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Thursday, December 12th, 2024 09:00 am
And here, for ease of grabbing, is the non-psionic parts of Lindwyrm Liberty over on the Lindwyrm Itch page--

Character Options

Kiths

- Ancient One: +2 Save vs magic; mindspeech 50’; 2-in-6 understand ancient/lost languages, ciphers; +1/lvl for tests involving ancient relics and tech, innate spell (2 hp to cast)

- Aquan: See in the dark; +2 AC; breathe water, adroit swimmer; cold resist; douse with water 1/day minimum or halve stats daily til death.

- Dragonblood: [Element] resist; [element] aura, 1d6, 10’, 1/day/lvl; +2 to Reaction, Cha tests

- Risen: Undead; see in the dark; no living needs; rise at 1 hp when “killed” unless “heart” destroyed; heal via corpses, 1 HD : 1 HD

- Felit: Cat’s eyes -- see in the dark, 2-in-6 sense spirits within 40'; +1/lvl to athletic tests; unarmed damage half of weapon damage (claws)

Classes

Savant: d6 HD. Armour: Light. Weapon: d8 / d4

- Bond weapon: Choose form; call at will; one element or other theme (damage); d8 damage

- Calling: Choose a theme; learn one spell every second level (1 hp to cast)

Hunter: d8 HD. Armour: any. Weapon: d8

- +1/lvl to tracking, survival, snares; +1/lvl for Saves concerning hunting specialty (choose)

- Marked: once a day/lvl, injured target’s direction is sensed (within 10 mil.)

Wych: d4 HD. Armour: Light. Weapon: d4

- Blessing-Bane: Heal/harm 1d6, nearby target; per day, 1/lvl + Wis or Cha bonus

- Enchant: 1 hp to ensorcel weapon (+1/+1) for an hour or make a charm (+1 to rolls, one use; # active = Wis or Cha bonus)

Mystic: d8 HD. Armour: None. Weapon: d6*

- Body Mastery: Unarmed attacks do d8; base AC 12, +1 / 2 lvls

- Spirit Mastery: Spirit pool, 2 / lvl daily, used for: heal 1d4+Wis mod, 60’ ranged ‘unarmed’ attack, purge one status effect

Monk: d4 HD. Armour: None. Weapon: d6

- Worldly Cloister: 2-in-6 to recognize history / legendry / genealogy; +2/lvl to tests and Saves for research, manuscripts, bureaucracy, ritual

- Soothe Flesh: heal by touch, 1d4 + 1d4/lvl daily (can split up dice); +1 / 2 lvls on poison Saves

Equipment Kits

Hermit: Blanket or cloak, knife, basket of scrolls, inkstone, token from former life

Soldier: Light armour, two weapons, haversack, mess kit, battle trophy

Messenger: Horse, satchel or special saddlebag, seal and wax, bronze horn, dagger

Waterfolk: Weathered canvas sheet, net, jigs or hooks or leister, coil of rope, oil flask

Diplomat: Pleasant outfit, beltknife, packet of correspondence, map, ciphered letters

Healer: Satchel, dose of sleep, poultices, bandages and wound-moss, sharp knife

Prodigies, To Craft Or Claim

* Mani: Irregular translucent stones, sometimes claimed to be godsoul fragments but most often created by psychics from their own self.

Each mani grants its wearer (once placed in a special metal setting or into the body) a boon, often potent; some examples:

- +1 to a stat

- a specific shapechange ability

- 2d6 “hit points” for casting spells

- +1-3 to attack rolls

- +2-4 to Armour Class

- Flight

- Teleportation: to specific range or known locale

- Sage: grants knowledge of [subject]

- Teacher: grants 1d4+1 spells or powers

- Farsight (up to 10 miles)

- Immunity or invulnerability to an element

- Restoree: 2d6+1 “points”/day for healing (2d3), curing poison, or curing disease

- The Eye: sense [specific subject/substance] within 100’

- Cornucopia: sustain without food for [period; usually days]

- Bloodflame: once wounded, 1d4+1 damage to any who close to attack in melee, for battle

* It is said that carrying too many has a cursed effect on body and soul -- and that is true. One can use/absorb a number = Con mod. + Wis mod.; Save (d. 15) daily or take 1 damage to random stat for every sekhem over that limit.

* Creating a mani requires a path in-theme, and sacrificing spirit and lifeforce (in game terms, a minimum of 1 Hit Die + two daily power uses) permanently.

Hedge-Brewing: Small enchantments. A simple potion (or other small consumable) requires at least one rare ingredient and a carrier.

- Non-wych test for success (14); wych can choose to test, success meaning 1d2+1 doses

- Failure always means 1-in-6 poison (half Str for 24 hrs, take 3d6 damage, -4 to all tests for 2d4 days, whichever ~)

Recipes (and materiels) can be recorded, shared, and rewarded or found as treasure.

Sample materials and results:

01. Silver Rose: Healing (1d4)

02. Essence Shard: [Elemental] protection, 3 hp/shard used

03. Pearl Tear: Luck (+1 to any Save, once)

04. Silkstone: Bulwark (+1 AC, 1 hr)

05. Whisperweed: Understand languages, 10 min.

06. Dreamstone: Sleep 12 hrs

07. Angel Plume: Aegis (+1 all stats, +2 AC)

08. Lightshard: Deadbane (+1 damage undead, 3 successful attacks)

09. Spirit Filament: Faeward: (fae cannot approach within 10’, 4d4 actions)

10. Heartstring: Beastspeech, 10 min.

Sample carriers:

01. bone marrow

02. pearl powder

03. firewater

04. lotus milk

05. wyrm ichor

06. moon dew


Who do you owe a favour to?

01. The witch of your village

02. An antlered hermit from the broken mountains

03. A hunter who showed mercy

04. A wandering minstrel

05. The fey and jaunty fellow at the tavern one night (... all taverns, every night)

06. An ancient lord of death

07. A dragon, once a ruler of hundred-thousands

08. A talking beast you met on the road

What do you owe?

01. A favour in kind

02. A grand sacrifice at a holy site

03. A tenth of all you gain for a year

04. An epic tale

05. An enemy dealt with

06. The creation of a place or object

07. The delivery of an object or missive

08. Another’s lifeblood



Lindwyrm Liberty: more additions and fancies by E. A. Bisson is licensed under CC BY-SA 4.0