Wednesday, October 16th, 2024 04:25 am
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 Commons finally as promised, as part of Lindwyrm Liberty --

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

Saturday, July 6th, 2024 06:36 am
Sometimes dungeons get … weird.

Different.

Adventurers hie themselves down twisting stairs, or follow a winding passage, or wrench open a door to a pillared chamber, and find themselves in a very different place. )
Friday, May 3rd, 2024 10:34 pm
I challenged myself, late last year, to write an rpg that was (a take on) a "Basic D&D" that fit into one minizine printed on one sheet of paper.

A few months ago I actually did it, and the result is Lindwyrm. I'm actually pretty tickled with it.

Print-and-fold versions can be found here, along with Lindwyrm Lockbox which I will hopefully be posting the text of tomorrow.



Lindwyrm )
Tuesday, September 26th, 2023 03:16 am
Way about the beginning of the year when WotC was up to their bullshit, the Merry Mushmen released CRACK!, which is a fun little ruleset that can be fairly readily adapted back and forward to other similar basic-type games. And I was quite taken by it, and posted some jobs here on the blog, and hatched a plan to rewrite/adapt the Blue Lotus Hack to it for funsies

And then the year kicked my arse. Again.

Although I do have a decent chunk of work done on Blue Lotus! I need to convert the critters and magic items, though. And the critters are going to taaaaaake tiiiiiime and also energy and I have been lacking therein *le sigh*


Somewhere along the way (by which I mean around early June) I wrote up a different other little pile of jobs and then — didn’t do anything with them, because the brain weasels ate me alive, because I didn’t have the Lotus adaptation done, but these jobs might work better with the tiny tweaks and decisions I made with the rules as applied to Lotus, but these aren’t for Lotus (technically; sure, go ahead and toss them in, lol), but. But but but.

I hate my brain weasel infestation. -_-


So, here’s another half-dozen-and-change jobs for CRACK! — and, the gods be willing, I’ll get back to Blue Lotus at some point and finish things out. These can also be applied to B/X style classes, or expanded out, without too much fuss and bother I’d imagine


Paladin
Literally or metaphorically, the light has called on you to be a beacon and a shelter for all those in need, and on your honour you will do all that you can.
Health Peak: d8
Get Better: 125 xp
Save: 12, -2 at rank 4, 7, 10 etc
– Soothing Touch: You may heal others with a touch, 2 points of HP healed per rank every day. You may expend all your available healing to cure a disease or poison.
– Bulwark: Designate a subject; each turn, you may take on an attack or treacherous spellcasting intended for one of your allies, suffering it in their stead.
– Shining Sword: Your weapon may always harm creatures of corruption, unlife and darkness.
– Add your rank to tests for defusing social situations, identifying foul works, and resisting disease or mental control.


Scourge
You have reached deep into your heart — or someone did it for you — and in your pain and bleak revelation you have tapped into the darkness that gnaws like a worm in a rosebud. Like that worm, it eats you, but that doesn’t matter.
Health Peak: d8
Get Better: 125 xp
Save: 12, -2 at rank 4, 7, 10, etc
– Crawling Darkness: You can wreath your attacks in clinging black miasma; you have 4 HP/rank of extra damage you can tap into each day. Or you can devour your own HP for extra damage at any time. Yes, this can kill you.
– Despair: You can force a target to make a Motivation check, a number of times a day equal to 1 + your rank.
– Soaked In Blood: When you drop a foe, you have a 2-in-6 chance to regain 1d6 HP. – Add your rank to tests involving enduring pain, tracking a target you wounded or otherwise marked, or identifying creatures of darkness or corruption.


Vampire Hunter
Other creatures may be dangerous — and sure, you’ll deal with that if necessary — but whether by bloodline, creed or personal vendetta it is the vampires that you’ve sworn to cleanse from the earth.
Health Peak: d6
Get Better: 80 xp
Save: 10, -2 at rank 5, 8, 11, etc
– Add your rank to tests involving vampiric lore, identifying the works or activities of vampires and their servants, stealthy maneuvers, and resisting mental or emotional control.
– Add your rank to attack rolls and damage when fighting vampires or vampiric minions.
– You may roll to break malignant magic or control (or transformation, etc) a number of times a day equal to your rank.


Sage
A font of knowledge, you are; and you are endlessly eager to expand that knowledge and put it to highly effective use.
Health Peak: d4
Get Better: 80 xp
Save: 12, -2 at rank 3, 6, 9, etc
– Choose a subject, which may be relatively broad (botany), painfully esoteric (the biomagical generation and function of breath weapons), or anything in between. Add your rank+1 to any tests involving that subject. Add another subject every third rank.
– You can add your rank to research attempts and similar scholarly pursuits.
– Choose spells or miracles; at rank 3, you gain one slot, and additional slots every second rank after that.
– You cannot wear armour above leather or use a shield.


Courtier/Socialite/”Face”
You duel with words and favours, and the tides of society and its whims are your battleground and your garden of plenty.
Health Peak: d6
Get Better: 60 xp
Save: 14, -2 at rank 4, 7, 10, etc
– You have a decent chance (2-in-6) of correctly identifying the general temperament and important issues circulating through a social gathering within minutes of your arrival.
– Add your rank to social engineering attempts such as circulating (or manufacturing) gossip, making an impression, undertaking negotiations or diplomacy, etc.
– You begin play with an aide, understudy or similar hireling who may become more personally loyal with time and good treatment. Motivation checks for loyalty towards you received a +2 bonus, +1 every three ranks.
– Once a day per rank, you may discern what a subject truly desires.
– Once a day per rank, you may stir your allies’ morale, granting +2 to their next actions.
– You cannot wear armour above leather or use a shield.


Shifter
Two legs bad, four legs good. Or wings are good. Or fins, even. Whatever the form of your birth, you can take the shape of some other beast, be it through legacy, curse, or hard-learned gift.
Health Peak: d6
Get Better: 65 xp
Save: 13, -2 at rank 4, 7, 10, etc
– You may change your shape, at will, to that of a specific type of creature, gaining its stats (except for Health Peak; you keep your own HP score). In your beast shape, your attacks count as enchanted. You cannot speak in this shape unless it may mimic speech (like a parrot or crow), and all of your gear disappears when you change shape until you revert back, except for 1 item per rank which you specify as adapting to your form.
– Choose a substance (silver, rowan-wood, holy water …). You take double damage from attacks made from this substance, 1d6 if its not a weapon. Contact with your bane substance is painful and you take a -4 penalty to tests while exposed to it.
– Add your rank to attempts to emulate your beast shape (literally or symbolically), track or avoid leaving a trail; you have a 2-in-6 chance to sense hidden doors or other strange features.

01. wolf
02. raven
03. deer
04. dog
05. cat
06. falcon
07. viper
08. lynx
09. leopard
10. swan
11. gator
12. fox


Blooded
You bathed in, or at least were doused in, a dragon’s blood – more than that, you drank it down; willingly or no, deliberate or no. Now you find yourself becoming something different.
Health Peak: d8
Get Better: 150 xp
Save: 10, -2 at rank 4, 7, 10, etc
– Increase the amount of field healing you can gain by one die type. You additionally will regenerate one HP daily regardless of your activity, so long as you haven’t been killed outright.
– Add your rank to damage rolls with melee weapons or your unarmed attacks.
– Once a day per rank you can call on dragon’s fury, adding +2 to tests for (rank) turns — but you must Save, or go berserk, attacking indiscriminately for rank x 2 turns.
– You are affected by all magics, enchanted items, banes, etc that target dragonkind.
Sunday, February 5th, 2023 11:06 pm
In the midst of last month’s horseshit from WotC, the Merry Mushmen decided to take matters into their own hands to be sure we old school adventure-gamey folks were covered even if a pack of wizards tried to take all the toys and go home.

The fruit of their labours is CRACK!, a gleefully stripped down and funny as hell take on B/X that we can all chew on and elbaorate over as we please (it’s CC-BY!) —

So of course I’ve started chewing on it, lol.


And to that end, here’s a half-dozen more jobs for CRACK!, with a few ideas for gifts of nature appended to one, even. (hitting up the “spells” tag on here might give even more, if you want seasons or elements.)

Onward ~


Drakkaelv
Tall and imposing, with sharp and nearly reptilian features, slitted pupils, long tapered ears, claws, and a faint metallic sheen to their skin.
Health Peak: d8
Get Better: 125 XP
SAVE: 13, -2 at rank 4, 7, 10 etc.
– You can use your claws as weapons (1d4+1, if using varying weapon damage)
– Add your rank when imposing your presence on others, whether through fear, glamour, intimidation or sheer overwhelmingness (don’t call it your “majesty” or “aura”, that’s gauche)
– You can see in the dark and add your rank to resisting elemental damage (choose a type of damage)


Sylv
Forest- and glen-dwellers, green-tinted and often flowery or barky. Pointy-eared, but don’t like the comparison to elves.
Health Peak: d6
Get Better: 100 XP
SAVE: 12, -2 at rank 5, 9, 13 etc.
– You can subsist off water and light like a plant, needing only half-rations
– You’re good at identifying plants or parts of plants, even monstrous or magical ones (2-in-6)
– Once a day per rank you may draw a tool or weapon from growing plant-life (or fungi) that lasts for one hour
– You can see in the dark


Chosen
Has a special gift of the mind, which caught the attention of a supernally intelligent beastie. This can be good or bad, depending on the beastie and if you’ve got any kind of sense yourself.
Health Peak: d6
Get Better: 115 XP
SAVE: 13, -2 at 4, 7, 10 etc.
– You have a psychic gift; choose or roll:
01. you can speak in the minds of those you can see; 2-in-6 chance to pick up surface thoughts or sense emotion, with effort
02. you can lift objects with your thoughts, 1 kg/rank, even fling them like an arrow
03. you can try to see a distance place you’re familiar with, 10 mi./rank
04. you can heal 3x your rank in total HP per day
05. once per rank you can discern the answer to one question
06. you can kindle flame, visual range; 1d4 HP, if used against an adversary (also, they’re on fire)
– You are mindlinked to a companion creature, intelligent and capable of speaking in your thoughts. This beastie looks like a normal critter – perhaps with some unusual colouration – like a hunting dog, cat, fox, raven, wolf or horse. It is Bad News for you if they get killed.
– You cannot wear armour above chainmail, or use shields.


Natura
(or druid, or primalist, or woodwitch, or whatever)
Drawing on the powers of the natural world and the primal forces that fuel it. As likely to be a cheerful village gardener as a forest-dwelling wild-eyed ritualist.
Health Peak: d6
Get Better: 75 XP
SAVE: 14, -2 at rank 5, 9, 13, etc.
– Add your rank to attempts to forage for food, identify natural objects or phenomena, and resist poisons
– You can speak with animals successfully on 2-in-6
You can create a palm-sized amount of a pure element (air, earth, fire, water …) a number of times a day equal to 1 + your rank
– At 2nd rank and up, you can call on gifts of nature (spells)
– You cannot wear above leather armour or use shields

Some example Gifts Of Nature

* Natural Tap: Draw one pint / rank of sweet syrupy liquid from a flower head or a score in treebark, no matter how daft it seems.
* Whispering To The Foundations: The caster summons up a primal element for 2d6 minutes of service. The primal will have 2d8 HD, + 1d8 HD per rank of the caster, who must have at least a handful of the primal’s element to offer in thanks.
* Tanglewall: Grass grows, trees twist, and briars twine to make a barrier where the caster desires up to 2m (6′) high and 10m (30′) long. The tanglewall lasts an hour/rank, and the caster may designate up to four other creatures that may pass without trouble.
* Lesson Of The Small: Turns a subject into a wee beastie, like a rabbit or a pigeon, for one hour per rank of the caster.
* Ancient Elder’s Bulwark: Skin grows thick and barklike, granting a dAC of 14 and an ability to make punishing unarmed attacks for 2d8 turns.


Cunningfolk
Some folks toss around flashy magics, sure, but that’s not the common sense and wise sayings you learned at Auntie’s knee or from yellowed pages alongside Grandpa’s cherry pie recipe, now is it.
Health Peak: d4
Get Better: 60 XP
SAVE: 12, -2 at rank 5, 9, 13, etc.
– You can heal 3x your rank in total HP per day via applying nostrums, salves and trinkets
– You can give a charm to grant a bonus to someone (or something) or their next roll, with total bonus scores per day equal to your rank (grant +1 at rank 1, two +1s or a +2 at rank two …)
– Add your rank when resisting enchantments or unraveling riddles or other folksy things
+ Once per rank you may make a SAVE to dispel an active spell or enchantment, not necessarily on you specifically
+ You cannot wear armour above leather or use shields, or use the big fancy weapons


Duelist
Dedicated to an ideal, or at least to mastering a specific weapon, and upholding honour (or claiming to, or their own at least). Exactly why they go into holes in the ground is anyone’s guess; maybe it’s for the challenge. Or maybe someone important was offended.
Health Peak: d8
Get Better: 100 XP
SAVE: 14, -2 at rank 4, 7, 10, etc.
+ Choose a specific weapon type (rapier, etc); add your rank to attacks using that weapon
+ Add your rank when attempting feats of concentration, calmness observation, bluffing, or a good old staredown
+ Add your rank when rolling to see who acts first; yes this might put you in action before your pals, for good or bad
+ You cannot wear armour above leather
Wednesday, January 18th, 2023 10:58 pm
Some seek power through acts of physical strength, some through erudition. Some petition so-called higher powers instead, seeking to channel that power through themselves.

You have chosen another way, a far more pointed way. You have been inducted into — or have woven together for yourself, from bits of lore and subtle hints from prodigies and other, odder things — a path to cultivating your own, inner power, one that is of you and only you.

Along that path you will clash with beasts, spirits, monsters, and fellow cultivators jealous of your power, following a rival philosophy, or simply seeking to thwart you personally.

But if you reach the end of that path?

Immortality.


Cultivator

Prime Requisites: WIS and CHA
Attack: as Cleric
Saves: as Magic-User
Hit Dice: 1d4
Armour Allowed: None
Weapons Allowed: Staff, dagger, and one chosen weapon or object to use as weapon
Languages: Common, Alignment

* Spiritual Weapon: Choose a specific type of weapon (shortsword, spear, dagger, etc). By bonding with a specific example of that weapon, you may treat it as a +1 magical weapon with 1d6 base damage; this bonus increases by +1 at 5th and 10th level. You may select a non-weapon object; in your hands, it now causes 1d6 damage.

At 3rd level, you may use your spiritual weapon to cast a bolt of damaging energy. This bolt has a range of 50′ and does 1d4 damage, increasing to 2d4 at 7th level.

Losing your spiritual weapon requires hunting out a replacement and spending one day and 100gp/level x2 to bond to the new weapon.

There are known tales of cultivators enchanting their spiritual weapons to great effect.


* Sect: All cultivators belong to a sect, whether formally — trained as a member of the sect — or informally, having absorbed the lessons of cultivation from a manual or pieced their path together independently via snips of wisdom and lore. This sect determines an ideal to follow, a ban or taboo, and often a theme or type of thematics for its particular stripe of cultivation philosophy.

Much like knightly orders, cultivation sects can become elaborate and byzantine in their codes, rules and symbols — and clash with rival sects at the drop of a pin, especially over resources and promising new students.


* Spirit Sense: A cultivator has a 2-in-6 chance to sense the presence of a spirit, ghost, otherworldly entity, or similar unearthly being within 40′. This chance increases as the cultivator progresses in level: 3-in-6 at 4th level, 4-in-6 at 8th level, and 5-in-6 at 12th level. From 2nd level, they have a 2-in-6 chance to recognize enchantments, specific otherworldly entities and subjects pertaining to their sect’s specialties.


* Turn Undead: As the Cleric, including the possibility of commanding undead (a specialty of some sects, even). In addition to undead, a cultivator’s sect teaches how to affect a second category of entities, such as fae, nature spirits, heavenly or demonic entities, or magical constructs. This second category must be chosen at character creation.

At discretion, with a suitably prepared location or object at hand, a result of destruction can instead be a sealing away of the turned creature.


* Purity of Body: A cultivator sheds more and more mortal weakness as they gain in the refinement of their inner energies (aka rise in level); these changes progress as follows:

1st Level: +1 AC bonus, +2 to saves vs poison and disease
3rd Level: +2 AC bonus, +4 to saves vs poison and disease
5th Level: +3 AC bonus, immune to mundane disease, +4 saves vs poison and magical disease, age at half rate
8th Level: +4 AC bonus, immune to mundane disease, half-effect from poison, +4 saves vs magical poison and disease, age at quarter-rate
12th Level: +6 AC bonus, immune to mundane disease and poison, +6 saves vs magical disease and poison
14th Level: +8 AC bonus, immune to all but the most potent supernatural afflictions, Unaging Immortality


* Magic Item Creation: At 1st level a cultivator may enchant spell scrolls and potions, as per the standard enchanting rules. At 4th level they may enchant protection scrolls. At 8th level, a cultivator may enchant all forms of magic items.


* Flying Sword: Beginning at 6th level, a cultivator may step onto their spiritual weapon and ride it into the skies, flying at a rate of FL 24 (eagle or equivalent). This flight lasts two hours/level. At 8th level, they may bring one passenger along. At 13th level their range doubles and their speed triples.


* Spellcasting: A cultivator has a certain number of spell slots per day with which to cast magic. Spells are memorized from the spell levels accessible (as per cleric spell memorization), selecting daily spells from all those available on the cultivator spell list which are a level which the character can cast. A cultivator may cast a reversed spell without penalty.

Many sects also possess unique, “secret” spells. A character must be taught this spell or otherwise awarded access to it (perhaps on a scroll); these spells are not automatically added to the cultivator spell list.

– Assimilation: A cultivator has a chance of learning a spell not normally on their spell list, treating it as if it was always available. By studying a spellbook or scroll or holy text, there is a 1-in-6 chance of so assimilating the knowledge of the spell. The source is destroyed regardless of success or failure.


* Magic Item Use: A cultivator may freely make use of magic items, save for enchanted armour. This includes spell scrolls intended for other classes.


* Foundation: At 10th level, a cultivator may found a school, attracting 2d6 1st level cultivators. Or, the character may strike out on their own and found their own sect as well, attracting 1d4 would-be student cultivators and 1d8 fighters or thieves — needed extra muscle as rivals will appear and their home sect may be displeased. There is a 50% chance, in either case, of also attracting 1d3 “unusual” petitioners, actually concealed spirits or demons or the like.


A Few Thumbnail Sect Ideas

Forest In Winter
“Be at peace. Be still and measured. Conserve yourself for the moment that you, or others, require your strength.”
– turn elementals
– ban: inciting violence or thoughtless action; flame magic

Whispers
“There is nothing without knowledge. Hoard it like the perfect pearl it is.”
– choose one turning or command category
– ban: destroying texts or allowing them to be destroyed; passing up a chance to educate — or learn a secret

Black Wind
“Do not suffer your enemies to live. Keep them close in death.”
– command undead
– ban: allowing a deliberate slight to go unchallenged

Golden Chain
“Be vigilant, because so few others seem capable of doing so.”
– turn demonic entities
– ban: tolerating undead or demonic forces; excessive wealth or indulgence

 XP Progression Spell Slots  
1st01   
2nd25002   
3rd50002   
4th10,00021  
5th20,00032  
6th41,00033  
7th82,00033  
8th182,00033  
9th282,00033  
10th382,000331 
11th482,000332 
12th582,0003321
13th682,0004432
14th782,0004432
yeah that’s not a lot of spell slots, arguably; but it’s easier to add than take away
 First Level SpellsSecond Level SpellsThird Level SpellsFourth Level Spells
01.Detect MagicPurify Food And WaterSilence 15′ RadiusRemove Curse/Curse
02.Protection From EvilFalse AuraInvisibilityConfusion
03.Light (Darkness)Know AlignmentProtection From Evil 15′ RadiusTemperature Control
04.Read MagicProduce FlameSuggestionHallucinatory Terrain
05.ShieldLevitateClairvoyanceWizard Eye
06.Detect DangerBlindness/DeafnessDispel MagicFear
07.SpookHold Person  
08.HypnotismCure Light Wounds  
don’t forget sect secret spells (talk to each other, GMs and players!) and also assimilating like a mofo


Some Thoughts


This is kind of …

Dramatically lower-powered than in cultivation fantasy/xianxia fantasy? Damn right it is, those fuckers can practically explode planets by the end of the road in some of those novels. I wanted something that had as many of the highlights and nifty powers I like in those stories, but could also work in a B/X-Basic D&D game.


Not a lot of offensive magic capabilities, though?

Let’s be real here, in the fantasy stories cultivators come from, they’re the stars of the show and they do everything; if I piled a bunch of attack spells and the like in here, they’d beat the magic-user at its own game if not beat the pants off the class in the process. (Basic D&D, remember!)

And there’s a lot of stuff to squeeze in here, which is why I (regretfully) also left off a specific warding-type class feature. (I may change my mind on that at some point.)

That said, if you want to add spells to the class list, there’s space? Or make combat spells various sect secrets!


Actually, Let’s Talk About Sects

If we legit talked about sects my fingers would fall off typing; more importantly, those are a lot more setting-specific even in the source novels (are your sects initiatory, like in the I Shall Seal The Heavens series of novels, or are they also extended families like in Grandmaster of Demonic Cultivation, or …).

Honestly, they’re left as wide open as they are for a reason. Make them as simple or as baroque rules- and roleplay-wise as you want.

You could even borrow some of the many tables of esoteric weirdos under my “factions” tag and change them around to suit, lol.


Did you have to mix in druid and illusionist spells?

I wanted to.

If that really sticks in your craw, or you don’t have any version of those you can crib from, here’s some alternate lists:

 First Level SpellsSecond Level SpellsThird Level SpellsFourth Level Spells
01.Detect MagicPurify Food And WaterSilence 15′ RadiusRemove Curse/Curse
02.Protection From EvilESPInvisibilityConfusion
03.Light (Darkness)Know AlignmentProtection From Evil 15′ RadiusContinual Light
04.Read MagicBless (Blight)Protection From Normal MissilesHallucinatory Terrain
05.ShieldLevitateClairvoyanceWizard Eye
06.Detect DangerBlindness/DeafnessDispel MagicLocate Object
07.Hold PortalHold Person  
08.Remove Fear (Cause Fear)Cure Light Wounds  
honestly you could probably use the find-and-replaced spells anyway, but then the lists possibly aren’t as nice and rollable.
maybe even them out to nearest die if needed?
Wednesday, October 5th, 2022 08:52 am
You are dead, whoever or whatever you may have been while alive, and obviously so. This hasn’t stopped you, as it turns out; whether curse or faith, accident or deliberate transformation, you are dead but you are still moving by your own will.

There’s great variability in your corpse’s potential appearance, depending on your death, your personal upkeep and grooming habits, your access to talented necrochirurgeons, and so forth: skeletal, fleshy, mummified, a kind of dry rot-like existence, immaculately preserved — withered, waxen, leathery or cold as marble — or any and all combinations of the above and more are possibilities. No matter your looks, however, even if you have not modified or ornamented your corpse you will not be mistaken for a living being.

You also carry your heart with you. Actual transmuted heart? Manifest soul? Tether to the world? All of these? Who can say, save for that last? What’s important is that this glassy bauble, heavy in your hand and kindled with a softly golden light, is what keeps you going — and must not be taken from you. Best keep it safe. Maybe even inside.


Risen

Prime Requisites: CON and WIS
Attack: as Cleric
Saving Throws: as Cleric
Hit Dice: 1d8
Armour Allowed: Any
Weapons Allowed: Any
Languages: Common, Alignment

* Life’s Chains Broken: You do not require food, water or sleep, only four hours contemplation. You are immune to poison, disease, and paralysis.

* The Cold Seeks All: You have infravision to 60′.

* Dead Flesh: As a walking corpse, you cannot heal with rest (dead flesh does not heal) and healing magic has no effect on you. In order to regain lost hit points above 1, you require the attentions of a necrochirurgeon for a day and an expenditure of 1 gp, plus access to 1 hp of corpse material per hit point regained. You may work on yourself, at a rate of 2 hit points per hour’s work, but the material needs are doubled unless you are skilled in necrochirurgery. It is possible to choose to partially restore hit points if there is a lack of funds, materials or time.

* Tethering Heart: A glass-like bauble but so much more than that, heavy and large enough to fill a cupped palm and then some, your heart is key; if it is destroyed, so are you. Putting more than a mile’s distance between yourself and your heart causes discomfort and disquiet; if another creature claims your heart, you will do anything to get it back.

* Rising: You have already died once; it is cursed difficult to put you in the ground again and keep you there. Once reduced to 0 hp you collapse, but will rise again in 1d6 hours unless your heart has been destroyed. Upon rising you have 1 hp and will remain so until the damage to your corpse is seen to (see Dead Flesh).

* Curse Of Unlife: You’re an undead corpse, and that has drawbacks beyond the inability to heal. While you’re not necessarily affected by (un)holy water depending on your personal ethos, you are definitely affected by spells, magic items, divine proclamations and other things that can affect, harm, ward or destroy unliving creatures — and that includes being susceptible to clerical turning and command. You do get a to make a saving throw vs. death magic to resist the results of a turning or command check.

* Grave Gifts: Each risen has their own quirks. Roll twice on the following table:

01. Corpse Medicine: Offer a portion of your remains, from enresinated fluids to powdered bone, to heal another at a 1 : 2 hit point ratio.
02. Grave Armour: Whether dense flesh, strengthened bone or osseous plating, improve AC by 2.
03. Eldritch Sense: Cast Detect Magic once a day.
04. Spectre: Cast Cause Fear once a day.
05. Wardead: Claws, jaws, sharpened phalanges, bony fists or implanted weaponry, attack unarmed for 1d4 damage.
06. Mortuary Sense: 2-in-6 chance to sense other undead within 60′.
07. Devour: Three times a day, regain 1d3 hp from feeding from a corpse directly.
08. Chattering Bone: Ask a corpse or part of one one question, once a day.
09. Ghostlight: Conjure orb of pale-green or blue-white “flame” as a candle, once a day; one hour, or four if conjured into your heart.
10. Vault Cadavre: A portion of your corpse is modified for ease of opening and secure storage, revealing a space that can contain small objects up to a dagger to a waterskin, depending on the location of your vault.
11. Dead Tongue: You may communicate telepathically to any creature within 100′.
12. Grave Will: You are treated as +2 HD when faced with turning or control attempts.

* Ossuary Founder: After reaching 9th level, a risen may establish or build a stronghold or ossuary, attracting 2d6 followers who may be 1st level risen, magic-users or fighters. These followers are devoted, but if they die or are permanently destroyed they are not automatically replaced.


XP Requirements:

01: 0
02: 1900
03: 3800
04: 7600
05: 15,200
06: 31,400
07: 62,800
08: 125,600
09: 225,600
10: 325,600
11: 425,600
12: 525,600
13: 625,600
14: 725,600


Why did you rise?

01. There is something or someone you protected with your life, and now with your death
02. A necromancer got you instead of the zombie they were expecting
03. It was your literal dying wish
04. A wandering traveller blighted — or blessed — you, then vanished
05. You have an oath not yet fulfilled
06. Don’t play around with necromantic rituals you aren’t qualified for, folks
07. They will not have the satisfaction of having killed you
08. This way, you may serve for eternity
09. It was a strange illness; you had no idea just how strange
10. You traded your life for something or someone precious (or you thought so, at the time)
11. Your tomb was disturbed; you didn’t appreciate that
12. You don’t remember how it happened and dearly wish to find out


Some thoughts

01. How about Basic Fantasy, AD&D and the like?

Honestly, I was going to write up entire species stats and then I realized that, since I didn’t want to add prerequisites, there’s no real need for ability score modifiers either.

Besides, when you’re dead, you’re dead. It’s the great leveler. I suppose I could have added “Requirement: Dead” to the BD&D block? But naaah.

Assume movement rates work like a living representative of the species in question unless there’s a good reason not to; apply all the special traits given in the class write-up, including Grave Gifts. Unless everyone is cool with the idea, it’s probably best to not carry over special abilities from the risen’s species (if the PC isn’t a human corpse).


02. Level limits?

Nah. If you want to use them, especially as a “species” and not species-as-class, assign them as you see fit; I don’t like level limits, especially with separate species and class, and honestly there’s not a lot of stereotypes I’d apply to a dead dude in order to limit them?

(you bet your arse I’d want to write a risen cleric, say. oh ho ho ho)


03. That’s some convoluted stuff and also why does it take so much to “heal” them and …

That’s the theme I wanted, basically. You’ll keep going, but your corpse is battered and so is what’s animating you, but since it’s all dead matter a clever-handed artisan can restore you in a grand combination of sculpture, leather-and-textile arts and taxidermy. And yes, you can fancy yourself up, because you’re already dead. Be the jeweled saint you want to be in the world, even.


04. That turning stuff is rough, man.

It sure is. I like my thematics and I’m not sorry. A destruction result probably shouldn’t destroy a risen’s heart, though — something for PCs wrangling with risen to keep in mind. Or learn the hard way.


05. Why the “heart”?

Because the image of a corpse carrying this warmly faintly luminous bit of beauty stuck with me and by fuck I was going to use it.
Thursday, April 2nd, 2020 11:28 pm

Adventurous Venturer

So the Forest isn’t a diamond clamshell city or fractal vortex. It’s still a world of wonders to uncover — and that’s good enough for you; there’s so much to see and do and poke at and maybe carry off with you when you’re ready to move on.

You’ve just about got the travel trick down pat — don’t worry about the going, just go — and there’s been a new discovery behind every tree and under every milky, glassy boulder. Just think of the memories, memoirs and trophies to be found! Learning not to try to eat the quicksilver frogs was another bonus. (Little critters are indestructible!)

Will you find the Silver Dragon? Maybe even the Heart?

Possessions:

* the elaborate pronged broadsword of your adventuring guild
* several stained and patched satchels
* a battered grimoire half full of ancient mysteries (that you’re using as a diary)
* heartscale corselet (treat as light armour)
* patchwork longcoat
* sampling kit
* a hovering mapmaking bauble (it’s very confused by the Forest, but the maps look lovely)
* 10d6 silvers’ worth of gewgaws and coinage from across the worlds

Skills:

2 – Greatsword Fighting
2 – Acrobatics
2 – Evaluate
2 – Astrology
1 – Awareness
1 – Languages
1 – Scrounging

 

Fluttering Bir

That’s bir, not bird — and if you’re mistaken for a bird, well, that says something about the fool goliath tromping through the Forest in the first place, doesn’t it. Who in their right mind would mistake a person for a bird? Don’t goliaths ever look at themselves?

Your wings aren’t even feathered. They’re brilliant, prismatic, shining hard-light vanes of pinions.

Honestly. The Dragon take them all.

They have a bad habit of plowing entire communities and waypoints flat on a good day anyway, which you have no problem growling into the ear of any goliath on whose shoulder you happen to pitch. They don’t appreciate your folks’ craftmanship and artistry (if you hear the word “dollhouse” one more time …) — they do comment on your ritualized warfare, though. How odd.

Well, time to set a few records straight.

… No, you haven’t made friends –!

Possessions:

* array of tiny steel and enamel and laser weaponry (treat as fusil)
* enamel and glass storage moth (note: without access to the moth and its dimensional storage tricks, you can only carry one or maaaaybe two non-bir-sized items)
* painting or carving or smithing or circuit-binding or sigilweaving tools
* records of your home duchy’s last six honour wars
* chaos lens
* neosilk uniform (treat as light armour)

Skills:

3 – Fly
2 – Sneak
2 – Magitech
1 – craft skill (choose)
1 – Bluffing
1 – Strategy

 

Sage Of The Forest

In dreams; in a waking dream; after a long and perilous trek; born to the position … or, somehow, all of the above. Or something completely different. Whatever the catalyst, you took up your mageries in the Forest’s vales.

Maybe, one day, you’ll learn at the Silver Dragon’s scaled paws how to shape steelsilver magic and craft forest life. maybe you’ll slip into some scriptorial cell under the Dead Priest’s aegis. Or perhaps stake out a hollowed home under silvery Forest giants and teach apprentices of your own.

Until then, whatever “then” may be, you plan to amass as much wisdom, as much wonderworking, as you possibly can. You need to be ready.

Possessions:

* long split tunic over sturdy trousers, with pouches in your shirttails
* slim curved dagger
* the locations of two hidden libraries and their pass-stones to get inside
* d3 orbiting gloworbs of different colours
* a tome of mazy paths, rainfolk scales and pressed Forest foliage
* seed and spore collections
* satchel of metal and enamel samples

Skills:

2 – Second Sight
2 – Research
2 – Sage Topic (of choice)
2 – Spell: Ironhand
1 – Spell: Find
1 – Spell: Read Entrails
1 – Spell: Starry Orb
1 – Spell: random
1 – Spell: random

Thursday, March 12th, 2020 11:22 pm

Curious Refugee From Darkness

Sure, the Silver Dragon’s Forest holds cursed sunlight and suspicious inhabitants (whose delicious life you long to consume), but it still always sounded better than jockeying for shadow powers, blight geodes and conjured servants in the caverns of the Four Courts.

So you braved the tunnels and pled your case with the Dead Priest.

He lowered the razored rings of his staff — and gave you glistening red fruits to eat.

So many tiny little lives inside.

Delicious.

But …

It can’t be that easy, can it?

Possessions:

* ornate clothing of shadowsilk, scales and iron filigree (treat as light armour)
* black crystal shrillblade (treat as sword)
* broad hat
* veil
* 3d6 pomegranates or kiwis or dragonfruit or pitahaya (treat as one Provision each)
* scalehound on a leash
* two blight geodes

 
 
 

Skills:

2 – Sword Fighting
2 – Etiquette
1 – Tunnel Fighting
1 – Poison
1 – Spell: Fear
2 – Spell: Leech
1 – Spell: Sentry

 

Dead Priest’s Acolyte

Darkness for to battle darkness.

To keep the souleaters beneath the Forest where they belong, you joined the Dead Priest in his eternal vigilance; but you still live, and you can’t stay still forever.

Your armoured robes and bladed crozier glint darkly under silvery branches and verdant leaves and it’s odd to deal with the living again, but you’ll take every opportunity you can get.

Besides, you’re just being proactive in your dedication. Right?

Possessions:

* robes of satin and steel articulation (treat as medium armour)
* bladed crozier (treat as spear)
* maps of the current upper underworld
* schematic maps of the major Forest points
* a pouch of salt
* a flask of consecrated oil
* a pillow stuffed with myrrh and rose petals and dust

Skills:

2 – Awareness
2 – Necrology
1 – Spear Fighting
1 – Healing
2 – Spell: Flash
1 – Spell: Coal Resolve
1 – Spell: Random

 

Moonfae

Okay, you aren’t really what they call a “fairy”. More like a conglomeration of baboon and cat finished off with a pewter-purple shaggy pelt, two blunt horns (great for butting heads, getting signals and carving glyphs into), and stubby furry wings that shouldn’t let you fly (but you fly anyway, because).

 
 
 

But that doesn’t really matter, because you, like all your frenemies and associates, have other things to occupy your time than what the rest of the Forest calls you. It’s a competition to see who amasses the best and most interesting Things, the most outlandish stories, and the most panache, and you’re planning to win by cleverness, loopholes, or just plain orneriness.

Possessions:

* wings (fly as fast as a human can run)
* 12d6 silvers’ worth of trinkets, gewgaws and “fairy” charms
* claws (treat as knife)
* pouches, waistcoat pockets (with or without waistcoat), silky sashes and other places to hide your stash
* six secrets
* a glowing light-tablet diary
* a sack of pearlshrooms
* an orbiting gloworb

Skills:

2 – Fly
1 – Evaluate
2 – Second Sight
2 – Bluffing
2 – Spell: Animate
1 – Spell: Babble

Sunday, February 2nd, 2020 11:14 pm

It took some doing, preparing yourself for your next metamorphosis, not so physically dramatic as you previous change perhaps but one yet ripe with meaning. Striding gracefully, you wield sword and secrets in the service of all, even those put off by your translucently dappled skin and bulbous golden eyes.

And if they doubt your heart, well, it’s there for all to see.

Possessions

* vine-and-glass sword
* pearly tea set
* letters of vows and secrets
* pistolet
* fancy ever-wet satin blouse (treat as light armour)

Advanced Skills

* 3 Acrobatics
* 1 Sword Fighting
* 2 Climb
* 2 Etiquette
* 2 Spell – Life Line
* 1 Spell – random

Friday, November 29th, 2019 09:47 am

Being sick sucks.  Being sick for a month+ sucks a lot.  *sighs*

The following is a class I put together for my unnamed “spacehack” for The Black Hack 1e.  There’s a few references to bits from the Blue Lotus Hack (mainly “gifts” from the Mystic class); I wanted to leave them in for this post.  Markers and Favours can be found here.

 

Freelancer (Venturer)

Starting HP: d6+4
HP per Level/Resting: 1d6
Weapons and Armour: one-handed swords, daggers, crossbows, blunt weapons; gambeson, leather, chain
Attack Damage: 1d6/1d4 Unarmed or Improvising

Leveling Up: Roll to see if attributes increase, roll twice for DEX or CHA.

Special Features:

* Roll with Advantage when testing CHA to avoid charm effects, make a good impression, get the feel of a social scene, or find a buyer or seller.

* Wheel and Deal: In any given civilized (“civilized”) place, a Venturer can find a contact for making and breaking favours and promises; pick up a marker, get a favour, without needing to make a CHA test. These favours can and do get traded, though, like any others!

* Uncanny: Beginning at 1st level, a Venturer gains a single spell or gift of any kind, of level equal to 1/2 class level or lower. Another spell is gained at every level thereafter. A Venturer has slots equal to their Level and uses CHA for casting tests.


Options:

Replace any starting feature with one of:

* Oathpact: The Venturer may sign a contract with another being; if the terms are violated, the violator suffers catastrophe until the breach is made good.

* Worldwise: A Venturer rolls with Advantage when researching or otherwise seeking out a detail of history, world type, cultural quirk, or hoary tradition. They may discern the basic features of a world and its primary culture upon first encountering it.

* Rally The Troops: By giving up their own action in a given Moment — aside from a suitable rallying cry, splash of consecrated rum, or what have you — the Venturer may grant Advantage to an ally’s next action once per battle.

* Flurry: As part of their action, the Venturer may make 1 attack / 2 levels.

* Oh Captain My Captain: The Venturer may acquire a loyal minion (1 HD and some useful skill or knowledge) when visiting a metropolis or other centre of relative civilization. They may have a maximum number of minions equal to half their CHA. Mistreating or not supporting one’s minions can have Consequences.