( 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
Lindwyrm Liberty: more additions and fancies by E. A. Bisson is licensed under CC BY-SA 4.0
Lindwyrm Liberty: more additions and fancies by E. A. Bisson is licensed under CC BY-SA 4.0
XP Progression | Spell Slots | ||||
---|---|---|---|---|---|
1st | 0 | 1 | |||
2nd | 2500 | 2 | |||
3rd | 5000 | 2 | |||
4th | 10,000 | 2 | 1 | ||
5th | 20,000 | 3 | 2 | ||
6th | 41,000 | 3 | 3 | ||
7th | 82,000 | 3 | 3 | ||
8th | 182,000 | 3 | 3 | ||
9th | 282,000 | 3 | 3 | ||
10th | 382,000 | 3 | 3 | 1 | |
11th | 482,000 | 3 | 3 | 2 | |
12th | 582,000 | 3 | 3 | 2 | 1 |
13th | 682,000 | 4 | 4 | 3 | 2 |
14th | 782,000 | 4 | 4 | 3 | 2 |
First Level Spells | Second Level Spells | Third Level Spells | Fourth Level Spells | |
---|---|---|---|---|
01. | Detect Magic | Purify Food And Water | Silence 15′ Radius | Remove Curse/Curse |
02. | Protection From Evil | False Aura | Invisibility | Confusion |
03. | Light (Darkness) | Know Alignment | Protection From Evil 15′ Radius | Temperature Control |
04. | Read Magic | Produce Flame | Suggestion | Hallucinatory Terrain |
05. | Shield | Levitate | Clairvoyance | Wizard Eye |
06. | Detect Danger | Blindness/Deafness | Dispel Magic | Fear |
07. | Spook | Hold Person | ||
08. | Hypnotism | Cure Light Wounds |
First Level Spells | Second Level Spells | Third Level Spells | Fourth Level Spells | |
---|---|---|---|---|
01. | Detect Magic | Purify Food And Water | Silence 15′ Radius | Remove Curse/Curse |
02. | Protection From Evil | ESP | Invisibility | Confusion |
03. | Light (Darkness) | Know Alignment | Protection From Evil 15′ Radius | Continual Light |
04. | Read Magic | Bless (Blight) | Protection From Normal Missiles | Hallucinatory Terrain |
05. | Shield | Levitate | Clairvoyance | Wizard Eye |
06. | Detect Danger | Blindness/Deafness | Dispel Magic | Locate Object |
07. | Hold Portal | Hold Person | ||
08. | Remove Fear (Cause Fear) | Cure Light Wounds |
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
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
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
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!
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.