This is where -- hopefully! -- I'll be starting to post up new rpg stuff that falls out of my head!
* As commented on yon ol' profile, all posts here previous to this one have been copied over from my WordPress ttrpg blog, because fuck Automattic right in the ear. A caveat: the formatted tables aren't as nice to the eye here on DW, at least not right now -- the WP blog is here if you want to crossreference for something nicer to print out, or whatever.
* Sometimes there are references to things (like Wandering Jewel Moons) or links to things that are on my itch.io page; look, stuff on there is Pay What You Want for a reason and if you don't want an itch account just ask me about a file here. I will flat out give it to you.
* Archived-from-WordPress posts haven't been put behind a cut because trying to decide where the cut would go was too stressful. Odds are pretty good that's changing with new posts from here on out.
* At the moment anonymous comments are turned on for folks coming from elsewhere without an OpenID (please sign your comments). I will turn these off in a fucking heartbeat if someone starts shit.
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Lol I planned to make at least four posts on here this month if not more, and that sure as hell didn't happen; mostly because the month happened, because lo! the world continues to be on fucking fire. I do have some spells written longhand, but we'll see when they get typed up (I refuse to panic about it).
This isn't about that -- it's about the prickling tingling notion of making another little Lindwyrm minizine.
Truth be told, I've also had an earlier notion (of a wee tiny planar thing, small enough to fit in that minizine), but this one is specifically of an expansion of "domain rules" things. Where "domain rules" is actually including not really domain stuff like other longer-range or 'downtime' endeavours like trade, and also upkeep, and events, maaaaybe something more on hirelings/followers, and etc.
Now, the traitor brainweasels are in full stompy mode with the argument of basically the following:
- what useful anything can possibly be shoved into 16 (actually 14) 1/8 pages on any one of these subjects, let alone several
- why do this when there's in-depth and detailed zines and books and blogposts on the subject already
To which, frankly, my answers are
- because I fucking want to
- because I squinched down dungeon suggestions and factions in "core" Lindwyrm so why the fuck not
- because simple rules-light takes on the ideas sure can't hurt
- because having the scaffolding available for Lindwyrm is fun and even useful
- because I fucking want to that's why.
Similar with the teeny tiny planar idea, which will not be the one sprawled across the blog (though I'll likely use ringwalking because I quite like it). Might even eye my spacehack to strip down someday.but my critters, my dozens of beloved critters ...
But, yeah. Maybe another Lindwyrm mini in the futurish, pending successful brainstorming and the like.
Because I fucking want to.
Also some more classes some time, and maybe even some new class modifiers, because I want to. Or thumbnail settings. Or both. Who knows!
All of which is a bunch of words (hey, I'm also breaking in a new keyboard lol) to reiterate (mostly to myself) yet again that
it is not only fine but Good, Actually to make things just for wanting to be making them.
It's not a competition here. No matter how much some voices, deliberately or (faaaaar more often) unconsciously, pressed and press otherwise.
Now I get to think the thoughts on just what I want to do and how it might work lololololololol distraction time over --
This isn't about that -- it's about the prickling tingling notion of making another little Lindwyrm minizine.
Truth be told, I've also had an earlier notion (of a wee tiny planar thing, small enough to fit in that minizine), but this one is specifically of an expansion of "domain rules" things. Where "domain rules" is actually including not really domain stuff like other longer-range or 'downtime' endeavours like trade, and also upkeep, and events, maaaaybe something more on hirelings/followers, and etc.
Now, the traitor brainweasels are in full stompy mode with the argument of basically the following:
- what useful anything can possibly be shoved into 16 (actually 14) 1/8 pages on any one of these subjects, let alone several
- why do this when there's in-depth and detailed zines and books and blogposts on the subject already
To which, frankly, my answers are
- because I fucking want to
- because I squinched down dungeon suggestions and factions in "core" Lindwyrm so why the fuck not
- because simple rules-light takes on the ideas sure can't hurt
- because having the scaffolding available for Lindwyrm is fun and even useful
- because I fucking want to that's why.
Similar with the teeny tiny planar idea, which will not be the one sprawled across the blog (though I'll likely use ringwalking because I quite like it). Might even eye my spacehack to strip down someday.
But, yeah. Maybe another Lindwyrm mini in the futurish, pending successful brainstorming and the like.
Because I fucking want to.
Also some more classes some time, and maybe even some new class modifiers, because I want to. Or thumbnail settings. Or both. Who knows!
All of which is a bunch of words (hey, I'm also breaking in a new keyboard lol) to reiterate (mostly to myself) yet again that
it is not only fine but Good, Actually to make things just for wanting to be making them.
It's not a competition here. No matter how much some voices, deliberately or (faaaaar more often) unconsciously, pressed and press otherwise.
Now I get to think the thoughts on just what I want to do and how it might work lololololololol distraction time over --
Angels:
Mind the structure and the rightness of the universe, or so they claim. Some serve the gods; many -- most -- continue on in their own inscrutable hierarchy. Some are worshiped as gods themselves, though this is ill-favoured.
An angel acts to further the existence and the structure, the order if you will, of the world. This does not make angels innately compassionate; if they must end a thing, a life, a creation, to preserve the pattern the Host adheres to, they will do so without hesitation.
To break from the hierarchy of type and calling is to fall to individualism.
It is to Fall.
( some sample angelic hosts )
Mind the structure and the rightness of the universe, or so they claim. Some serve the gods; many -- most -- continue on in their own inscrutable hierarchy. Some are worshiped as gods themselves, though this is ill-favoured.
An angel acts to further the existence and the structure, the order if you will, of the world. This does not make angels innately compassionate; if they must end a thing, a life, a creation, to preserve the pattern the Host adheres to, they will do so without hesitation.
To break from the hierarchy of type and calling is to fall to individualism.
It is to Fall.
( some sample angelic hosts )
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So you want a Dark Sun-esque setting of your own, eh?
At the minimum concept, for an Athas-like sword-and-sorcery post-apocalyptic (how many hyphens are we gonna use here) world, you need:
- a hellblasted desert, courtesy of the apocalypse
- using magic is more difficult, destructive, kind of sucks, and gets you In Deep Trouble like as not
- despotic city-states with themes to fight and free the people of
- one Walking Apocalypse kaiju-type monster or entity
- non-metal weapon rules if you insist and you hate yourself
( let's throw some inspirational stuff around to get things started! )
At the minimum concept, for an Athas-like sword-and-sorcery post-apocalyptic (how many hyphens are we gonna use here) world, you need:
- a hellblasted desert, courtesy of the apocalypse
-> with a scattering of Weird or Extra Hazardous (or Both) Geographies
- water rules
- psionics- using magic is more difficult, destructive, kind of sucks, and gets you In Deep Trouble like as not
- despotic city-states with themes to fight and free the people of
- one Walking Apocalypse kaiju-type monster or entity
- non-metal weapon rules if you insist and you hate yourself
( let's throw some inspirational stuff around to get things started! )
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Travelling in for January's RPG Blog Carnival --
( There's another place threading through (or maybe beneath, or maybe behind, or maybe all three, or) the myriad planes. )
( There's another place threading through (or maybe beneath, or maybe behind, or maybe all three, or) the myriad planes. )
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First post of 2025 isn't game stuff either. (behold, the universe.)
( People are making plans ... )
( Antisocial media ... )
( Making ... )
Honestly there was going to be at least more useful navel-gazing, or commentary on Where I Feel I Fit In (Or Don't), or something; but I don't have the energy and, in the end, does it matter?
*adds dandelions to angels, potions, and that make-your-own-Athas idea-thing*
( People are making plans ... )
( Antisocial media ... )
( Making ... )
Honestly there was going to be at least more useful navel-gazing, or commentary on Where I Feel I Fit In (Or Don't), or something; but I don't have the energy and, in the end, does it matter?
*adds dandelions to angels, potions, and that make-your-own-Athas idea-thing*
Sorry, it's not game stuff today. The month/season/year/etc continues doubling down on kicking my arse -- and also the non-psionics bits of Lindwyrm Liberty went up last week, and there's that.
Instead I'm going to ramble on about using Creative Commons for some of my stuff, because why not.
=> Why did I do it? Why do I do it?
Why the hell not?
I like the idea of letting people have access to my stuff -- which is why virtually all of it is free or pay what you want to begin with -- and, hey, letting people be able to play with stuff in their own published stuff (as long as my contribution gets a nod) is just one more step.
It's a sharing thing, basically?
=> But then, why not everything?
Because of a lot of reasons, some of which are here in no particular order:
- some things I feel strongly about personally (and am not done with)
- some things might have more iterations in the future (so, also not done with)
- not every bit and bob and table I dump out of my skull is going to be useful that way
- some things I'm just more attached to and that is also okie
- fanworks and homages are really, really not going CC do I look that stupid
=> Creative Commons can't be revoked, what if someone awful uses your stuff
I'm going to be level with you here, hypothetical person actually reading this: the absolute kaleidoscope of terrible fuckholes that infest this hobby and cottage industry absolutely do not give one single solitary fuck about other people to begin with, so it's not like anything's stopping them from lifting my stuff anyway.
I don't fancy locking down everything for everyone in a futile attempt to keep out the Fuckhole Factor[tm].
Of course if I come across any given terrible fuckhole using my work, I'm going to have my blood pressure spike in absolutely unhelpful ways, because those guys can rot in the lowest levels of the most frigid iron-mawed hell imaginable. But it's not really a gamble opening things up for those with good intentions, when I know nothing -- not a lack of license, not a warning, not a "not for you" notice -- will stop fuckholes from being fuckholes. Because they're fuckholes.
=> Why CC-BY-SA?
Do you want the reason, or the reason?
On the one hand, it's because I'd like some small acknowledgement for having made something, something that another person liked enough to make use of (my life sucks enough as it is, just acknowledgement is nice if I can get it); and I want to encourage spreading more stuff under the same banner (that's the -SA part).
On the other it's because that's the result I got for my criteria in the license picker and it's the one Cairn uses and if it's good enough for Cairn it works for me.
There's probably even more I could ramble but this is long enough, I'm drawing a blank atm, and also a headache is threatening and I really should give in and feed myself so, good enough for now >.>
Instead I'm going to ramble on about using Creative Commons for some of my stuff, because why not.
=> Why did I do it? Why do I do it?
Why the hell not?
I like the idea of letting people have access to my stuff -- which is why virtually all of it is free or pay what you want to begin with -- and, hey, letting people be able to play with stuff in their own published stuff (as long as my contribution gets a nod) is just one more step.
It's a sharing thing, basically?
=> But then, why not everything?
Because of a lot of reasons, some of which are here in no particular order:
- some things I feel strongly about personally (and am not done with)
- some things might have more iterations in the future (so, also not done with)
- not every bit and bob and table I dump out of my skull is going to be useful that way
- some things I'm just more attached to and that is also okie
- fanworks and homages are really, really not going CC do I look that stupid
=> Creative Commons can't be revoked, what if someone awful uses your stuff
I'm going to be level with you here, hypothetical person actually reading this: the absolute kaleidoscope of terrible fuckholes that infest this hobby and cottage industry absolutely do not give one single solitary fuck about other people to begin with, so it's not like anything's stopping them from lifting my stuff anyway.
I don't fancy locking down everything for everyone in a futile attempt to keep out the Fuckhole Factor[tm].
Of course if I come across any given terrible fuckhole using my work, I'm going to have my blood pressure spike in absolutely unhelpful ways, because those guys can rot in the lowest levels of the most frigid iron-mawed hell imaginable. But it's not really a gamble opening things up for those with good intentions, when I know nothing -- not a lack of license, not a warning, not a "not for you" notice -- will stop fuckholes from being fuckholes. Because they're fuckholes.
=> Why CC-BY-SA?
Do you want the reason, or the reason?
On the one hand, it's because I'd like some small acknowledgement for having made something, something that another person liked enough to make use of (my life sucks enough as it is, just acknowledgement is nice if I can get it); and I want to encourage spreading more stuff under the same banner (that's the -SA part).
On the other it's because that's the result I got for my criteria in the license picker and it's the one Cairn uses and if it's good enough for Cairn it works for me.
There's probably even more I could ramble but this is long enough, I'm drawing a blank atm, and also a headache is threatening and I really should give in and feed myself so, good enough for now >.>
And here, for ease of grabbing, is the non-psionic parts of Lindwyrm Liberty over on the Lindwyrm Itch page--
( more kiths, more classes, more equipment kits, more shinies ~ )
( more kiths, more classes, more equipment kits, more shinies ~ )
Lindwyrm Liberty: more additions and fancies by E. A. Bisson is licensed under CC BY-SA 4.0
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( Seven Swords: a setting for Lindwyrm and other adventure games )
Seven Swords by E. A. Bisson is licensed under CC BY-SA 4.0
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These folks are from Wandering Wayfarers ~
This work is licensed under Creative Commons Attribution-ShareAlike 4.0 International
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Psionics! Some people hate psionics in fantasy rpgs -- and D&Dish stuff in particular -- and claim there’s no psionics in fantasy; and those folks can, putting it politely, go fuck themselves. Possibly with the entire Deryni series with a Valdemar series chaser, just to start.
I digress, though.
This here is a (slightly wordy because not trimmed down to fit tiny pages, ha) set of psionic powers + a class to go with them for Lindwyrm. There’s also two additions/tweaks to existing stuff, and a tiny faq because I do those on some class posts I guess, it’s not the first time.
Onward --
Psychic (Psionicist, etc)
d6 HD. Armour: light. Weapon: 1d6
- Awareness: mindspeech to 100’, 2-in-6 chance to sense psychic energy/effects/active minds
- The Gift: Choose two paths; choose a starting power from them. Gain 1 power/lvl, and 1 path/3 lvls. A psychic can use powers lvl/day freely, then 1 hp/usage.
Basic Psionic Rules
Psychics and other psi-using characters don’t carry spellbook equivalents; they know their powers innately.
It is possible to create a record of a power (an “imprint” or “pattern”), like a spell scroll, and they are used similarly. A psychic can learn a power from an imprint if it belongs to one of their paths; if it doesn’t, they can still use the imprint itself.
* Using a power: A psychic can use 1 power/level freely per day. More usages cost 1 hp each. Healing magic or psionics doesn’t restore psychic energy, only rest does.
-> a psychic can also spend extra hp to boost a power’s level, 2 hp : 1 lvl
* Psionic and magic interaction: Everyone always makes this complicated. It doesn’t have to be bloody complicated.
- a spell or power can only affect the opposite “category” if it says so explicitly (a magical ward against magic won’t stop psionics)
- a general effect can be affected by both psionics and magic because the effect is the significant part. Fire damage is fire damage, whatever the source and whatever the source of fire resistance.
( Sample Paths )
Tweaks To Existing Lindwyrm Stuff: Not much, basically this –
- The esper species in Lockbox instead uses psionics (I mean they’re espers, come on) and choose a path to pick their power from. Maybe two or three paths, if that’s what the group prefers.
- Talent (class modifier): Choose one psionic path. Gain one power and another every 3 lvls, access to a second school at lvl5. Have one power use / 2 lvls free before requiring hp.
( FAQ )
Now in Creative Commonsfinally as promised, as part of Lindwyrm Liberty --
I digress, though.
This here is a (slightly wordy because not trimmed down to fit tiny pages, ha) set of psionic powers + a class to go with them for Lindwyrm. There’s also two additions/tweaks to existing stuff, and a tiny faq because I do those on some class posts I guess, it’s not the first time.
Onward --
Psychic (Psionicist, etc)
d6 HD. Armour: light. Weapon: 1d6
- Awareness: mindspeech to 100’, 2-in-6 chance to sense psychic energy/effects/active minds
- The Gift: Choose two paths; choose a starting power from them. Gain 1 power/lvl, and 1 path/3 lvls. A psychic can use powers lvl/day freely, then 1 hp/usage.
Basic Psionic Rules
Psychics and other psi-using characters don’t carry spellbook equivalents; they know their powers innately.
It is possible to create a record of a power (an “imprint” or “pattern”), like a spell scroll, and they are used similarly. A psychic can learn a power from an imprint if it belongs to one of their paths; if it doesn’t, they can still use the imprint itself.
* Using a power: A psychic can use 1 power/level freely per day. More usages cost 1 hp each. Healing magic or psionics doesn’t restore psychic energy, only rest does.
-> a psychic can also spend extra hp to boost a power’s level, 2 hp : 1 lvl
* Psionic and magic interaction: Everyone always makes this complicated. It doesn’t have to be bloody complicated.
- a spell or power can only affect the opposite “category” if it says so explicitly (a magical ward against magic won’t stop psionics)
- a general effect can be affected by both psionics and magic because the effect is the significant part. Fire damage is fire damage, whatever the source and whatever the source of fire resistance.
( Sample Paths )
Tweaks To Existing Lindwyrm Stuff: Not much, basically this –
- The esper species in Lockbox instead uses psionics (I mean they’re espers, come on) and choose a path to pick their power from. Maybe two or three paths, if that’s what the group prefers.
- Talent (class modifier): Choose one psionic path. Gain one power and another every 3 lvls, access to a second school at lvl5. Have one power use / 2 lvls free before requiring hp.
( FAQ )
Now in Creative Commons
Lindwyrm Liberty: more additions and fancies by E. A. Bisson is licensed under CC BY-SA 4.0
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drawn from the ruins of Serpent-Spired Kovoruk and a few other, lesser ruins;
their contents form the core of many extant schools of magic,
all expanding on the truths perceived in colours.
True chromatic scrolls are rumoured to hold secrets still,
hidden within the subtle play of hue and shade
that make up the colour of their fabric,
that strange substance; translucent,
as if vellum were made of horn,
and picked across the surface in dizzying calligraphy.
( The Scrolls Of Chromatic Sorcery )
one of Silver,
one of Gold,
and the third
-- breathe it near-silently --
of the blasphemy of the Colourless.
Made it to the end!
I'll admit there were a few patches where things felt wobbly (which was at least 90% the miserable weather because fuck summer, yo), but here we are at the end ~
( Kurukhan, Sage of Brass and Diamond )
I'll admit there were a few patches where things felt wobbly (which was at least 90% the miserable weather because fuck summer, yo), but here we are at the end ~
( Kurukhan, Sage of Brass and Diamond )
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I am actually not at all fond of the traditional "traps", by which I mean various mechanical-or-otherwise contrivances placed just to fuck up an unwitting PC's (and sometimes player's) day -- especially when there's so many littered around, or the traps are so all-encompassing, the suspension bridge of my disbelief just snaps in half when I try to fathom how a dungeon's inhabitants function at all.
( nonetheless, rambling and a table under here ~ )
( nonetheless, rambling and a table under here ~ )
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The party has found a fallen knight!
Fallen so long, they are naught but bone and scattered panoply. What happened, one wonders?
Amongst mail and rusted sword, lance and shattered shield, the pitiful remains, might be found ...
01. A silken scarf tucked between armour and ribcage, embroidered with droplets and yet unstained by death and rot
02. A packet of thick leather, stitched and waxed all over, seal still intact
03. A twist of half-decayed green cloth tied around one bicep, faint traces of ink -- an inscription? -- still visible
04. The teeth in the bare jaws are noticeably fang-like, said jaws closed around a sunstone
05. A broken dagger-blade between pale ribs, translucent and black
06. Gold-wrapped threads still tracing the details of a coat of arms on a tabard long rotted; a motif of a style unknown in these lands
07. A small sealed horn flask engraved "dragonsblood"
08. Two rings on fingerbones; one of slim tarnished silver, the other golden and embossed with a famed knight-order's emblem
09. A single feather, colourless and luminescent and long as a forearm, exposed in its pocket in a rotting scabbard
10. Around the neck -- or where it should be -- a heavy herringbone chain of gold and sapphire; royal gift, or royal ...
11. The sternum of the fallen is pierced by a handspan and more of a unicorn's horn
12. A slim circlet of a translucent blue-gold metal, tumbled a short distance from the skull
Fallen so long, they are naught but bone and scattered panoply. What happened, one wonders?
Amongst mail and rusted sword, lance and shattered shield, the pitiful remains, might be found ...
01. A silken scarf tucked between armour and ribcage, embroidered with droplets and yet unstained by death and rot
02. A packet of thick leather, stitched and waxed all over, seal still intact
03. A twist of half-decayed green cloth tied around one bicep, faint traces of ink -- an inscription? -- still visible
04. The teeth in the bare jaws are noticeably fang-like, said jaws closed around a sunstone
05. A broken dagger-blade between pale ribs, translucent and black
06. Gold-wrapped threads still tracing the details of a coat of arms on a tabard long rotted; a motif of a style unknown in these lands
07. A small sealed horn flask engraved "dragonsblood"
08. Two rings on fingerbones; one of slim tarnished silver, the other golden and embossed with a famed knight-order's emblem
09. A single feather, colourless and luminescent and long as a forearm, exposed in its pocket in a rotting scabbard
10. Around the neck -- or where it should be -- a heavy herringbone chain of gold and sapphire; royal gift, or royal ...
11. The sternum of the fallen is pierced by a handspan and more of a unicorn's horn
12. A slim circlet of a translucent blue-gold metal, tumbled a short distance from the skull
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Subtle Revolutionary: A finger-ring of -- in its base form -- iron and red glass, enchanted to take on whatever role is required of it. This magic expresses itself in the following ways:
* Whoever wears Subtle Revolutionary can choose the ring's appearance and it will shift accordingly; a heavy silver signet, a thin brass ring, a woven linen band, threaded glass beads, whatever one likes.
* Touching a different, specific ring (or its wearer) while wearing Subtle Revolutionary allows that exact shape and appearance -- but no enchantments, if present -- of that ring to be assumed by Subtle Revolutionary for one hour within the next 12 hours.
* Touching a seal or stamped/inked impression of any kind, or its ribbon, while wearing Subtle Revolutionary allows the ring to reshape itself to imprint a copy of that seal or stamp, even enlarging or changing shape (for example to a block stamp). It may do so for one successful sealing or stamping before reverting to ring form.
* Whoever wears Subtle Revolutionary can choose the ring's appearance and it will shift accordingly; a heavy silver signet, a thin brass ring, a woven linen band, threaded glass beads, whatever one likes.
* Touching a different, specific ring (or its wearer) while wearing Subtle Revolutionary allows that exact shape and appearance -- but no enchantments, if present -- of that ring to be assumed by Subtle Revolutionary for one hour within the next 12 hours.
* Touching a seal or stamped/inked impression of any kind, or its ribbon, while wearing Subtle Revolutionary allows the ring to reshape itself to imprint a copy of that seal or stamp, even enlarging or changing shape (for example to a block stamp). It may do so for one successful sealing or stamping before reverting to ring form.
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We interrupt the usual nonsense for a different kind of nonsense --
I like making zines.
( so of course I'm going to ramble along on the subject staring at my navel the whole way )
I'd like to say there was a point or a punchline to all this, but not really? Just needed to get the words into words, I guess?
But that's what this place is for, so --
I like making zines.
( so of course I'm going to ramble along on the subject staring at my navel the whole way )
I'd like to say there was a point or a punchline to all this, but not really? Just needed to get the words into words, I guess?
But that's what this place is for, so --
Werewolves -- one Lindwyrmy take: A werewolf is akin to a wolf beastfolk, a human being (or sometimes another kith) able to change into an animal form; but for the werewolf, a change of shape is often involuntary -- and just as often a time of mindless violence.
( werewolf whyfores under here )
( werewolf whyfores under here )
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The Man With The Silver Needles: This mysterious fellow -- he gives no name, even if asked, and will respond to any nickname or title not actively demeaning -- can, and does, turn up in the most unexpected and inexplicable of places, from dungeon pits to the highest courts and most hallowed grounds.
( (honestly this is also basically a 'create an NPC' entry lol) )
( (honestly this is also basically a 'create an NPC' entry lol) )
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Luma (the Illuminated)
Once human, the ancestors of these folk have been changed by long exposure to the Light. Strangely, the marks of those changes are not always or even usually luminous -- and some wonder what that means.
* child of light: create candlelight (in form unique to individual) for an hour, 1/day per level. -2 to all rolls when in total darkness.
* roll or choose one of the following: 01. [element] dart 1d3 ranged or infuse weapon; 02. base AC 11; 03. heal 1d4, 1+ 1/2lvl daily; 03. sense [element/creature/energy/etc], 2-in-6, 100’; 04. repair/destroy object, lvl/day; 05. decipher any text, 2-in-6; 06; otherspace pocket, carry up to 1’ cu. undetected
Roll 2d6 1d3 times for physical appearance:
02. metal growth (barbs or thorns, scales) on patches of skin
03. claw-like nails
04. large tail
05. fangs or other sharp teeth
06. luminous eyes
07. white/ivory/brassy/golden/grey markings or hair or eyes
08. small/thin tail
09. horns
10. bioluminescent markings
11. floating ‘aureole’, orbiting shape, or other phantom outgrowth
12. translucent, prism-like scales or other growths on patches of skin
Once human, the ancestors of these folk have been changed by long exposure to the Light. Strangely, the marks of those changes are not always or even usually luminous -- and some wonder what that means.
* child of light: create candlelight (in form unique to individual) for an hour, 1/day per level. -2 to all rolls when in total darkness.
* roll or choose one of the following: 01. [element] dart 1d3 ranged or infuse weapon; 02. base AC 11; 03. heal 1d4, 1+ 1/2lvl daily; 03. sense [element/creature/energy/etc], 2-in-6, 100’; 04. repair/destroy object, lvl/day; 05. decipher any text, 2-in-6; 06; otherspace pocket, carry up to 1’ cu. undetected
Roll 2d6 1d3 times for physical appearance:
02. metal growth (barbs or thorns, scales) on patches of skin
03. claw-like nails
04. large tail
05. fangs or other sharp teeth
06. luminous eyes
07. white/ivory/brassy/golden/grey markings or hair or eyes
08. small/thin tail
09. horns
10. bioluminescent markings
11. floating ‘aureole’, orbiting shape, or other phantom outgrowth
12. translucent, prism-like scales or other growths on patches of skin
[overheard around the corner of a dungeon corridor, moving away]
"... need to hurry. There's at least one other group of thieves in here."
"Don't lump us in with petty thieves. Have some pride!
"Think of what's going to happen when we're the ones striding into the Agora with the Skyskin Sceptre --"
"Yeah, yeah, I know, it's stupid but I know.
"I hope it's worth it."
"Of course it's worth it!"
"It's a lump of metal and cloudglass and sanguinite older than dust that just happens to mean 'the good old days' to a wormy knot of fancy-names with more cantrips and delusion than sense."
"Those 'fancy-names' are going to make our eternal fortunes when we bring the Sceptre."
"You agree it's an older-than-dust relic, though."
"It doesn't matter what it is or how old it is or what it does as long as ..."
[as the voices move out of range, and behind a baffle such as a door]
"... need to hurry. There's at least one other group of thieves in here."
"Don't lump us in with petty thieves. Have some pride!
"Think of what's going to happen when we're the ones striding into the Agora with the Skyskin Sceptre --"
"Yeah, yeah, I know, it's stupid but I know.
"I hope it's worth it."
"Of course it's worth it!"
"It's a lump of metal and cloudglass and sanguinite older than dust that just happens to mean 'the good old days' to a wormy knot of fancy-names with more cantrips and delusion than sense."
"Those 'fancy-names' are going to make our eternal fortunes when we bring the Sceptre."
"You agree it's an older-than-dust relic, though."
"It doesn't matter what it is or how old it is or what it does as long as ..."
[as the voices move out of range, and behind a baffle such as a door]