters multiple times; each monster has a pattern of attacks that change and evolve during the course of the campaign. The monster's attack deck is seeded with specific cards that are more or less difficult or situational hard for the players to deal with. In the same way, we can use randomness-within a set construct to enhance the game and stand in for a lack of information. Of course, this game follows a trend in a lot of other “modern” boardgames where there are legacy mechanics, hidden booster packs of content within the box that are opened as the game progresses, and are often explicitly stated to be used in a game blind so the players have no idea what to except. The “Dungeon Master” of the game is still there, but an ethereal designer that leads itself to an air of impartiality and wholeness.

This also leads into the concept of a game feeling whole and complete, which is a unique thing that only boardgames and certain tabletop games really end up “feeling” like. Games without need or even implied use of modules or homebrew material; they can stand on their own. This is of course a false messiah, it isn't necessarily better that the game is “done” in the box in that sense, but it just feels more whole in a way that is satisfying. This is one of the reasons why I like writing complete games so much on my blog- WASTED, Flashbang!, Dickhead Barbarians- I really enjoyed being able to publish them on here even if they aren't necessarily as good as a traditional tabletop campaign in terms of quality. These are so fun to make, I feel, because of the wholeness of design. Every part feels legitimate and warranted in the game, it isn't just a part of a boundless or hazy fantasy landscape that you invent in your mind. I'm not saying I don't like tabletop campaigns or endlessly tweaking my homebrew, because that's still a great joy- there's just something special about a complete, full thing being made and presented to everyone. It's Boardgamification, finished and ready to play.

Thursday, November 5, 2020

Walks-In-Emeralds

The world is made up of many realms. The “Higher” realms of the Gods and Divine beings, the “Lower” realms of the dead and demonic. Then there are the realms of man and beast; of the mortal realms. But there are leftovers. Spaces between spaces from the creation of the world. Most of these realms are places where monsters have come from, or places that mad Wizards have created and slipped away into. But there is one that is totally empty. It is a silent, dark place. No mind sculpts this realm or gives it a purpose.

Except for just one.

Walks-In-Emeralds
The Realm of Emeralds is a left over dimension. Perhaps from the creation of the world, a fractal part of the Sacred Sapphire from which all things came. Or perhaps it was once the afterlife or prelife of a race or god, which became desolate after a spiritual exodus from the place. Maybe it was created once, long ago, or it simply always existed.

The Realm of Emeralds is a dark, shadowy place wrapped in an eternal twilight. Everything there is stained in shades of green. Everything in the realm of the mortals is copied here; it is exactly as wide and vast as the mortal realm, but totally devoid of life. It is a very quiet, lonely place. Only one being here disturbs the Emeralds, and that is known as the Walks-In-Emeralds. It is technically a sexless being, but appears as a male humanoid of elderly age, and is usually referred to as a him. It is a one of kind thing, with no other race or caste of beings that are exactly the same. It seemingly can understand language, but is not known to speak. It is also intelligent, but has its own goals and intelligence that run contrary to what most living beings understand.

The Walks-In-Emeralds is a very lonely spirit, its home realm is the Realm of Emeralds, but is can leave its home dimension. It may open portals between the realms, stepping from the Realm of Emeralds and stepping into the mortal realm at the same location within the real world. Once there, the Walks-In-Emeralds can fight and be fought like any normal creature. However, it rarely seeks conflict and prefers to run; if the Walks-In-Emeralds opens a dimensional portal, it only takes one round to open and step through it, and will automatically use this ability if it drops to half HP.

Its main goal in our world is to touch things. Usually it touches living things, though it will sometimes touch inanimate objects too. It prefers to touch people when they are sleeping as to allow its magical powers to spread, but will always attempt to touch 2d6 living beings or objects during each visit. It also prefers to spread its touch out to wide an area as possible, as to better enrich the Realm of Emeralds.

The Realm of Emeralds
The Realm of Emeralds is a dark dimension. Everything in the mortal realm is mirrored here, but decayed and lessened in some fashion. If you just finished building a castle, the castle would appear in this realm too, but crumbling and overgrown with moss. The realm is filled with dark mist, which nourishes the Walks-In-Emeralds. Every turn in the Realm of Emeralds, the Walks-In-Emeralds regains one hit point, meaning that in just a few days it can make a full recovery and be ready to strike again.

The Realm is a dark mirror to the world, but is devoid of living things. The only exception are plants, but the plants here are almost crystalline, with transparent and weak leaves, barely moving or swaying in the wind. There are no animals or people. It is a sad place. However, the Walks-In-Emeralds brings more energy into its realm by touching things.

Anything touched by the being will appear in the other realm, a copy. It appears as a ghost or phantom of the thing in question, spilling forth light from whatever surface was touched and is colored with the green energy in the mortal realm. Within this realm, it is like a ghostly copy that mimics the motions and actions of the first; it brings light and movement to this realm in some capacity. Similarly to the buildings, these manifestations are “lesser” then their real counterparts. They appear as spirits or as moving images and sounds, discordant smells, sometimes appearing from multiple different times in the real world at the same time in this one. The Walks-In-Emeralds may only be doing this so that its realm is more lively, or because this gives it power.

These manifestations can also be controlled by the Walks-In-Emeralds. They have ½ the power of their real world counterparts; an orc warrior with a green blemish in the real world appears as a spirit in the Emerald one, and when the Walks-In-Emeralds commands it, it will fight on his behalf with ½ the Orc's hit dice and dealing half the damage. It is very real here, however lessened, a servant of the realm's mysterious master.

Walks-In-Emeralds (6+2 HD, 14 AC, +2 to hit, 1d6+1 Emerald Staff, Emerald Command, Spells)
Morale- 12 (+2 in its dimension)

The Walks-In-Emeralds can transport itself between worlds, and is a physical being. It can be killed, though it is a wily creature and is very difficult to capture or corner, due to its power to open portals between dimensions. It can open and step through a portal in one round, meaning once it activates this power you have one round to kill it before it passes through. If you are touching the being when it passes through, you will be dragged into its realm. Once there, it has little qualms about killing people invading its silent realm- you can escape only by finding an area where the wall between worlds is thin, or by grabbing the Walks-In-Emeralds again when it leaves its realm.

Anything the Walks-In-Emeralds has touched is considered part of its growing domain. In the mortal realm, this means people or objects touched by it, with its emerald magic growing on their skin or emerald paint stuck to the bricks or metal. With a motion it can command these objects to animate or beings to obey its commands; intelligent beings get a saving throw to resist. Usually, the Walks-In-Emeralds doesn't want the beings it touches to die and avoids killing them; it simply wants to spread its emerald infection in the world to enrich its own realm, not cause mass destruction, but will force beings infected by its touch to jump in the way and block anyone chasing it so it can escape. Within its home realm, it can command the constructs of emerald light, which it will animate to ½ of their full power that they would have in the mortal realm.

The Walks-In-Emeralds can also cast spells. It has the same number of spells and casts spells as though it was a 5th level Magic User. Most of its powers are based on disabling attacks; Slow, Sleep, Color Spray, and other staple spells are likely to be in its arsenal. The Walks-In-Emeralds can also cast two bonus spells per day of any level, of any spells it knows.

The Walks-In-Emeralds also knows (has invented?) a few unique spells. If you manage to kill or defeat the being, you may be able to learn these spells by reading the inside of its skull. It has no known spellbook or arcane laboratory in its home dimension, except the mirror-world version of sorcerer lairs in the mortal realm. The books in these realms are printed on pure emerald sheets of crystal paper- but there is a 1 in 100 chance that any book may have a few usable runes barely legible. These runes could help teach a Magic User some of this being's unique spells.

Walks-In-Emeralds Unique Spells
– (Roll 1d6 to determine what spell you learn by studying it)
[1] Emerald Flames - 1st Level
This is a buff spell. The caster changes the elemental affinity of fire within themselves for the rest of the day. The Walks-In-Emeralds always has this spell effect on. This changes the color and powers of all the fire spells of the caster; turning their conjured flames to dark emerald and their summoned lighting to lime green. All prepared fire, lighting, and highly energetic evocations are altered. They deal a bonus dice of the appropriate size on a damage roll, and opponents hit by them save at -2. These spells don't kill however, instead knocking the target to 1 HP, helpless, and scarring their body with emerald patterns across their flesh and clothes.

[2] Flash of Crimson - 1st level
When cast by the Walks-In-Emeralds; causes everything around them to turn bright red for a second, which generates a supernatural fear and desire to flee in everyone around. All targets must make a save at minus the caster's HD or level, or else they flee the area; they must flee for at least 3 rounds, unless otherwise blocked. The Walks-In-Emeralds will use this ability to scare off foes before disappearing back through a portal if it is too risky to do so otherwise. After the first time you are subject to this ability, you can expect it next time and now no longer flee from it.

If this spell is learned and cast by someone else, it has no effect unless enough green material is nearby to create the supernatural red light. Wizards who wish to use this spell will need to be wearing a green robe and hat, have green skin, or be wearing a piece of jewelry studded with emeralds worth at least 6,000c or greater in value.

[3] Brittle Patch - 2nd level
This spell is used to patch up a hole, either in a piece of clothing, a crack in the wall, or the hole of a ship. The Walks-In-Emeralds can also use this to patch up wounds, which is much more difficult and requires a Mage of at least 6th level to perform, even though a lower level Magician can cast this spell.

The patch cast by this spell has two effects. First, for all beings who lack the true sight or ability to reveal illusions; this spell makes the patched object look exactly as though it was totally whole and mended on its own. If this spell is used on wounds, it creates the illusion of a rapid although natural covering and healing of the wound. However, this spell does not truly “fix” the object in question. The bucket that is mended will still leak, though not in an obvious way. The patched hole in the wall will still be drafty, but people will not be able to identify the source. Wounds healed are not really healed, and are instead kept in a state of injury though without pain or open pathway for infection or further aggravation; hit points are not restored for the value of the injury, just patched over and ignored, even with natural healing.

The second power of this spell is that when the caster dies, this spell is undone. This means that all damaged things are opened back up on the slaying of the caster; including wounds, mended ropes and armor, and many more. The Walks-In-Emeralds has many beings and important monuments patched by this spell, though anything patched by this spell can be truly restored with an appropriate healing or mending spell. Killing the Walks-In-Emeralds will cause quite a lot of damage to be done to the world, however unintentionally it will happen; the being may project psychic images of this to the party members, but it is unlikely to be understood unless someone in the party has a Wisdom modifier of +2 or better to understand the defense mechanism of this otherworldly being.

[4] Mask of Obliviousness - 3rd level
This spell can only be cast on an unaware target. Cast on a single person, they will not be able to notice you for the rest of their life, or until the spell is otherwise removed. This “not noticing” includes invisibility, auditory, and even touch, though the person will be aware if they are being touched or moved and think a ghost or supernatural force is touching them. The victim of this spell will not accept any proof of the proposed individual, and will not be able to defend themselves from one sneak attack. Every time the caster attacks or casts a magic spell upon the victim, they get a chance to save and break free from the effect.

The spell creates a spectral “mask” over their eyes, which can only be seen by holy men or those who have the true sight. If Walks-In-Emeralds casts this on somebody, the mask will appear a dark crystal green. If anybody else casts this spell on a person, it will appear as a dark shadowy mask. If a rival Wizard of a higher level investigates, they can see your Wizard vigil hidden in the vapors and know you cast the spell upon this victim.

[5] Green Gateway - 4th level
This spell allows the caster to open a portal into the Realm of Emeralds. This portal is permanent. The Walks-In-Emeralds will notice the portal in 2d6 weeks after it has been opened, but cannot destroy it outright with its magical powers. The Walks-In-Emeralds can open and close portals on its own with ease, but this spell may be required to actually go into its realm and chase it directly.

[6] Magic Malcontent - 4th level
This spell is chaotic, and the Walks-In-Emeralds only uses it in serious fights, or battles when it is defending itself in its own realm and can no longer flee. The spell magically prepares and casts the caster's other prepared spells, one every round, starting from the lowest level prepared spell and going to the highest until all of their spells have been exhausted. This spell can be ended prematurely by the caster concentrating for one round and skipping their normal action.

This spell creates a spiritual, Emerald-Energy duplicate that begins to cast the caster's spells. In the mortal realm, it is barely visible as a green shimmer, but in the Realm of Emeralds, it is an obvious spectral copy of the spell caster- motioning and blasting magical energy outwards. Every round, this entity casts a spell of the caster's without hesitation, but will still cast the spell in a way that is beneficial to the caster. Offensive spells will be targeted towards random enemies, Defensive spells on their allies or the caster themselves, miscellaneous spells are cast on random objects or in the most useful way they could be used in that context, and so on. If all the enemies are removed or defeated, the spirit will still cast offensive spells but will be cast them on random objects nearby or the corpses of the caster's enemies; it must cast the magic it has been granted, even if it is no longer useful.

Monday, November 2, 2020

[Class] Seed Samurai

Seed Samurai
HD- d10
Max AC- 15 / Minimum Hit-Points- 5

The Seed Samurais are protectors of nature. But not all nature, not of wild or chaotic places and especially not rare or primal beasts. No, they protect the lawful, correct, defanged and moral type of nature that humans have imposed. They protect the health of the crop and of the land, from both human and spiritual pollution. To them, grains of rice are like their serfs that serve to keep the land safe. They are known as being more humble then most Samurai, despite humility being a virtue they are all supposed to have.

You can wear any armor and are trained with several weapons; the sword, the spear, the spiked club, the bow as well as the hand-cannon. You can fight indoors and on horseback. You carry multiple swords, the shortest one of which is used for the exclusive ritual of severing stems or branches from plants, or slicing open fruit. If this sword ever draws blood, you are dishonored and are told to regain your honor by willingly being buried alive underneath an orchard.

As a warrior of the warrior caste, you are trained in martial combat. You get +1 To Hit and Damage at 2nd, 4th, 7th, and 9th level.

At 2nd level, you can the at-will ability to Purify Food & Drink as the Cleric/Druid spell. This only applies to the products of plants and animals, and pure spring or mineral water or plant-based beverages- you cannot purify meat this way.
Your magical powers grow with your level. At 3rd level, you gain access to a single 1st level Druid or Ranger spell, tied to nature. You can perform this spell through a ceremony, which requires a place of sereneness and a turn to complete. You can use this spell once per day. At 8th level, gain a second spell.

The Seed Samurai is a warrior and a sage at the same time. You have the arts of healing equal to a Sage of 1/3rd your level. You can substitute feeding someone a single grain of rice for any standard medical supply by the time you reach 6th level, but only once per day.

At 10th level, you become a Seed Shogun. The Seed Shogun gains more respect then the Samurai, but more responsibility. You will be granted a fortress towards the interior of the Kingdom in a peaceful farming village, no where near the dangerous and exciting borderlands. While not quite as glamorous as a Fighters fort, you have the incredibly important job of keeping the land fed and protecting the interior from more insidious threats, such as bandits, spies, corrupted animals, pestilence demons, and militant yokai born from farm equipment. This fortress has few men of fighting ability and would be ill-prepared to deal with a serious invasion or military force, but has a constant stream of high quality food and income.

Additionally, you gain the power to be reborn if you die on fertile soil. Your spirit becomes a seed buried in the ground. This power only works once, and will fail if your enemy anticipates this and salts the Earth after defeating you. It takes until the next spring where you will emerge from a cherry-blossom tree that grows to adulthood and blooms with incredible speed and vigor.