Friday, 28 September 2018

Thirteen signs of the Xodiac

Of Blue Dome of Heaven

The great Authority is the sky-god, vast as the tangled grey-green wold below him.

The sun and the Opal Moon operate in tandem in the heavens of Isult- the Moon even deigns to tarry in the sky during the several days of the festivals. Not so the Xaos Moon, which charts it's nigh-unpredictable course, nor the Shadow moon, which moves methodically but by secret paths. The Verdant moon, known by some as the Sojourner for it's recent arrival in the skies, passes quickly across the sky, sometimes visible three times a night, for only a few minute's time as it makes its transit.

As the Opal moon passes through it's great cycle, it visits each of the great houses of the stars, and the influence of their dance is known in the hearts of mortals. Also imprinted is the fiery heart of the red moon, and the mysterious secrets of the ebon moon, as well as many other unfathomable things...

Xodiac Signs
  1. Orion (and Limax!)
  2. Draco (the dragon)
  3. Eridnu (the city /archway /River)
  4. Pliades (the dancers)
  5. Kimori (pegasus)
  6. Gleipnir (the chain)
  7. Ophiucus (the sepent-bearer)
  8. Sirius (the doggo!)
  9.  Apis (the bee)
  10.  Adrestia (the Nemesis)
  11.  Vasuki (the peacock)
  12.  Cetus (the sea monster) 
  13. Merak (the Bear)
How to find out your character's astrological sign? Roll 1d13! Roll once for your sun sign, once each for however many moons you have, etc.

Orion traits: impetuous, resourceful, self - sufficient, martyr
Water sign
                      Limax traits: Limax is a slug!

   Creatures of enormity, an Orion does nothing in half measures. Although cunning and aware of their surroundings, their disregard for tradition, dignity, and the bounds of society often leads them down a blind path. In many ways, they are the trailblazers of the Xodiac. They seek out things in the darkness, where others would fear to go. However bad things seem, whatever the punishments heaped upon them, Orions persevere, seeking the next step on the path, and their next quarry. 


Draco: Multifaceted, obsessive, responsibile, stoic, petty
Fire sign

Dracian personalities bend towards the megalomaniac, magnanimous, larger than life types. In fact, reality seems to bend around them, and they often seem like the most real things in the room! The Dragon's delusions of grandeur are often superseded when the illusion turns out to be a reality, and thus people born under this sign often find they've bitten off more than they can chew- not that this will stop them from taking yet another bite. Despite their egocentrism, they often find themselves tackling other people's problems, especially when those difficulties are particularly sprawling- Dracians have no concept of mission creep.



Eridnu: worldly, psychopomp, transforms, methodical, messy, unconcerned
Earth Sign

Eridniuns give off an air of being absolutely bored by everything, and interested in anything that comes their way at the same time. They are great collectors, whether of objects, ideas, or people, and because of this they are seldom taken aback when an unusual specimen comes along- they've seen it all before. Although they can be clinical and detached, they're not afraid to get their hands dirty to get the work done. While they like variety in all things, they tend to dislike travelling, and are creatures of routine.



Pliades: playful, dedicated, graceful, careful, push boundaries, seek harmony
Air Sign

Poise and timing are the secret behind the mysterious smile of the Dancer. Despite struggle and strain to navigate the maelstorm of life, Pliadians seem to soar effortlessly as a leaf on the wind. Community-minded, Pliadians are always conscious of where other members of their circles are headed, paying attention to the rhythms and patterns that govern human events far more than conscious thoughts. Despite this, they can be meticulous planners- they know that to balance such subtle currents, every step matters.


Cetus: Deep, hidden, idleness, charitable, prudent,
Water Sign

Few people ever witness the true reach and potential of a Cetian, yet their influence can be felt everywhere, looming beneath the surface. Acting always with an air of inevitability, Whales hate most the prying eyes and thoughts of those who think only on the surface of things, not plumbing the depths of thought and emotion as they do. When Cetians choose to make a statement, they are nearly impossible to ignore. They are extremely patient and take the long view of everything, but at the same time they are prone to obsessive projects of vengeance, from which they will not be swayed.



Apis: Community, industrious, groupthink, aesthetic, pastoral
 Fire Sign


Always on the lookout for the next score, aesthetic delight, or problem to solve, the Bees never seem to stop working. This is partly an illusion, for they're always ready to slow down and smell the flowers, and they dedicate themselves to rest and leisure with the same gusto they put into work. Still, they can be anxious or high strung, as if they see even relaxing as a competition. While they enjoy solo projects from time to time, they like nothing more than bringing their discoveries into a team setting, and they often have trouble making decisions without one or two (or eight or ten) colleagues to sign off on it.





Gleipnir: ruler, indespensible, presumptuous, generous, steadfast, deceptively strong
Earth Sign

Resilient personalities, unorthodox methods, Gleipnirians are used to having the final say in everything. They know that the chain is only as strong as the weakest link, and they both look to exploit that, and ensure their interests are secure. Nothing gives a Gleipnirians more joy than winning one over on a long-term enemy, whether through a combination of impossible solutions. Strength, gile, or both, and once they have the upper hand they are unrelenting. They pride themselves on being flexible, but in fact you can only push them so far before they will refuse to budge- it's not 'their way or the high way,' it's just their way.



Kimori: team player, flighty, generous, pure,

 Air Sign

Pacifists with a saviour complex typifies Kimoris well. Consummate travellers, they crave change and can feel sick and stifled if not able to access the freedom they need. Although bravery rarely fails them, they lack initiative, and will often act aimlessly (though nobly) or lash out, unless given proper direction and guidance. Not just any leader will do, however, for they are extremely critical of authority, and however much they may crave stucture, they will tear down any unjust wall, and happily cut off their nose to spite their face, if it means gaining the 'moral' high ground.



Ophiuchus: healer/poisoner, sisyphian tasks, balance, challenging orthodoxy
Aether/metal/wood Sign

Ophidians see the world as made up of opposing yet complementary forces. This balance is constantly unraveling, and is rebuilt- a contradiction that the Snakes exemplify in their own lives. They can seem like they are perhaps being deliberately mysterious- while this is true, they can scarcely help it, any more than they could put aside whatever great struggle or cause they've taken up. Although normally soft-spoken, they abhor when things are truly easy, believing every moment of happiness enjoyed now must be paid back with some misery later. Their quiet demeanor melts away when it comes to rabble-rousing oratory, which they use to lance the boil within the human spirit.


Sirius: Loyal, irrepressible, optimistic, observant, fawning,
Air Sign

The enthusiasm of a Sirian knows no bounds. They will follow you to the ends of the earth, and they will never give up on a friend. Despite their goodwill, they can be naive, and if misled can seem brutish or ill-mannered- in fact, all Sirians have a tendency to eschew things like table manners, conversational timing, and the like. Similarly, if neglected or cruelly treated, they can become cruel loners. They are extremely impressionable, but nonetheless astute students of human character. Out of all the signs, they are the most likely to be TRYING to do the right thing, although they are not much more likely than most to be close to achieving it.



Adrestia: Oppositional, defiant, mirroring, impressionable, intuitive, skeptical
Water Sign

It can be almost impossible to tell when an Adresti is in the room with you- they blend into the crowd, or mirror people around them. Charismatic Adresti make this seem natural, but it can have a kind of 'uncanny valley' effect. Since this is primarily a reflexive process, it can be hard to turn off, and even they don't always know what they're really thinking- in a way, they really are the ever-changing reflection. When their wrath comes, it is all the more menacing, since their judgement seems to stem from within the mind of the person they consider unworthy. They can be very judgmental, especially since they often become better at 'being' the other person than the originals themselves ever were.



Vasuki: Vain, watchful, magnetic, finicky,
Fire Sign

Resplendent and impossible to miss, Vasukis seem to exist as if to prove that life can be beautiful. In the main, they succeed. No one can unite the mundane with the transcendent like one of these strutting birds. They reject ugly things, but seek to find beauty in the very real elements of the world, looking for the divine close to home: painting, dancing, swordplay. Some Vasuki fall prey to their excess, turning to drinking, gambling, and other worldly pleasures, but even then they inject a kind of poetry into it all.



Merak: prepared, undeterred, patient, formidable, territorial, moody
Earth Sign

The bears of the xodiac, Meraks are independent and make their own way. They are absolute lord over whatever room they're in, but their interest drops off quickly beyond whatever immediate horizon presents itself. They don't concern themselves with if, ands, or buts, and instead simply prepare for the exact problem they know is coming, be it war or winter. It is hard to change their minds about anything, but they allow themselves to adapt as they see fit. They often care most deeply about their family, and anyone or anything under their protection will be well cared for, whether it likes it or not, though they value all independence not only their own.

Thursday, 27 September 2018

Mass combat system (player-facing)

Design goals: quick to use. Tiered. Use to resolve parts of battle when PC's aren't there. Use to resolve whole battles. Determine conditions of section of battle PC's are in

Basic Mechanic

Determine the basic denominator for units. 1, 10, 20, 100, whatever works best, as long as they match.

You can, on the fly, divvy up a unit of say, 100, into 10 units of 10, and resolve a section of the battle on a smaller scale.

Units roll vs each other. The higher rolling unit eliminates the looser. On a tie, both sides are wounded, and reduce their dice size by one.

The unit's initial magnitude die is determined based on the CR of the creatures comprising it, as shown on the following table:

CR
Dice
0
--
1/8
1
1/4
1d2
1/2
1d3
1
1d4
2
1d5
3
1d6
4
1d8
5
1d10
6
1d12
7
1d16
8
1d20
9
1d24
10
1d30
11
1d40*
12
1d50*
13
1d60*
14
1d80*
15
1d100*
16
1d120*
17
1d160*
18
1d200*
19
1d240*
20
1d300*
 * for these values, roll an appropriate smaller dice and multiply by ten. For example, 1d4 for 1d40.  This means that opposing results between the ten-columns have no additional effect if you roll a 20 it's the same as a 25- you need a 30 or higher to move up a tier vs. this dice.

A unit can be attacked by any number of units that can reach them, rolling each attack separately.

That's all for now! Still kinda a rough idea, but hey I did one playtest with it and it worked alright. I gotta just post it, cuz my instinct is to just sit on it until it's perfect  and that WON'T DO

Saturday, 15 September 2018

Rumour table for Gog-Magog

On the Isle of Dread, a community of rebels squatting inside a giant skull. They call the settlement Gog-Magog. Mostly Shalk (human and half-elf) escaped from the treacherous Prince Henri of Fort Akor, they have been joined by survivors of Skinwalker raids (tabaxi, lizardfolk, Olman humans), and miscellaneous drifters from around the region. In the space of a few months, the place has attracted a bit of a reputation.


The following rumour table is intended for Gog-Magog, but could be used for areas within the Seven Villages region, with some on-the-fly adaptation, in case I don't end up writing a proper rumour table for those :'(

Roll and use the whole line as-is, or do a couple rolls to mix-and-match

Players: no peeking!



How you meet ‘em
Description
Qoute
Name
1
A ragged stranger squatting in an alley
Abati hunchback, blue crystal growths poking painfully out of their skin. Beckons you closer, because voice is raspy and spittle-flecked.
I fled the Doom that came [Burowao/Dawa] We thought we’d defeated the People of the Red Caves...’
Iffingil
2
A new drinking buddy
Tattered royal uniform, well-oiled Eldritch Rifle (as eldritch blast, plus stun (hold person ray) 1/short rest, hip flask filled with bruskum, zippo lighter & pipe that never goes out by accident (insert cool rain scene!)
yeah, when the prince went rotten, I sided with the Shalks. Mom always said I had some Shalk blood in me, and I can mostly understand their language now so I guess it’s true!’
Poppinjay McGee
3
You crashed at their place
An exeptionally large tortle, motherly attitude, stokes the fire, constantly making soup out of the weirdest things, will trade herbal potions for more soup materials.
the Black Eagle? Aye, he passed through here a few days back. Word has it that his son survived the attack, but suffers under some sort of curse! Asked to borrow some of our doctors, but we couldn’t spare ‘em.’
Beaux
4
A concerned stranger approaches you
Shalk warrior, bow made of bone and sinew, necklace of various unique coins (hexagons, green ones, unusual designs on ‘em, etc)
those treasures you’ve brought back, they’ve attacted a few eyes. I’d find a place to stash them, if you want to keep your organs on the inside of your body.’
I’ve forsworn my name. You may call me the Fifth Warrior.
5
Maybe you were drunk, maybe you were distracted by another conversation
You can’t even remember what they looked like, except they had a medium-sized mole on one of their cheeks. It might’ve been the left cheek? Anyway, you remember them telling you...
Lucian’s not the only authority figure around here. That is, if his mother’s still alive...’
????
6
Gathering food or peeling vegetables (eats quite a few of the peelings)
Bulky, bloodshot eyes, pig snout & little tusks (skinwalker!), long arms, wearing several vests
Prince Lucian sent our best hunters out every day last week, but they kept coming back with nothing. Now they’re not going out in one big group anymore, but at least they’ve started to come back with SOME food
Gristle ap Grostle
7
Tinkering away at fixing an eldritch rifle (shoots acid arrow, 1-in-6 chance of it going off accidentally if distracted suddenly, jostled, or startled
2½ feet high, way to large coat, hat. Mouselike hands, tail visible if hurrying away or distracted by some juicy deal or conversation (starts whisking around)
Wants to sell you
- copper pots with well-mended holes
- resin-soaked fish (for eating or burning)
- a golden teaspoon that can mix any liquid just by tapping the outside of the vessel that holds it
- a ming vase of holding (fragile!)
Doesn’t want to sell the rifle, it’s for a client
Has the same name as you! But pronounced with a lisp.
8
Offers to smoke you up some kalamanthis.
Tabaxi dressed in fancy coat stolen from royal officer.
The skinwalkers hit my village, slaughtered everyone. They hit the lizardfolk too, the phanatons, all the Olman tribes north of the wall… if Lucian wants to be allies with them, I say we slit his throat while he sleeps. You in?’
Grievous Scarab, Eyes-of-the-Damned
9
Appears out of the shadows behind you, when you’re mostly alone.
Black goatee & moustache, travelers cloak, seems to have bits of cold mist clinging to him.
so, did the cards teach you of any great wisdom?’
10
An overheard conversation (the primaries are waiting by a blacksmiths or tattooist)
Several ragged individuals, trying to strike off the last of their chains, and rubbing their chaffed wrists
a frontal assault on the fort would be suicide. The open ground would be a killing field. Why, I heard a dragon tried to breach those walls, and the soldiers with their rifles drove it off!’
Penseive, Occifer, Gwyn, Willodrake.



Friday, 17 August 2018

Brain Death: Death and Dismemberment table for Psychic damage.

This is a table that supplements Tenfootpolemics' Death and Dismemberment rules, which are themselves based off of these rules from Hack & Slash. The 'Madness Point' system is taken from Goblin Punch, and interacts with this table slightly, but if you want to ignore the madness points you probably can without 'unbalancing' the rolls. I personally like the madness rules a lot, but maybe you don't want to make things TOO complicated. I also use the 5E insanity tables to supplement the Goblin Punch 'Breakdowns' and 'Permanent Madness' results.

A additional thing for the 'balance' issue raised above: Remember, without this table, the character would basically already be dead or at least unconscious. It's ok to put them through the wringer at this point. It SHOULD feel somewhat arbitrary and capricious, while still having some predictable markers (my players know when they start pushing 12-15+, they're gonna get screwed)

Some of the entries, especially the later ones, are a bit weird & out there. There's one where you transcend to pseudo-godhood (but in an useless way that amounts to character death). Flavour to taste. If you wanted to change any of the entries, I'd recommend adding more nosebleeds.

Also, like the original table, some of the entries are kinda gross and horror-y. I like to pass the sheet to players and get them to read aloud what happens so we can find out together!


Psychic
1
The fear passes over and through you, leaving you unscathed
2
Stigmata. Develop a small mark, like a skull shaped scar or a white shock of hair, of the player’s choosing.
3
Your mind goes numb for a moment, and your limbs follow suit. Drop held objects.
4
The force of the attack sends you reeling. Prone
5
You develop one of those creepy nosebleeds. Bleed 1.
6
Your mind is enveloped in darkness and creeping things seem to writhe against your mind. Pain 1, Madness 1
7
A low hum rises through a whine and into a devastating shriek only you can hear. Pain 1, deafened this turn, and subsequent turns until you make a save.
8
Everything seems grey and far away. Is it even real? Slowed, Pain 1d4
9
The flesh-goblin, it’s skin sloughing off in ribbons, lashes at you with it’s knife-sharp fingerbones. Attack a random ally. Madness 1.
10
Your brain is an unlocked chest, and you cannot stop your psyche ransacking itself
Your attacker learns one of your important secrets. You gain a permanent nervous twitch. Pain 2.
11
Your mind is barren. Nightmares alight like crows. One by one they take wing again, each carrying a piece of yourself. Bleed 1d4. Confused until you gain HP (1, Stand there quietly. 2, Scream at the top of your lungs. 3, Attack nearest target. 4, Hurt/attack self.)
12
Your eyes begin to bleed (tar, blood, milk, or another substance) Blinded. Bleed 2, Pain 1.
13
Nothing happens. Everything is still for a moment. You know with a moment of utmost certainty that you are going to die. Trauma 2, Madness 1.
14
Your jaw snaps wildly and you bite off your tongue. Can’t speak (affects spellcasting), Bleed 2, Pain 1, Trauma 1.
15
You are caught in the centre of the cold, and all the heat and energy drain from your body. You suffer serious burns on all exposed skin. Second Degree Burns. Bleed 1. Pain 1d4.
16
Your mind disconnects slightly from your body, before re-aligning somewhat imperfectly. Stunned 1 round. Arms or legs (50% of either) are useless until you gain HP. Pain 1.
17
Your brain begins to fold in on itself like wet tissue paper, and all kinds of black and scaly insects come pouring out. Prone. Short-Term madness. Shock - Save or Die. If you succeed, double Pain Tokens. Madness 1d3.
18
The shadows around you seem to stir- your companions notice it too. Your madness has given them life! Summon 1d4 hostile Shadows for every two allies, and 1d4 for yourself. Madness 1d4.
19
There is a searing pain in your mind and then nothing. You fall, the world spinning around you, mere shapes and noise.
Prone. Permanently loose 1d6 Intelligence. Immobile until you gain HP. Bleed 1d4. Pain 1d4.
20
The nightmares dig into your mind, teasing apart it’s threads like a fraying tapestry.
Short term and long term madness. Shock - Save or Die. On success, double Pain Tokens. Pain 1d4.  
21
The nightmares grip into your brain, tearing, unraveling, separating each colour into a different spool of thread.
Short term and long term madness. Shock - Save or Die. On success, double Pain tokens. Pain 1d4. Trauma 1.
22
The force upon your mind causes your skull to crack, blood trickling out the seams.
Third and Fourth Degree Burns. Shock - Save or Die. On success, double Pain tokens. Pain 2. Bleed 1d4. Trauma 1d4.
23
Nightmare insanity seeps into your very soul. Your life begins to be blotted out by the pressure, a memory and soon not even that. Permanently halve all stats. Shock - Save or Die. On success, double all Pain tokens. Pain 1d4. Trauma 4. Bleed 2.
24
The red fear causes your heart to stop, and you die 1 round later, leaving a terrified looking corpse.
25
The vacuum left within your body by your ravaged soul invites a host of other things to take up residence within you. You are permanently possessed by a demon, or perhaps several demons. Permanently become a CE NPC, unless exorcised with a potentially deadly ritual. Trauma 1.
26
You are shunted from your body, which dies instantly and crumples to the ground. You remain in the world for 1d6 rounds as a ghost, exploding to minutes on a 6 (roll again), then hours, then days, then permanent. You have no powers, but you can whisper to people who are sensitive to spirits, or are asleep.
27
You reach inside your skull and scoop out your brain. All living creatures who see are stunned for 1 round. You are dead, but your body keeps standing there for 1d6 rounds, smiling and gibbering.
28
You go stiff as a board, and a moment later, you fall over backwards as your soul separates from your body.
29
The attack doesn’t appear to hurt very much, but all your veins are ruptured A moment later your nose begins to bleed, and then your ears and mouth, and then your eyes, as you die over the next 1d6 rounds.
30
You become irreparably suicidal, throwing yourself off a cliff, on your sword (auto crits) etc, for 1d6 minutes unless forcibly restrained (even then you try to bite out your tongue and bleed to death).
31
Your head forcibly explodes, dealing 1d4 in skull-shrapnel damage within 10 ft killing you instantly.
32
In the moment your soul and mind are forcibly ejected from your body, you find enlightenment. Transcending the mortal plane to an astral realm of pure thought, you wonder what could ever have mattered to you about the petty struggles of mortals down there among the stars. You leave the material plane, never to return.
33
You die, but your soul refuses to leave your body. You are fully aware (but unable to communicate) as you are buried, burned, your body decomposes, etc.
34
You fade away, but continue to exist as a memory-ghost within the mind of an old friend (likely one who saw you die.) You retain your personality and knowledge, but find it hard to learn new things or retain information.
35
You disappear, and even the memory of you fades from the world. 1D4 of your closest friends might remember you.
36+
Your memory is scoured from creation. You are gone, and none but the most faithful of gods could ever remember you.


I'm going to add a note here, even though I'm sure most folks stopped reading after the table: I've been using these death and dismemberment rules in my 5E-based game, and they work quite well. I think this hodgepodge ruleset is one of the most flexible I've seen, in that it can be plonked down with basically zero additional considerations inside of basically any D&D-like game mechanics.

1d50 Toys (belated holiday post!)

The goblin punch post on good faeries is one of my favs. In fact, there's a chance one of my groups could run into some ice faeries in ...