Friday, October 28, 2022

A Handful of Fey

Goblin/Hobgoblin:

Small sadistic fey with heads like those of a rat, bodies like bloated emaciated children and a fleshy wasp like tail with an ovipositor they use to lay eggs inside their living victims. Goblin eggs hatch into larvae that control their host like a puppet while they pulp its insides, turning them into nutritious honey. Goblin honey has the unique property of containing the memories of the victim from which it was made. Anyone who consumes goblin honey falls into a hallucinatory trance where they relive the memories of the creature (or person) that was pulped by the goblin grubs. When goblin larvae are sufficiently developed they explode from their now mostly hollow skin sack of a host in a shower of honey. While most goblins are small this is only because they have the tendency to die young either violently or due to the many diseases they carry. Sometimes however a goblin manages overcome the odds growing to the size of a gorilla their swollen purifying flesh sagging off their swollen musculature such fey are sometimes referred to as hobgoblins. Hobgoblins are rightly reviled as their pain clouded minds drive them to reckless violence, and their foetid bodies can spread plagues long after they have been slain.

Harpy:

Harpies are coastal birdlike fey. Beaks protrude from between their swollen black rubbery lips. Rafts of oily unkempt hair trail atop their oddly proportioned humanoid heads. They have naked torsos like old women, shrivelled like prunes from diving the salty waters incessantly, and speckled by the odd feather or two, though largely bald. They have wings like those of an albatross or sea gull in place of arms with half a hand extending at wrist of the wing gnarled and scaly like those of a birds feet. Their lower half too is like that of an albatross or gull though of great size. Their necks are a full foot long, and they have a gaping hole in their belly which half digested food falls from, leaving them constantly hungry. They smear their communal cliff lairs white with this excrement the noxious fumes warding off those who might do them harm. Harpies are possess insatiable appetites so offerings of food are a reliable way to placate a harpy. Local fishing villages may pay tribute to them in exchange for knowledge on the best fishing spots, and future weather conditions.

Fairy:

Fairies combine the innocence and playful cruelty of children with the inscrutable psychopathic minds of predatory insects. They obsessively seek entertainment and frequently engage in what they would refer to as pranks and games. Perhaps they may engage in a "mock wars" against other fairies where they engage in actual lethal combat, and all of wars cruelties as viewed through the eyes of a child. Their pranks are of equal cause for concern for while they may be as mundane as  hiding something they may act in crueller ways, such as positioning a bucket of lethally poisonous spiders to fall when a door is opened. 

 (Berserk Manga)

Changeling/Bugbear/Troll:

Bear cubs are born pale white hairless and formless and have to be licked into shape. A changeling is a bear cub licked into the shape of one of the mortal races by some other fey, and swapped out with a mortal child, such children are fated to become druids. Changelings with their mutable flesh and bearish heritage become bugbears as they age. Bugbears appear incredibly hairy, large and msucular but can typically continue to pass for mortal. Bugbears being made from bears are not particularly bright for a person, and struggle with their words. Their personality is similarly bearish, being territorial and incredibly lazy during winter. Bugbears may live out their lives like this with no one the wiser to their nature. Some bugbears however after engaging in many battles and sustaining many injuries slowly develop into trolls. Their wounds close faster their body heals from ever greater damage, and their body mends wrong, reforming into grotesque bear like forms.

(https://ocampodomol.artstation.com/projects/WKlQo3)

Leanan Sidhe:

Lean sidhe are fungal fey that sprout animate humanoid bodies sculpted into forms designed to be alluring and reassuring to their targets. When inhaled their spores induce increased passion and determination. Leanan Sidhe are invariably thrilled by the motivation they inspire, and endeavour to help those they affect to achieve their goals, showering them with affection. The beneficial effects of the spores are temporary however, so those affected will often feel the need to return to the leanan sidhe. Such people often become heavily reliant on the spores affects as well as developing a dependance on the emotional validation and assistance the fey provides. Such addicts often achieve great feats in their time alive, however the spores they regularly inhale will begin to gradually overtake their bodies causing them to decay and die. It is quite common for families of those affected to try to avenge those lost to a leanan sidhe, however what they typically fail to realise is that the visible body is merely an outgrowth, with the full body being a mycelium network beneath the ground sometimes spanning an area the size of a village, although more typically they ocupy far smaller areas.

(https://twitter.com/tezy8art/status/1475854477055774720)
 
 
 
 

Tuesday, October 25, 2022

Combat rules untested

 Combat:

HpMax=4+ConMod

AC=10+DexMod+Shield

Parry dice=character level.

 

When you make an attack roll 1d20. If the roll is higher than the targets AC you hit.

If you roll a 20 roll on for a critical hit, if you roll a 1 roll for a critical fumble, roll under because why not.

If an opponent scores a hit role parry dice and decide whether to sunder your shield to prevent all damage before they roll damage. Parry dice reduces damage by 1d6 per dice used.

once a shield has been sundered 3 times the shield is destroyed. 

Damage reduction does stack with parry dice. 

if you reach 0 Hp make a save vs Con or die, if your Hp= 0-ConMod you die, you don't get a save.


save vs stat means you have to roll above 20-Stat. so if you need to save vs Con and your Con is 13 you need a roll a d20 and get a result greater than 7.

Every turn you get a standard action, a move action and a bonus action.


Attack:

Unarmed:

Damage: 1

Reach: 5’

Slots: 0

Special: not recommended for use against people with actual weapons.

 

Improvised Weapon:

Damage: 1d4

Reach: varies

Slots: n/a

Special: May be thrown deals -1 damage per 5’, breaks after a single use.

 

Knife:

Damage: 1d6

Reach: 5’

Slots: 1

Special: May be thrown deals -1 damage per 10’, Suffers no penalties for fighting in confined spaces

 

Rapier:

Damage: 1d6+StrMod

Reach: 10’

Slots: 2

Special: Ignores all damage reduction provided by chainmail and lamellar, plate armour and shields provide twice the damage reduction against rapiers.

 

Short Sword:

Damage: 1d6+1+StrMod

Reach: 10’

Slots: 2

Special: a bog standard shortsword

 

Medium Sword:

Damage: 1d6+StrMod

Reach: 10’

Slots: 2

Special: may be wielded with 2 hands to deal 1d8+StrMod damage

 

Long Sword:

Damage: 1d10+StrMod

Reach: 10’

Slots: 3

Special: must be wielded two handed.

 

Bludgeon:

Damage: 1d6+StrMod

Reach: 10’

Slots: 2

Special: Ignore half the damage reduction of armour

 

Axe:

Damage: 1d6+StrMod

Reach: 10’

Slots: 2

Special: may attempt to disarm an opponents shield as an action

 

Flexible weapon:

Damage: 1d6-1+StrMod

Reach: 10’

Slots: 1

Special: Ignores A provided by shields

 

Polearm:

Damage: 1d8+StrMod

Reach: 15’

Slots: 3

Special: Can’t be used to attack opponents within 5’, Must be wielded two handed.

 

Sling:

Damage: 1d6+StrMod

Reach:ranged

Slots:1

Special: -1 to hit for every 20' after the first, may share a slot with 3 stones.

 

Bow:

Damage: 1d8+StrMod

Reach:ranged

Slots: 2

Special: -1 to hit for every 30' after the first, a single slot can store 20 arrows.


Crossbow:

Damage: 1d12+StrMod

Reach:ranged

Slots: 2

Special: -1 to hit for every 30' after the first, a single slot can store 20 arrows, reloading a crossbow takes a standard action.


Arquebus:

Damage:3d6

Reach:ranged

Slots:3

Special: -1 to hit for every 30' after the first, a single slot can store 10 bullets, reloading a arquebus takes a standard action, the gun is very noisy and smokey when fired making it impossible to hide. 

 

Defend:

Clothes:

Damage Reduction: 0

Slots: 0

Special: a type of armour, you are not naked

 

Light armour:

Damage Reduction: 2

AC Bonus: 0

Slots: 1

Special: a type of armour, e.g. gambeson, leather doublet

 

Medium armour:

Damage Reduction: 3

AC Bonus: 0

Slots: 2

Special: a type of armour, e.g. chainmail, lamellar

 

Heavy armour:

Damage Reduction: 5

AC Bonus: 0

Slots: 3

Special: a type of armour, e.g. plate armour

 

Small shield:

Damage Reduction: 0

AC Bonus: 2

Slots: 1

Special: a type of shield, e.g. a buckler

 

Medium shield:

Damage Reduction: 0

AC Bonus: 3

Slots: 2

Special: a type of shield, may be wielded as a bludgeon, may sunder up to three times to prevent all damage. e.g. a targe, a heater shield

 

Large shield:

Damage Reduction: 0

AC Bonus: 4

Slots: 3

Special: a type of shield, may sunder the shield up to 3 times to prevent all damage. e.g. a tower shield, a kite shield

 

Inspired by:

https://undeadwaffle.com/2022/10/19/death-to-hp-long-live-hd/

https://www.drivethrurpg.com/product/298460/Dragon-Heresy-Introductory-Set 

https://drive.google.com/file/d/0BxVHEMMjLlZ4Z0c2aG9ZbnpKUlE/view?resourcekey=0-a_CczeaD2LZFOAto0hqyOg

Monday, October 24, 2022

The world is flat and also a hexagon (a world summary)

Geography and cosmology:

The Cardinal Directions are not North, East South and West, but rather Winterward, Springward, Summerward and Autumnward. Were one to use a compass they would find it always points inward to the world tree.

If one were to travel to the tropical jungles of Dorado, they would find summer grows long and winter grows short though Spring and Autumn stay just the same. If the same traveller were to journey to Mountainous Shangrila  they would endure long Winters and lengthy Springs, with short Summers and Autumns.

There are seven seas, everyone agrees one is located in the centre around the World Tree, though whether the other six seas are positioned around the edges or corners of the world is a long and fiercely debated subject amongst cartographers (especially so in those of a nautical disposition), even more so than which season should be positioned at the top of the map (there is general consensus to stick the season your place of residence is most inclined to at the top).

 The sun itself is carried by the Goddess Shapash. She alternates between carrying it from the Springward edge to the Autumnward edge every first day. And from the corner that lies between the Autumnward edge and the Summerward corner, to the corner between the Springward edge and the Winterward corner every second day. Shapash always carries the sun Summerward of the World Tree which probably why Summer is particularly hot Summerward and winter is particularly cold Winterward.  


The world map:



 

Peoples of the world:

 

Dvergr:

Appearance:

Pallid albino skin often appears clammy.

Square pupils in daylight that expand into large circles in low light like a king penguin, with pale brown irises and no discernible sclera

Males grow facial hair quickly, females have shaggy sideburns. Hair is red.

 large earlobes, and round ears like a buddha statue.

Multiple rows of teeth like a shark, also shed teeth like a shark does. All teeth are flat even canines.

4-5 feet tall

Traits:

Speed= (4+PosDexMod-Encumbrance)*5

Low-Light Vision: You can see in dim light within 60 feet of you as if it were normal light.

Winterward Endurance: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

 

Fomori:

Appearance:

pale blue-grey mottled with cream skin. Belly and palms cream coloured. They commonly practice scarification so their skin will be adorned by patterned scars.

White Irises and red sclera like red bearded vulture.

Curly red hair.

Slightly Pointy ears

Under-bite, lower mandible canines are tusks that constantly grow longer unless filed down.

6-7 feet tall

Traits:

Speed= (5+PosDexMod-Encumbrance)*5

Brutal Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

 

Kapre:

Appearance:

Black skin with light pink to red/purple stripes

eyes appear not dissimilar to the moon but pierced by black pupils.

White hair prone to forming dreadlocks, as well as strips of hair to the side of the arm, corresponding to the ulna bone.

 pointed ears.

Thin sharp teeth.

5-6 feet tall

Traits:

Speed= (5+PosDexMod-Encumbrance)*5

Hawk-eyed: attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls.

 

Kaibyo:

Appearance:

Carnation skin

Cat slit eyes with green irises and barely visible black sclera.

hairy feet, hair is black, thin slender tail like a panthers but bifurcated. Tail is covered in fur that extends up the spine.

Pointed ears like those of a cat.

long thin sharp canines other teeth are flat and small.

4-5 feet tall

Traits:

Speed= (4+PosDexMod-Encumbrance)*5

Low-Light Vision: You can see in dim light within 60 feet of you as if it were normal light.

Sure Footed: Ability checks made to track you are at disadvantage, You can move through difficult terrain caused by rough ground, and overgrowth without expending extra movement.

 

Lycan:

Appearance:

Coffee coloured skin, with black lips and gums, and eyelids.

Eyes are wolf like in shape with tear ducts extending sharply down the face. Eyes have large gold irises and barely visible black sclera.

The majority of the body is covered in black fur with lighter brown highlights, including a non prehensile tail.

Ears are jackal like.

Upper mandible is not fused to skull, two sets of lower mandibles that are not fused in the middle. The upper mandible and inner lower mandible can extend outward to form a snout.

5-6 feet tall

Traits:

Speed= (5+PosDexMod-Encumbrance)*5

Shifting: As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute or until you revert to your normal appearance as a bonus action.
When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point).
While shifted, you can make a bite attack 1d6 + your Strength modifier piercing damage.
Once you shift, you can’t do so again until you finish a short or long rest.

 

Naga:

Appearance:

Rough scaley skin, primarily green with yellow on the face, belly and palms, and dappled in spots in other areas.

Lizard like slit eyes with blue irises and light blue sclera.

Blonde hair.

Frilly membranous ears with a tympanum.

Lower mandible not fused in the middle ad may unhinge allowing for the swallowing of large meals.

5-6 feet tall.

Traits:

Speed= (5+PosDexMod-Encumbrance)*5

Venomous: you have venomous fangs. If you hit with your bite (melee attack), you deal piercing damage equal to 1d4 + your Strength modifier, and your target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target takes 1d4 poison damage.

Hold Breath: You can hold your breath for up to 15 minutes at a time.

 

Oni:

Appearance:

Red skinned

Eyes have yellow irises and dark blue sclera.

Wispy white hair.

Round ears.

black horns, teeth bones and boar like tusks. upper mandible tusks curve up lower mandible tusk curve down.

6-7 feet tall

Traits:

Speed= (5+PosDexMod-Encumbrance)*5

Saving Face: If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.

 

Rephaite:

Appearance:

Skin has the appears slightly metallic like bronze with a blue hue like burnt metal around the eye sockets and a single stripe of the same burnt colour from above and below each eye.

heterochromia eyes, the iris of their left being blue and the iris of the right gold-brown, and with white sclera in both.

Hair is dark brown.

Ears are round

Chiselled jaw and pronounced brow ridge Aquiline nose. Flat teeth.

7-8 feet tall

Traits:

Speed= (6+PosDexMod-Encumbrance)*5

Boundless Vitality: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a short or long rest.

 

Strigoi:

Appearance:

Skin is primarily albino but transparent over the belly, stomach lining is also transparent allowing viewing of the contents of stomach.

Have glossy black eyes like a rat.

Curly White hair.

Slightly pointy ears

A sharp black ridge runs across the nose made from a black coloured bone. Nose has regular bone in place of cartilage and is noticeably stiff. teeth resembling those of dunkleosteus.

5-6 feet tall 

Traits:

Speed= (5+PosDexMod-Encumbrance)*5

Low-Light Vision: You can see in dim light within 60 feet of you as if it were normal light.

Blood Thirst: You can drain blood from a willing creature, or one that is incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1d4 piercing damage. The target’s hit point maximum is reduced by an amount equal to the damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
When you drain blood with your Bloodthirst ability, you experience a surge of vitality. Your speed increases by 10 feet, and you gain advantage on Strength and Dexterity checks and saving throws for 1 minute.