Tuesday, January 5, 2021

Magic User Origins

 The Clever Folk come from many walks of life and learn in many different ways, and are called many different names. Collectively they are feared and respected and beloved and reviled, though attitudes will differ from kingdom to kingdom, hell even village to village.

(If you couldn't tell by the Wikipedia link this is for my pre-Christian pseudo-European setting. Any anachronisms are either intentional or stuff I don't care about. these tables are sort of designed with that "kind" of setting in mind, but you could probably use a slightly reskinned one in any game.)

In terms of rules, I'm trying to keep this system-agnostic, but they are sort of designed with my own magic system in mind. these are things you add onto your magic user characters that provide an additional benefit.

Roll 1d6

  1. You read a scroll and accidentally changed your perception of the world forever. Start with Wizard Vision.
  2. You studied under a learned master. The specifics of your relation to the master are up to you and the referee (antagonistic? understanding? apathetic?), but you start off knowing of them and being able to contact them. They are level 3+1d6, if that ever becomes necessary.
  3. You studied in a guild/college of magic. The total number of students any given year probably weren't higher than a few dozen and the passing rate is fairly low, so you know of a handful other Wizards. You probably have a debt though, which is probably why you adventure.
  4. You are self-taught. Perhaps you were a servant sneakily stealing books from an incompetent noble or you found the ruins of another wizards stronghold and managed to learn the basics from there. Maybe you learned the way the first magic users did, whatever that is. You have a bit of a charm compared to other magic users. The distrust most feel regarding magic users doesn't touch you as much as anyone else.
  5. You were born the seventh child of a seventh child (or the fifth child of a fifth child, or something else equally mystical.) This seems to be a bit of a big deal with certain entities and other magic users.
  6. Someone or something meddled in your birth/conception. Weather you are a failed antichrist, the child of a strange creature or an experiment of some sort, you are distinctly "other" than most. Start with a mutation relevant to whatever it was, and a lingering sense of unease.

This is what i can think of for now. Whatever the final version of this table is will probably be bigger as I pour over different stories and superstitions.

Anyways check out these sick as shit magic users I found while procrastinating actually posting this.

You wish you were this cool. (Can't find the artist and a reverse image search brings up pokemon stuff.) 

Check out his sick as shit armor. Its useless I love it so much. (Adventure Time)

Thats all I found.

Monday, August 24, 2020

Esoteric Enterprises Setting Factbook

Mostly just a series of things meant to convey the tone of this setting a bit.

The setting can be succinctly summed up as "Esoteric Enterprises meets BPRD meets Eldritch Americana." If that didn't make much sense, don't worry. Just read through and remember, anything can happen.

Groups of Interest


The Occult Research Bureau is one of the biggest names in the occult world since the industrial revolution. Formed from various disparate occult clubs, organizations, conspiracies and private researchers, ORBs goal is simply to understand how things work. ORB is a public Union of various groups, though it technically has a centralized command, its fairly hands off and more concerned with avoiding conflict among itself.

The Cain to ORBs Able. Focused primarily on defending against, and weaponizing, the occult world. This puts them at odds with the relatively egalitarian Research Bureau. Open warfare is, at least officially, impossible. Bard is funded by many national governments, and sells mercenaries (both human and not) to deal with preternatural threats on larger scales.

The New Acolytes 
Those revivalist cults devoted to "gods" both old and new claim the banner of "The New Acolytes." A collective term for an eclectic mash of cults devoted to various Powers that have made themselves known on Earth.

The Powers
Entities claimed to be "gods" by mortal humans, who have no frame of reference to compare such beings too. All are considered existential threats by all governments, due to their inherent status-quo shattering nature. None are strictly evil or good, as the human notions of morality simply cannot compare to such beings. Some have been here a long time, others are only now taking notice of earth.

National Revivalist Party
A bunch of crusty fascists trying to claw their way out of irrelevancy. Powerful, but slowly decaying. Their death throes may be lethal, however.

Alien entities from the stars or even further afield. Ignorantly cruel. They do not understand the harm that they enact on us, they simply lack the ability to comprehend us, and us them.

Other weirdos and groups exist, but these are the currently thought out ones.

Random Things
Most people know about the paranormal at least tangentially. They treat it a bit like you might treat natural disasters or nuclear science. Something to leave to the specialists and thrill seekers.
Grimoirs and Tomes are just as valuable as a gun or body-armor in terms of how much of an advantage they grant.
Mythology is good for facts about some creatures, and dangerously inaccurate about others.
Only the least powerful spirits are the dead.
Hell is real, and the demons there are evil beyond comprehension, but they are not the only things called "demons."
The Powers have their tendrils winding through almost every crack of the world.

The underground extends deeper into the earth than anyone thinks, into something called the Veins.
The Powers have more agents than just cults.
Earth is a cosmic confluence, which is why so many things arrive from other places.
Earth is a cosmic prison, which is why so many terrible things arrive here.
Earth is a cosmic landfill. Things beyond here are better.
Humans and all human like beings descend from Nephilim, the children of traitor angels.
All magic comes from the Powers.
All Powers are made of magic.
Belief changes reality on a small level, vast beliefs can create Powers.
Powers are responsible for all human thought.

Lost and Old Things

The Doggerland Scrolls (unknown time before 6200 BC)
Scrolls found sealed in an airtight urn. Written in an ancient form of Gaelic. Translations provide fractured summoning rituals meant to call to subterranean Powers.

Lady Crimsons Lost Tome (1877)
The lost work of a notorious Sorceress hailing from a small metalworking town in the Sokoto Caliphate. Dubbed "Lady Crimson" in europe due to her love of red robes and brutal vengeance against would-be attackers. Said to contain primarily protection and retribution spells.

The Tome of Seven Seals (translated in 517 AD)
A series of seven related rituals authored by an unknown individual, translated to latin in 517 AD. Modern editions exist, but are riddled with translation errors.

Cultists Glass
An old dagger formed from volcanic glass. Used by mystics in some rituals. Said to improve ones luck at ritual performance.

Rotten Diary (written 1919)
An old diary written by a mad artist. Contains the spell "Invoke the Blind Ones." A dangerous information spell meant to contact the blind space gods for knowledge of anything that has happened while exposed to the sky. Invites madness, but always accurate if the conditions are met.

Thats enough for now.

Saturday, June 13, 2020

Starship Athena (plus some Mothership houserules and a resource)

Lore Bit
The Starship Athena is the Crown Jewel of humanity at the moment. The three major factions of humanity (the Feudal Nobility, The Corporate Coalition and the Galactic Union) all temporarily put aside their differences to construct this ship.
The ship is an utter behemoth of scientific and exploratory might. It is crewed by 1000 individuals, 100 of which are androids. 40 of these people are actual officers, and 4 of these officers are also androids (so that's 864 standard human crew, 96 androids, 36 officers and 4 android-officers). The ship is designed to be the best of the best overall.
The players are crew members, though likely not officers until higher levels.
(seriously, this thing is utterly ridiculous in an engagement. the players don't have control over it, and likely won't have complete control over it ever but its practically impossible to actually assail from the outside)
(honestly its more of a setting than an actual ship)

Armor: 80%
Shipmind (intellect): 130%
Combat: 110%
Speed: 80%
Hull Points: 7323
Scientific Aid: +40% to scientific and medical procedures.
Jump-Drive: 9
Life Support/Galley Support: 5000 people.
Living Quarters: 40
Barracks: 5100
Cargo: 20000 cargo Units (starts with a mining frigate, 4 cutters and a research vessel as well as 600 extra fuel)
Engines: 200
Minimum Fuel: 600
Consumed per day of normal thrust: 8
Consumed per Hyperspace Jump: 18
10 autocannons (2d10 MDMG, 24 shots before reloading)
3 Mounted Machinegun Turrets (5d10 DMG, 36 shots before reloading)
2 Railguns (1d10+10 MDMG, 12 shots before reloading, cannot be automated) 
2 Rigging guns (1 MDMG, 3 shots before reloading, on a hit it attaches to the target, requiring a speed check to break loose.)
1 Torpedo Cannon (3d10 MDMG, 2 shots before reloading, on a hit the target must roll on the critical hit table even if the hit wasn't critical, provides advantage to target when making armor save)
How much the titan cost: 73 billion 230 million credits

Firstly, fuel used in engines isn't consumed and doesn't take up cargo space. This is because the fuel is compressed into a "core" state and used as a reactor for other things that don't require fuel.
Secondly, for travel times, ships have three thruster states used for interplanetary, interstellar and intergalactic travel, which accounts for the discontinuity in time for travel at each scale.
In the Mothership pdf it gives a spreadsheet for travel times based on speed stat and distance type. The time's given are only units. I decided to apply these units of time to units of space.
So an interplanetary unit of space is an AU, an interstellar unit of space is 10000 light years and an intergalactic unit of space is 1 million light years.
That means it takes the Starship Athena 39 hours to go from the sun to pluto, 10 weeks to cross the milky way and 2.5 years to go to the Andromeda galaxy from the milky way.
Cool beans.
Jump drive rules will be explained in another post (probably will be up today. maybe.)

That cool resource
This is a map of the universe at different scales. Its great for space campaigns. I have it bookmarked.

Saturday, May 30, 2020

Stygian Darkness

This is mostly just for my players. Its a document for my ruleset.
My personal ruleset is a combination of several versions of the GLOG, various b/x clones and my own stuff.
There's probably more influences that went into it but for now that's all i can recall.
(Obligatory link to Arnolds blog, he made the glog, and im using his rules for inventory, advancement and death and dismemberment. please check it out if you somehow haven't already and are interested in design philosophy)
The game is in silver standard, (1 gold = 100 silver = 1000 copper)

Character Creation
Roll 3d6 three times, recording each result. Apply each result to one of the following six ability scores. Charisma, Constitution, Dexterity, Ego, Strength and Willpower.
Charisma is how charming you are, your social poise and skill.
Constitution is how tough and healthy you are.
Dexterity is a combination of manual dexterity and agility.
Ego is your characters mental coherence and sense of identity.
Strength is your characters ability to enact physical change in the world via raw power.
Willpower is your characters mental strength and their ability to resist things that affect their mind.

Modifiers to rolls of that type are as follows.
3: -3
4-5: -2
6-8: -1
9-12: +0
13-15: +1
16-17: +2
18: +3

Following this, you choose a class. The currently written classes are Fighter, Expert and Magic User (clerics on standby until i can figure out how to make them interesting).

Then select your alignment. Certain classes require certain alignments. Alignments are not related to ones morality, personality or philosophy in any way. They merely determine the paranormal forces that your character is attuned to. They are Lawful (if the forces are axiomatic and maintain the ultimate inevitable truth of reality) Neutral (if there are no forces affecting you) and Chaotic (if the forces are discordant, howling beyond the veil of reality and defy all known laws of creation).

Finally, fill in the blanks on the character sheet with what your classes give you. You start at level one and if your class is human you may play as any variation thereof with no mechanical effects. All characters have a set of normal civilian clothes and a backpack in addition to what their class gives them. Characters also have 3d6*10 Silver pieces, which they can spend on items before play (just use this table, ignoring the alchemy section).

You have inventory slots equal to your strength. A number of these slots equal to half your dexterity are fast slots (you can reach them at will) otherwise they are normal and require 1d6 rounds of shuffling about to get a hold of the item. This is only if you are wearing a backpack. If you dont have one you just have your hands/pockets, and some bags/packs might be better or worse. You cannot have more slots than your strength, though they may all be fast slots.

Doing shit and shit being done to you
The two main rolls you take are checks and saves. Checks are a roll of variable difficulty, typically (but not always) a 1d20 vs 5, 10 or 15 (meaning you have to roll higher than that). Ability checks are a standard roll as described in the previous sentence, adding the ability bonus as a modifier, as are ability saves. Contests are the same except you have to beat each others rolls.
Combat works a lot like an ability check, except you only add your attack bonus to the roll (0 for most characters) and have to roll over the opponents armor class (which is 10 for an unarmored human). If the character succeed on the combat roll, they roll for damage based on the weapon used. If they fail the opponent takes no damage.

Combat, But the fun part
You can do two major actions per round (a few seconds) in combat. Such as attacking and moving, attacking twice, moving twice (running), shoving someone, tripping someone etc.
Turns are different. Turns are 10 minute units of time used for exploration.
All of this happens at once, unless they directly affect someone else, in which case a dexterity contest is rolled for who goes first.
Death and dismemberment! When you take damage in excess of hp you usually gain wounds. When you gain wounds, you start dying.
Damage is only taken if the thing has a reasonable chance of killing you. A rat bite wont kill you (the disease might though).
HP stands for Hit Points, and are your ability to minimize any incoming damage.
Wounds subtract from your max HP, but never below zero.
While you have wounds you start dying. Make stabilization saves at DC 10+wounds (roll higher than 10). A natural 1 means you die, a failure means you gain another wound, a success means nothing happens and a roll of 20 or higher means you stabilize and wake up in 10 minutes with a scar and a shitty after-pain. If the wounds were from a critical hit, you roll on the dismemberment table (unless common sense tells you what would happen, like falling.)
Non lethal damage in excess of your hp will knock you out for 1d6+overflow rounds.
Emotional damage will give you stress and some additional effects based on the source.

Stress subtracts from your max hp but not below zero.
When you gain stress roll 1d20 vs a DC of 5. If you fail you have a breakdown. Roll a random one. All further breakdowns will be this. Also roll for a derangement which activates when you have stress and only de-activates when you're in a safe place.

Some things can bypass hp entirely. Being helpless while attacked will do so, as well as extremely personal emotional attacks or extremely lovecraftian things.
If wounds or stress is in excess of 10, you cease to be a playable character. For physical damage you die, for emotional damage you go insane.
Tables (adjusted for my games) will be provided at the end of this post.

If you and your adventuring party engage in fun activities (parties, carousing) you can become cheered, where you have a collective 3 temporary hit points.

Skills are broken into two types. Basic and Complex. Basic skills begin at a 1 in 6 chance of success and the skill done most often in a session may be improved by 1 if the character succeeds at a dc 10 ego check. Basic skills may go up to 6 in 6, the character must roll 2d6 and only if both come up 6 does the character fail. Basic skills are never social, perception, stealth or directly helpful in combat in any way.
Complex skills start at 0 in 6 (rolling a 2d6, and only succeeding at 2 ones.) Complex skills have unique mechanics for each one.
Theres no set list of skills, or a set list of what you can do with skills. Some things can reduce your chance of success, and some things can increase them (preparation and research for example)

Classes have a starter hp, a hit dice type that is rolled for hp beyond that level, and then hp gained at level 10.+ HP gained is modified by a characters constitution for every level except ten and up. Furthermore, the character can choose or randomly roll a title and skill, then choose or randomly roll a starter set from the title.

Fighters are trained to be able to kill at a moments notice. Either through military training, natural environment or other factors, they know how to kill, and how to do it well. For this reason, many turn to a life of adventure, unable to settle down comfortably due to their experiences.
Starter HP: 8
Dice Type: 1d8
HP at level 10 and beyond: +3
Combat Training: Fighters have an attack bonus equal to their level. Attack bonuses higher than 10 add the bonus above 10 to damage (thus an attack bonus of 12 is +10 to attack rolls and +2 to damage.)

Magic users adventure because they are unwelcome anywhere else, fighters because they cannot settle comfortably due to their violent training. Experts may join for any number of reasons. Perhaps they desire treasure, fantastic adventure or more. Experts are somehow both the most and least normal of the core classes.
Starter HP: 4
Dice Type: 1d6
HP at level 10 and beyond: +2
Skillful: The expert gains 4 "skill points" at level one that they may spend to increase their characters skill chances (note this on their character sheet). They gain +2 each level.
Basic Combat training: The expert has an attack bonus equal to half their level (rounded down) up to a maximum of 5.
Arcane assistance: An expert may assist a magic user in arcane endeavors. (described in a future post)

Magic User
Magic Users are feared, as most of the world shuns magic and the power it brings. Most of humanity clings to their pockets of civilization, stability and comfort, unwilling to confront the supernatural truths that lie immediately outside their perception. The magic user, however, immerses themself in arcane secrets and forbidden knowledge, ruthlessly pursuing arcane might with wild abandon.
Magic users are rare, extremely so, due to their overwhelming power over the forces of reality.
Magic users are always chaotic
Starter HP: 4
Dice type: 1d4
HP at level 10 and beyond: +1
Spell-casting: The magic user can cast spells. To do this the caster chooses the level they wish to cast the spell at, and rolls a d20 against the spells d20. The caster adds their level to their roll and the spell adds the level its cast at to its roll. If the caster wins, a basic success occurs. If the caster wins by a great margin (5+the spells level) then a greater success happens. If the caster wins by a massive margin (19+, or twice a great margin if higher) then a grand success happens. Conversely, if the spell wins then a basic failure will occur. If the spell wins by a great margin, a greater failure will occur and if the spell wins by a massive margin a grand failure will occur.

A list of starter spells and magical activities will be provided in an upcoming post.

The rest of this post is just a copy of arnolds tables, altered to fit my campaign. Skip them if you have your own or prefer that version.
Dismemberment Table [d6]

1 Arm Missing/useless Lose 1 Strength
2 Hand Missing/useless Lose 1 Dexterity
3 Crushed Ribs Lose 1 constitution
4 Leg Missing/Useless Lose 1 strength. Movement reduced
5 Coma Assuming prompt medical attention, return in 1d20*1d20 days unless either comes up as a 1
50% chance of gaining an astral projection skill (complex) at 1 in 6
6 Missing Eye -2 to ranged attacks

Breakdown Table [d6] (these last 10 minutes)

1 Fight Attack the source of your stress until it is destroyed or removed
2 Flight Flee the source of stress until you are three rooms away or it is removed
3 Faint Fall unconscious. 1 in 6 chance to awake each round.
4 Vomit You vomit and fall to 0 hp.
5 Scream Scream until the source of stress is removed or destroyed. You cannot
stop yourself from screaming but others can try. Each round an encounter
check occurs.
6 Cling You grab a random adjacent pc and refuse to let go until the source of the
stress is removed.

Derangement Table

1-5 Proximal Phobia Phobia based on whatever gave you the stress
6 Claustrophobia Gain 1 stress when you end a round in small places
7 Acrophobia Panic when around a fall (within 5' of a 10' drop)
Gain 1 stress when you fall.
8 Thalassophobia You panic when above or in deep or murky water.
If you end a turn in deep or murky water, or fall in,
gain 1 stress
9 Nyctophobia You panic when without a light source. Each turn
ended in total darkness gives 1 stress.
10 Thanatophobia You panic when exposed to death, the dead or undead
Gain 1 stress each time you touch a corpse, are affected
by the undead or a party member dies.
11 Talking to Yourself Never surprise enemies. Enemies get a 1 in 6 chance of
12 Reluctant Whenever you're about to leave town or a campsite or a
similarly save environment there is a flat 50% chance you
refuse. You may try again a day later.
13 Escapism Always loose initiative.
14 Guilt Cannot gain levels
15 Self Hatred Each time you critically fail, take 2 emotional damage.
16 Pacifist Each time you attempt lethal harm, take 2 emotional damage
You can inconvenience opponents for your allies though.
17 Depression You cannot benefit from cheer, and have a 50% chance of
temporarily abandoning the party when they attempt to gain
cheer, due to distress.
18 Comfort Object Pick an item in your inventory. When its out of your possession
gain 1 stress and panic. This item doesn't change when this is
19 Sadist Once you attempt lethal harm, you may take no actions except
to attempt to kill the target.
20 Morbid Curiosity When encountering a weird and possibly dangerous thing the
GM can ask you to make a wil check in order to resist
investigating (such as reading the latin inscription out loud, or
touching the glowing rock etc)

Thursday, May 21, 2020

My Demons

Okay so my favorite demons are the kinds that both vary in level of power, have a sort of specific structure to their existence and are very powerful at their highest power (or just don't have a hard limit on their power).
This is inspired by the Transcendence AU fan-verse of gravity falls, and is probably kinda shitty or somewhat difficult to understand. This is just getting them out there for me to edit.
SO in short demons have one specific stat that determines all their others. This stat is called "Power Level" and demons have a number of hit dice equal to their power level. This is also their attack bonus (in my systems attack bonuses max out at ten and any excess is just added to damage, armor class maxes out at 20 and any excess reduces incoming damage by that number.). They also have a number of attack dice equal to their power level (these are d4s that they roll for damage, the dice can be split between any number of attacks, representing shape-shifting and direct attacks like tentacles and claws and fangs.). Demons also have a number of magic dice equal to their power level, which they use for spell-casting by investing them in Duration, Amount It can Effect, Range and Intensity. If they overlap, use the higher dice.
If the damage that demons take is from a nonmagical source, they have a damage threshold of 7, so for every seven damage they take they take 1 point of damage. Any below this and they ignore it. (so 17 damage would boil down to 2 damage, 21 would be 3 etc). Magical sources deal normal damage, though if the sum of a spell is equal to or less than their power level it has no effect on them.

Demonic Ranks
Wisps Have No Power Level. They are basically minion monsters or amalgams. Roll to see how many you kill and they deal (as a whole) 1dx damage (max 1d12) where x is their number.
Lesser Demons
Rank F: Power Level 1-2
Rank E: Power Level 3-4
Rank D: Power Level 5-7
Greater Demons
Rank C: Power Level 8-12
Rank B: Power Level 13-15
Rank A: Power Level 16-20
Rank S: Power Level 21-25
Noble Demons
Rank X: 26-30
Rank Y: 31-35
Rank Z: 36-44
45+ Power Level. No specific rules for these dudes beyond the already given.

The Spell-casting
0: [Dice] rounds
1: [Dice] minutes
2: [Dice] hours
3: [Dice] days
4: [Dice] weeks
5: [Dice] months
6: [Dice] Years
7: [Dice] Decades
8: [Dice] Centuries
9: [Dice] Millenia
10+: [Dice] Decamillenia

How much (can it affect)
0: Fingerprint
1: Palm
2: Bucket
3: Truck Bed
4: Bedroom
5: Barn
6: Factory
7: City block
8: Village
9: Town
10: City
11+: Another city for each above this

0: Touch
1: [Dice] feet
2: [dice] feet*5
3: [dice] feet*10
4: [dice] feet*25
5: [dice] feet*100
6: [Dice] feet*250
7: [Dice] feet*1000
8: [Dice] Miles (or 5000 feet)
9: [Dice] Miles*5
10+: [Dice] Miles*10

Based on domain. Sometimes overlaps with areas of effect. This is also used as damage if needed. For “flame” 

Dead/death/the undead (the number has to be within the area of effect)
1: A corpse
2: 13 corpses
3: A hundred corpses
4: A thousand corpses
5: ten thousand corpses
6: A hundred thousand corpses
7: A million corpses
8: Ten million corpses
9: A hundred million corpses
10: A billion corpses

1: A spark
2: A candle
3: A Torch
4: A Campfire
5: A bonfire
6: A house fire
7: A wildfire 
8: A firestorm
9: Fire that burns the air
10: Sunfire

1: Shapes in the dark
2: Sounds and shapes in the dark
3: Things in the distance
4: Things in reflective surfaces
5: Holograms
6: Fully tactile holograms
7: Tactile holograms that can cause pain (deal grit damage, no flesh damage)
8: Minor changes to the local environment
9: Major changes to the local environment

10: Full simulated experiences

Thursday, September 19, 2019

Mystical Modernity

So, everyone has their own setting that they constantly update and revise, right?
This one is mine.
The names a work in progress. The name of the main planet is Algosa, so I'll just use that for the setting name.

Algosa: What the Players Know
In sort its a modern Bartemeus Trilogy meets Jonathan Strange and Mister Norrell meets weird cosmic horror.
The world of Algosa is far past the point of the industrial revolution and is almost completely modernized. High Def television is a thing, radios have been for decades and the internet is just starting to encroach into daily life. Basically, things are more or less good.

Magic exists, in ritual form. "Magic Users" are people who do them a lot (and thus are more skilled at them) or who have enacted rituals and deals with strange entities (more on those later) to get more innate powers.

Algosa is the center of the universe. This has been proven by satellite imaging and projectiles being shot at the crystal sphere that surrounds the system. The "Infinite Universe" movement has been gaining traction, but they're science deniers and don't understand JPG compression. There are a few important objects that orbit Algosa but they need their own post.

Unnatural creatures exist in many forms. Most are anomalies, and most are purely physical, but some of The Others (these also deserve their own post) and undead aren't corporeal (instead existing in an "astral" plane). Monsters exist, but are rare and should be invented on their own.

Anomalies are things that break the normal rules of the world (the game rules). They are magic items, if magic items could also be places, creatures or even ideas.

Elementals are the exception. They are very common, we just don't live close to where they gather. They built the world (this isn't quite accurate. The worlds are their colonies and them simultaneously). And the four main factions (fire, water, earth and air) all have their own celestial objects (except for air). They are the Sun, the Moon and Algosa respectively. Other objects are associated with newer/ less universal elements.

What the players wonder about/ Mysteries of the world.
Do other spheres exist? If so, are they outside of our crystal sphere or are they in entirely different "possibilities?"
Where do Outsiders come from?
What is the origin of life? Are there life elementals? There is rock that isn't earth elementals so it seems that life should have its own...
Where does magic come from? Is it an energy? A force? A form of geometry? A "glitch" in reality?
How are anomalies?

Game Masters Secrets
The multiverse is real, and contains many universes, many of which are unfathomably bigger than our own. This is where The Others come from from.
Some of the stars are inactive gates to these places. Some are colonies of alien elementals. Some are weirder.
Reality is gradually decaying. It won't result in the End of All Things (yet, or ever). But it does cause magic and more of The Others to enter our world.

Wednesday, September 18, 2019

Optional Rules for Minidnd

This requires that you read these rules. They're really simple.

Damage Types
There are four main types of damage.

Bludgeon: Hard wacking. Clubs and fists and hammers. Also hitting the ground and crashing into stuff. Blunt attacks.
Bleed: Stuff that pierces, tears, cuts or otherwise breaks flesh. Knives and fangs and bullets and speed-of-sound teeth.
Burn: Mostly elemental/chemical/alchemical/magical damage. Lighting, fire, cold (kills cells so it "burns"), chemical damage (acid), radiation burns etc.
Bane: Eldritch and mystical bullshit. Psionics, thaumics, raw necrotic energy, soul shredding cosmic fluctuations emanated by the cosmic horror etc.

First Aid
Administering first aid takes one minute. In stressful situations it requires a savvy roll (eyeballed by the game master, but target number should generally fall between 10 and 15). This stabilizes the target (they are no longer dying on a failed death pys save) and wakes them up in the same situations. It doesn't heal anything, unless combat isn't happening in which case hp is restored. (completely)
You cannot administer first aid without the proper tools. These tools vary based on the damage type(s) taken.
Bludgeon: Splints/supports.
Bleed: Bandages/stitches.
Burn: Creams/ointments
Bane: Magical bullshit, therapy etc.

Character Advancement
The first way you advance is increasing hit dice, you do this by gaining scars.
The first time you fail a death pys save you get a wicked scar from it. You get 1 hd from this. Permanently. Sweet huh? Roll that dice! Get those hp!
After this, if you fail a death pys save and you roll a 1 on a d6 (yes you have to roll a d6 now) you get an Affliction. And 1 hit dice.
Three hit dice is your maximum.
The affliction depends on the attack, but missing hand/foot/eye is recommended. Curses/mutations might occur under certain circumstances.

Exploding Dice
On a maximum roll, subtract one and roll again. This takes care of "impossible" numbers.

Magic is done through rituals. These rituals require rolls against target numbers, or contests against opposing mystical forces/other beings. These rolls can be improved with magic circles worth 100 cp, or a (sapient) sacrifice. Each circle and sacrifice improves your roll by 1 but can only be used once. An example below.
(general warning, some of these are somewhat graphic)

Clotting Servant
The caster must acquire at least gallon of blood, a phial of potent venom and a shard of quartz carved with runes representing life and bondage. Human blood isn't required but if it is gathered from a sacrifice as above the bonus is retained. Then, they must place it within a stone basin.
The caster must chant for thirty minutes over the pool of blood, after which they allow a droplet of their own blood to fall into it, at the same time as a very potent venom.
This will cause the blood to clot, and after the caster forces the shard of quartz into the heart of the clot, it will animate as a number of blubbery coagulated blood hommunculi equal to the number of gallons of blood used, willing to serve but not all that effective. This requires a savvy contest against the mystical forces at play. The gm rolls a d20 and adds 1 for every gallon of blood used plus 1.
Blood Hommunculi Stats
Hd:1 Hp:3
Dex:5 Pys:10 Sav:5
Deals 1 damage by smacking target. A number of them can work together to deal a maximum of 6 damage.
Doesn't make death Pys saves, and immune to "dying." Will still die when hacked down to 0 pys though. Whan sav is reduced to 0 control moves to the one who damaged them, until they regain their sav.
Immune to everything a mass of clotted blood would be (bleed damage, not bludgeon, burn or bane though).