Tuesday, June 15, 2021

GLOG: The Berserker

A Berserker, to go with the Ranger, Druid, and Paladin that I've written recently. In traditional D&D parlance you might call this a Barbarian, but that framing is neither sensible for my setting nor sensible in general. My thought with this new series of classes is that I might add them to Carolingia as "advanced classes", where you get a somewhat stronger and more directly flavorful class at the cost of starting as someone else's retainer (perhaps even another PC's) rather than with your own domain. The obvious role for this class specifically is as a Norse berserker, but there's also certainly a niche for it as a Cu Chulainn-type.
 
Starting Equipment: A bearskin cloak with head, a mail shirt, a bearded axe or sword, a shield, a sack of hallucinogenic mushrooms (3 doses), and a flat river stone bearing the runes (thur lögr maðr).

Skills: Wrestling and 1d3: 1. Sailing, 2. Drinking, 3. Scar-Reading

For every template of Berserker you have, gain +1 HP. Every second template, gain +1 to-hit.

A: Berserk Rage, Cunning Forager
B: Indomitable
C: Immovable, Terrifying Onslaught
D: Inexorable
 
Berserk Rage: You may enter a berserk rage at will. When in a rage, you may attack twice per round rather than just once, but you may only act violently, not constructively, creatively, collaboratively, or prudently. This rage lasts 2d3+[template] rounds or until all present enemies are dead, incapacitated, or beyond your ability to pursue. If any of your allies attempt to prevent you from committing violence, they become enemies as well. If you take hallucinogens before entering the rage, you also gain +1 HP per template (subtracted from your current total when the rage ends) and +1 to-hit for the duration.
 
Cunning Forager: Over the course of 6 hours in the wilderness, you can always find and prepare either 1 dose of hallucinogens or 1 ration.
 
Indomitable: When in a rage, if you roll on the Death and Dismemberment table, ignore any result short of instant death until the rage ends. You are also immune to fear, charm, and sleep effects while raging. If you have a steady supply of recreational drugs, wounds heal twice as quickly.
 
Immovable: You cannot be moved against your will under any circumstances while conscious. You take only half damage from poison, and have a 50% chance of ignoring the effects of poisons which do not deal damage.
 
Terrifying Onslaught: The first time you attack a given foe while raging, you can force them to check morale. You cannot use this ability twice on the same foe in the same combat.
 
Inexorable: While raging you may add +7 to Strength checks, skill checks related to physical strength, and grappling rolls. You also gain +1 damage with armed melee attacks and +1d6 with unarmed attacks (assuming unarmed attacks normally deal 1 damage).

Monday, June 14, 2021

GLOG: The Paladin

To follow up on my recent Ranger and Druid classes, here's a Paladin. Mostly I tried to stick to a theme of chivalry, much like the original 12 Peers, also known as Paladins: Charlemagne's semi-mythic companions of the chansons de geste, as well the Knights of the Round Table and similar chivalric romances, while also obeying some of the traditional Paladin tropes. I'm not entirely sure how well I succeeded, because I don't actually think this is a very good class (too many numbers, not enough fictional meat), but I'm just putting it out there now because otherwise I never will. Special thanks to Vayra, deus ex parabola, and SquigBoss for their assistance.
 
Starting Equipment: A mail shirt, a leather helmet, your parent's longsword, three lances, a pair of stirrups, and a shield and tabard both emblazoned with your coat of arms.

Skills: Horsemanship and 1d3: 1. Poetry, 2. Religious Doctrine, 3. Wrestling

For every template of Paladin you have, gain +1 HP and +1 to Save vs Fear and Magic.

A: Faithful Mount, Supernatural Aid
B: Questing Knight
C: Inspiring Leader, Laying On of Hands
D: Glorious Visage
 
Faithful Mount: You have a loyal, brave mount, whose abilities transcend those of a normal horse by far. They are unbreakable (morale 12 in most OSR systems), will come to your side wherever in the world you are with a whistle (takes no more than a day no matter how distant you are), can understand speech and obey your instructions, and will attack your foes even as you do. At A template, this horse has stats as a courser (HD 2+2, Move 80', Atk 1d6 hooves). At B template, they have stats as either a destrier (HD 2+4, Move 60', Atk 1d8 hooves) or a courser as you desire. At C template, they become a unicorn (HD 2+6, Move 80', Atk 1d8 horn/1d6 hooves), and at D template, they become a winged unicorn (HD 3+6, Move 80'/Fly 120', Atk 1d8 horn/1d6 hooves). If your mount dies, a new one will come to your side in 1d4 weeks.

Supernatural Aid: Roll on the following table (1d4): 
  1. You have a fairy godmother, who you can contact by speaking into an acorn. She will aid you if you ask, but will hesitate to perform particularly difficult favors or to perform too many favors within a short duration (absolutely not more than 1 per day). She will not put herself in danger.
  2. You can speak the tongue of the birds.
  3. You have a golden whistle, which you can use to command fire to ignite, move, and go out. The whistle can affect no more than a 1' x 1 'x 1' area of fire at once.
  4. Your parent's sword is actually an ancient relic that, unbeknownst to you, marks you as the true heir to a kingdom (either the one you currently inhabit or an adjacent one). Once you discover this fact, showing this sword and stating what it really is will oblige whoever observes to divulge their true loyalty to you.
 
Questing Knight: You gain a Questing Die, which is a d4. Whenever you are on a quest for a righteous goal, given by a righteous person (a brave king, an innocent maiden, an unfairly disgraced squire, your chaste and handsome lover), you may add this die to any die roll you make in direct service of that quest - skill checks, attack rolls, and damage rolls, as well as any other relevant rolls. You may also use your Questing Die when performing other chivalrous actions: protecting the weak, defending your honor or the honor of an innocent, acting in loyalty to your liege without considering your own interest, attacking a traitor or evil sorcerer. This die increases to a d6 at D template. If you roll maximum on your Questing Die, you cannot use it again until you rest. If you break the chivalrous code, you lose all Paladin class abilities until you complete an extremely difficult quest of penance.

Inspiring Leader: Your allies get +1 to Save vs Fear when within 20 feet of you and your hirelings have +1 morale.

Laying On of Hands: You have a pool of [template] * 2 hitpoints, which replenish every time you rest. When you touch an injured creature, not including yourself, you may heal them by touching them and transferring any amount of these hitpoints to them. Once your pool runs out, you may still transfer hitpoints subtracted directly from your own. Your touch also has a [template]-in-8 chance of curing disease, infirmity, and minor injuries, which may only be attempted once per affliction.

Glorious Visage: You can mantle a golden halo of light at will, which casts light within 5'. While this halo is active, you have +2 to reaction rolls with the righteous, your enemies have -1 morale and must check morale upon seeing the halo, and your allies have +1 morale.

Thursday, June 10, 2021

GLOG: The Druid

I had fun writing a Ranger class earlier this week, so I figured I'd try to give a similar treatment to the Druid. I tried to give it an interesting way of switching out spells, allowing great versatility if you can travel freely between holy sites, as well as the standard Druid stuff of turning into animals, talking to animals, and murdering the Archdruid to take their place. I'm not sure how well the spell preparation will actually work in practice, but it will depend heavily on the campaign. The Druid also gets access to some rather powerful and often incredibly destructive spells if they can find great holy sites - not useful in most games, probably, but it's fun to think about. I did steal a good deal from various of  Ursula Le Guin's young adult novels, but that's pretty much a constant with my stuff.
 
Starting Equipment: A stout staff, a fur cloak, a jar of woad, a small bag of deadly nightshade, and a bone dagger.

Skills: Woodlore and 1d3: 1. Medicine, 2. Astronomy, 3. Stone Carving

A: Land's Warden, Wild's Caller, +1 MD
B: Beast's Form+1 MD
C: Bird's Flight, +1 MD
D: Archdruid's Challenge, +1 MD

Land's Warden: When you spend the night under the stars at a holy site of druidic significance - a standing stone, a great grove of trees, a high hill, or a pure spring - you may choose to prepare a spell. Roll a d4 on the table for that location type. You may cast the spell selected until you choose to replace it with a different spell. If you roll a spell you already have prepared, you may pick the spell above or below. You may have [template]+1 spells prepared at any given time. When you prepare a spell at a location, you also gain the cantrip and drawback of that location type, and lose your previous cantrip and drawback. If you prepare at an incredibly significant location - an immense henge, an enormous ancient tree, a tall lone mountain, or a deep hidden pool never disturbed by the wind, you roll a d6 instead of a d4.
 
Wild's Caller: You know the intentions, wants, and emotions of any wild animal you can see, smell, and hear, and can communicate your own to them wordlessly. When in an area where a certain species of animal might be found, you may attempt to call an individual to you over the course of 10 minutes, with a [6 - HD]-in-6 chance of success (An HD of less than 1 counts as 1). You may ask the animal a favor, which it will always perform if its motives are not in conflict with your own and if the favor puts it at no personal risk. If the favor does require risk, the animal only has a [template]-in-6 chance of agreeing. You have +3 on reaction rolls with wild animals, and domesticated dogs hate you with a passion.
 
Beast's Form: You may, at will, transform into any non-flying animal of your choice that you have seen that has no more HD than [template]. All of your attributes become those of the animal, except for your mental ability scores and your hitpoints (generally, HD becomes the modifier to attack rolls, grappling rolls, Strength checks, etc., unless your DM decides different penalty or bonus is reasonable). Any injuries and hitpoint loss are reflected between forms. If you spend more than [template] hours in animal form per day, you must Save or disappear in the wilderness to live out your years as a beast as you forget who you once were. If you succeed, you must repeat the Save every subsequent hour.
 
Bird's Flight: Your Beast's Form now applies to flying as well as non-flying animals. Every 10 minutes you spend as a flying animal counts as an hour spent as a non-flying animal. 

Archdruid's Challenge: When you wish, you may challenge the archdruid, who is the leader, although not ruler, of all druids. The archdruid may name the terms of the challenge, which must be equal for you both. This is often, but certainly not always, a fight to the death or the submission. If you defeat the previous archdruid, you take their position. As archdruid, you may gather 1d4 level 1 druids to your cause with a day's notice and 2d6+1 with a month's notice. You may also touch an animal's forehead to command it for 1d6 hours, although doing so means that you take -2 on reaction rolls with all animals of that species for the next week.

Location Types

 
All the spell descriptions not included below can be found here.

Stone

 
Cantrip: You may read any text, regardless of the script and language, if you study it for 10 minutes.
Drawback: If you use any metal implements or wear any metal armor, you take 1 damage per round.
  1. Detect Magic
  2. Illusion
  3. Mending
  4. Magic Stone
  5. Wall of Stone
  6. Doom of Cities
    Casting Time:
    [dice] days
    Duration: [sum] decades
    Range:
    [dice] miles
    The area within range is doomed. Plants will wither and die, drought or floods or plague will blight it, cities will burn and crumble. Nothing here shall prosper for the duration. Casting this spell requires a human sacrifice.

Wood

 
Cantrip: You can set and douse small fires with a touch.
Drawback: You cannot not read or write.
  1. Entangle
  2. Find the Path
  3. Pass Without Trace
  4. Commune
  5. Wildfire
    Casting Time:
    1 action
    Duration:
    [sum] rounds
    Range:
    60 feet
    [dice] creatures, plants, objects, or structures within range catch fire. Creatures may Save vs Magic to avoid catching fire, and take [dice] damage per round for the duration (or until they take a round to roll on the ground) on a failure. Plants, objects, and structures burn at their normal rate. This fire is incredibly virulent and will spread at the slightest touch and with the slightest breeze, easily destroying a whole forest or city if allowed to. Water puts it out as usual.
  6. Grove
    Casting Time:
    1 action
    Duration:
    3 rounds
    Range:
    60 feet
    The area within [dice] * 10 feet of a point within range sprouts trees of a species of your choice. You can choose for this to be an open, airy grove or a dense, tangled one (halved movement speed within). The trees grow to maturity over the duration. Any structures less solid than a 5 foot thick stone wall in the area will be shattered and rent to pieces, while any as sturdy or stronger than that will be weakened and twisted.
 

Earth

 
Cantrip: You do not need to sleep, although you must rest for the duration you would normally sleep.
Drawback: If you bathe or wash with water, you lose all your MD until you rest.
  1. Mold Earth
  2. Insect Swarm
  3. Charm Animal
  4. Gust of Wind
  5. Blight
  6. Earthquake
    Casting Time:
    1 hour
    Duration:
    10 minutes
    Range:
    [dice] miles
    An earthquake wracks the area around you. [dice] * 25% of the buildings within range are destroyed, mountainsides collapse in landslides, and [sum] earth elementals of various kinds, each with 1d4+1 HD, rise to cause havoc. Within the area, all creatures that walk other than elementals immediately fall prone and must Save vs Magic in order to walk without falling. Anyone inside a collapsing building must Save vs Magic or take [sum] damage, taking [dice] damage on a success. Casting this spell requires [dice] * 100 d. of gemstones and precious metals, as well as a sacrifice of at least a chicken (1 MD), a pig (2 MD), a cow (3 MD), or a human (4 MD).
 

Water

 
Cantrip: You can cause plants to sprout from the earth around your feet and desiccate living plants with a touch.
Drawback: Edged weapons deal 1 extra damage per die to you.
  1. Control Water
  2. Invigorate
  3. Hoarfrost Hauberk
  4. Control Rain
  5. Hurricane
  6. Nature's Mantle
    Casting Time:
    1 action
    Duration:
    [dice] minutes
    Range:
    Self
    For the duration, your head sprouts antlers, your back sprouts a pair of eagles' wings, your fingers and toes claws, your mouth long fangs, and your skin thick hair. You gain a flying speed of 120', a charge attack that deals 4d6 damage if you've moved at least 30', a flurry of 4 claw attacks and 1 bite attack for 1d4 damage each, and +[dice] AC (you cannot charge and use your flurry of attacks in the same round). All enemies that see you transform must check Morale as well as Saving vs Fear, becoming frightened for the duration on a failure. Dogs flee at the sight of you. You automatically roll maximum on reaction rolls with wild animals, and can speak with them freely. They will obey your every command for the duration.

Monday, June 7, 2021

GLOG: The Ranger

There's a fair few GLOG Rangers out there, but to be honest, I've never really liked any of them, although Squig's take, which is very much like his Sage, is pretty darn good, and I definitely took inspiration from Vayra's Ranger Made of Hooks. They both feel like they're missing something that I feel is essential to the Ranger, although I don't know if I could articulate it. Really, I've never been fully satisfied with any Ranger class in any game to date. So here's my go of it. Is it good? Probably not, but that's never stopped me before. And yes, it is basically Aragorn. So be it.
 
Starting Equipment: A waterproof cloak, good boots, a longbow and a quiver of 20 arrows, a shortsword, a fishing rod, a small knife, 100 feet of hemp rope, and a small relic of the tragically fallen civilization from whence your ancestors hailed.
 
Skills: Scouting and 1d3: 1. Horsemanship, 2. Medicine, 3. Sailing.
 
For every template of Ranger you have, gain +1 HP and +1 Stealth. Every second template, gain +1 skill.

A: Elfin Bushcraft, Hunter, Unerring Navigation
B: Ambusher, Folk Knowledge
C: Indomitable Endurance
D: Hands of a Healer, extra attack/round

Elfin Bushcraft: Anything you might reasonably hope to find in any given wilderness, you can - with some searching. Healing herbs, an appropriately sized walking stick, a nice fishing hole, a mountain lion, whatever. The rarer the object of your search, the longer it will take to find. You also have the skills to construct any sort of survival tool that might be made from natural materials. You automatically notice any creature moving within 300 feet of you while in the wilderness. You can see in moonlight as in sunlight, and in starlight as in moonlight.

Hunter: You have a 10-in-10 chance of tracking any creature that leaves a trail over any terrain where that might conceivably be possible (not blank stone, not water). For every day that's passed since the trail was laid or for anything that might disrupt or interrupt the trail (rain, crossing a stream, climbing a sheer face, a deliberate attempt to not leave any trace), this chance is reduced by 1-in-10. You gain +1 to-hit against a creature for each of the following:
  • You've been tracking the creature for at least an hour.
  • You've been tracking the creature for at least a week.
  • You've fought this exact creature before.
  • You've fought creatures of the same type before.
  • You have precise knowledge of the creature's strengths and weaknesses.

Unerring Navigation: If you can see the stars or any two landmarks you know the location of, you know your exact location. You only need to see a landmark once to remember it precisely, even if it's just an oddly shaped tree. When traveling, you know exactly how long you have been moving this day, exactly how far you have gone, and in precisely which direction you have been moving. You can always find a way around an obstacle in your path, although it may be difficult or time-consuming.

Ambusher: If you attack a foe from an advantageous situation (while concealed, from high ground, etc) you deal an additional 1d6 damage.
 
Folk Knowledge: You know the type of any creature, supernatural or otherwise, that you see, and have a 3-in-6 chance of knowing 2 facts - strengths, weaknesses, or anything else the DM sees fit to provide - about any type of creature (i.e. goblins, dragons, beholders, etc.) This chance increases by one per further template of Ranger you take. There's also a 2-in-6 chance you speak and understand a fragment of either that creature type's spoken language or writing (your choice) if they have any. You can predict the weather one day in advance.

Indomitable Endurance: You can walk, ride, and stay awake for thrice as long as an ordinary person without tiring, and can hold your breath for four times the usual duration. Whenever you are reduced to 0 HP or below, after you roll Death and Dismemberment (if necessary), roll a Constitution check. On a success, gain 1d6 HP.

Hands of a Healer: You know the nature of any ailment or injury you set eyes on and how to cure it. There's a 1-in-6 chance you can cure it with a touch, no supplies needed, and a further 3-in-6 chance you have can acquire the necessary supplies for the cure with no more than a day's foraging (1-in-6 for particularly rare and horrific ailments or in extremely sparse environments). This cure will not necessarily be immediately or completely effective.

Monday, May 24, 2021

Light Modern Firearms and Combat Rules

Some rules for modern firearms, loosely stolen from Boot Hill. I'd probably make it a d20 system, but I'm writing it for kahva to possibly maybe use in an upcoming cyberpunk game so it's going to be d100. The math shouldn't be hard to convert either way.

Wounds

When someone takes a wound, they roll 1d6 (with any relevant modifiers). If the roll is 0 or below, it's a superficial scratch. If the roll is 6 or higher, the afflicted dies instantly. Otherwise, their Strength score is reduced by the value of the d6 multiplied by 10. If their Strength is reduced to 0, they are unconscious and bleeding out. If a specific location is hit (from a critical success on a Firearms roll, for example), it may have other effects.

Shooting

Every round of combat (about 5 seconds), you can shoot - this is much slower than you can actually fire most guns, of course, but it's handy for the sake of simplicity, and you can assume you're just firing more than one bullet if it bothers you. It also takes a round to reload. To determine whether or not you hit, roll 1d100 under your Firearms skill. The target is hit and takes a wound on a success. If the target is behind less than 100% cover or at long range for your gun, reduce your skill for that roll by half. If you roll a critical success (a success with a 0 as the second digit of your roll), you get to pick exactly where the shot hits. Headshots kill instantly, arm or leg shots generally incapacitate the limb in addition to causing a wound as normal. Normally, all shooting is simultaneous, but in situations where speed really matters - a quickdraw shootout, breaching a room - the GM may allow both sides to roll to see who shoots first.

Armor

There are four classes of armor: light, medium, heavy, and vehicle. Vehicle represents light armored vehicles, not tanks. A regular unarmored vehicle's body generally counts as light armor. Each gun also has an armor penetration value, which is reduced by one at long range. Guns with a penetration value equal to the target's armor penetrate automatically. Light armor can take three hits from guns that don't penetrate it before it breaks, while medium armor can take four, heavy armor five, and vehicle armor unlimited. Heavy armor also can prevent one headshot caused by a critical success from being an instant kill (it still causes a wound as normal).

Full-Auto

Fully automatic weapons have a die, 1dX (a SMG is 1d6, for example). You can choose to fire X bullets instead of just one. If you succeed your roll, 1dX of those bullets hit the target.
 

Shotguns

Shotguns, when fired at a target within close range, cause 1d4 wounds instead of just one.

WeaponWound Mod 
RangePenetration 
Ammo 
Other
Stun Gun-5/20None1no wound, roll vs stun
Pistol030/100None20-
Heavy Pistol040/120Light10-
PCC050/150None20-
SMG050/150None30full-auto 1d6
PDW040/120Light
30full-auto 1d6
Light Rifle0100/300Medium10-
Assault Rifle0100/300Medium30full-auto 1d4
LMG0100/300Medium100full-auto 1d4, heavy*
Rifle+1150/450Heavy5-
Battle Rifle+1150/450 
Heavy20
full-auto 1d3
Sniper Rifle+1200/600Vehicle5heavy*
Shotgun030/100None8-
Combat Shotgun025/75None10full-auto 1d2
*heavy weapons are cumbersome and awkward to carry, especially during arduous physical activity

Explosives

To throw explosives, roll under your Explosives skill - this takes a round just like shooting a gun. Grenade launchers and RPGs use your Firearm skill instead. If you succeed, the explosive goes exactly where you intend it to. Otherwise, roll 1d3: 1. it hits some of the intended targets, 2. it hits nothing, 3. it hits an unintended target (all determined by the GM and common sense). If you roll a critical success, thrown explosives are perfectly timed and can't be evaded or thrown back. Otherwise, the targets of a thrown explosive can roll to a) throw the explosive back (it has a 50% chance of exploding in their face), b) kick the explosive away harmlessly, c) jump on the explosive, taking twice the normal wounds but preventing anyone else from getting injured, or d) get behind any available cover. Explosives deal 2d4 wounds within the close area and 1 wound within the far area. Thrown explosives ignore all armor less than vehicle, launched explosives ignore all armor.

ExplosiveAreaOther
Stun20 radiusno wounds, roll vs stun
Improvised5/10 radius10% chance of dud
Grenade20/40 radius-
Grenade Launcher 
10/20 radiusstandalone has 6 ammo, rifle attachment has 1 ammo
RPG30 cone/20 radiusinaccurate*, penetrating** 
*firearms skill reduced by 1/2 vs any target smaller than a car
**cone of high damage goes through walls or heavy vehicle armor
 

Melee

If people are engaged in melee combat, they can do nothing else that round. All participants roll their Melee skill, and on a success they can a) hit and causing a wound, b) flee from that melee, or c) prevent one opponent from hitting. On a critical success, one can choose the location of their wound as with a gun (although headshots are not always instant kills with all melee weapons) or prevent all opponents from hitting. Armor functions exactly the same for melee weapons as it does for guns.


WeaponWound Mod 
Penetration 
Other
Taser-Noneno wound, roll vs stun
Unarmed-2None-
Rifle Butt/Pistol Pommel 
-1None-
Brass Knuckles-1None-
Club-1Light-
Knife0Light-
Hatchet0Medium-
Sword+1Medium-
Battleaxe+1Heavyheavy

Saturday, April 17, 2021

d30 Equipment for Explorers of Derelict Spacecraft

Archon's Court is making a GLOG hack about looting derelict spacecraft, so I figured I'd write a big ol' equipment list for it. As such, it doesn't include stuff already in the game. And yes, before you ask, I did steal a significant amount of this stuff from Rainbow 6 Siege.
  1. Plasma Cutter: Cuts most metals and the vast majority of other substances. Can cut open a 10'x10' panel of steel in 10 minutes. 
  2. Foam Gun: Sprays an expanding sealant that can form airtight seals. Contains a total of 5'x5'x5' of foam, with a minimum thickness of 6".
  3. Impact Driver: A powerful hand drill. Comes with a full set of bits, both for screw heads and making holes.
  4. Spool of Wire: 50' of insulated copper wire. Useful for all sorts of things.
  5. Blasting Cord: 20' of thin flexible explosives, very good for precision destruction. 15 second fuse. 
  6. Shaped Charge: A powerful explosive that can be mounted to a wall, blasting a hole through and dealing 2d6 damage to anything on the other side while not affecting the side it was mounted on.  If the wall is armored, it only deals 1d6 damage. 15 second fuse.
  7. Arc Welder: Twice as fast and twice as efficient as a regular welding torch, but only works in atmosphere.
  8. Expanding Rod: A strong rod of tungsten, variable from 5' to 10' in length. Can take 5000 lbs of force when fully compacted or 2500 lbs when fully extended.
  9. Nail Gun: Puts 6" long steel nails into things. Deals 1d3 damage as a weapon.
  10. Flashbulb: Any creature in a 30' cone is blinded for one round.
  11. Thermal Scope: Reveals the thermal signatures of creatures in a 60' cone, but is blocked by two thin walls or one thick one, and can be obscured by other hot objects, such as warm coolant pipes, reactors, or heat sinks. Can be mounted to a gun or handheld.
  12. Electronics Scanner: Reveals any active electrical components within a 30' cone. Can be mounted to a gun or handheld.
  13. Master Keycard: Has a 50% chance of opening any lock opened by a keycard.
  14. Biometrics Duplicator: Has a 50% chance of being able to open any biometric lock, unless it requires an actual tissue or fluid sample.
  15. Rifle: Fires frangible bullets which deal 1d8 damage or armor-piercing bullets which deal 1d6 damage and go through one thin wall.
  16. Railgun: Fires armor-piercing bullets which deal 1d10 damage and will go through any number of walls that aren't specifically armored. Be sure you know what's behind your target.
  17. Tranquilizer Rifle: Fires darts which force the target to make a Strength save or fall asleep for an hour (depending on body size).
  18. EMP Grenade: Fries all unshielded electronics within 20'. 5 second fuse.
  19. Actual Grenade: Deals 2d4 damage within a 30' radius. The fragments will go through one thin wall.
  20. Maneuvering Pack: Allows complete freedom of movement in null gravity.
  21. Magnetic Boots: Let you walk along any magnetic surface in null or low gravity.
  22. Magsled: Can carry any object smaller than 10'x5'x5' in full or low gravity, or while sticking to surfaces in null gravity. Can fit through hallways 5' wide or larger.
  23. Powered Jack: Can exert 3000 lbs of force and extend 2'.
  24. Powered Winch: Comes with 50' of cable, can exert 2000 lbs of force if both ends are properly anchored.
  25. Overload Stick: When inserted into a dataport or power outlet, will totally overload the affected computer or other system.
  26. Data Cloner: Copies the data off of any computer's storage system. Requires the storage system to be physically accessible.
  27. Self-Sealing Membrane: A 20'x20'x20' adhesive membrane. Provides no obstacle to penetration, but automatically seals any holes smaller than 6" across put in it.
  28. Portable Armor Membrane: A 20'x20'x20' adhesive membrane, made of a carbon fiber composite. Will stop any projectile short of a railgun.
  29. Laser Gate: Can be attached to any opening 10'x10'x10' or smaller. In non-lethal mode, the lasers are invisible and alert you when anything passes through. In lethal mode, the lasers are visible and deal 1d6 damage to anything which passes through. Lasts for 1 hour.
  30. Cable: 400' of thin, ultra-strong carbon fiber cable. You never know when you'll need it.

Saturday, March 20, 2021

11 Fairies

Dan D. made a very good post about various fantastical beings, and I was inspired to write a post about the various spirits of Carolingia. Unfortunately, I ran out of steam after finishing the fairies, so here they are. I might get around to the others (devils, ghosts, nature spirits, perhaps starspawn) another time.
 
Fairies, the Fair Folk, the Fay: there are many euphemisms, for using the true name of their kindred attracts their attention to you. They have hidden palaces that are not truly of this world and bleed over into others. The more elevated among them value etiquette and rules above all, the lesser are mischievous tricksters. If you eat their food, you must remain among them forever. Iron burns them, salt repels them - they may not cross a line of salt, nor may they enter a house with a horseshoe nailed above the door.
  1. Elves. Eerily tall, pastel skin and long metallic hair, glowing faintly in the dark, long fine silks. Their palaces are hidden in the deep woods, where strange old things lurk, and, it is rumored, in the high mountains of the mainland. They are proud and haughty, but unfailingly polite, and are the rulers of all the Fair Folk. The noble courts of the elves are filled with great warriors, learned loremasters, and elegant courtesans, all following strict and arcane rules so old as to be unspoken. Do not incur their wrath - their magics are powerful and subtle, their horses swift and silent, their lances keen and cold. The princes and princesses of the elves arrayed for war is a sight terrifying and beautiful beyond imagination.
  2. Dark Elves. Short, glimmering jewel-eyes, burgeoning facial and body hair, skin so pale as to be translucent. Their halls are far underground, and protected by monsters of stone. The Dwerrow are the greatest smiths the world has ever known, and will happily make arms, armor, and far stranger things for any who can pay. Their prices are strange and high, and the materials they require are exotic and rare. In demeanor they are precisely opposed to the light elves, boisterous and rowdy and crude, yet no less proud. Their clans are tight-knit and quick to feud.
  3. Halflings. Short, rotund, rosy-cheeked, hairy-footed, well-dressed. They live in mounds slightly too round to be natural that dot the rolling green hills. If you think you have found one, be careful that it is not an unwholesome barrow instead. The Little Folk are secretive and can move with great stealth. Their footsteps make no sound at all. If they are found, they are kind and friendly, and seemingly unaware that their homely food, like that of all the fay, will bind you to them inexorably. Their keen eyes and powerful throwing arms are without equal.
  4. Sprites. As large as a man's forearm, mosaic dragonfly wings, wildly styled chromatic hair and tattooed skin. The sprites are the diminutive scouts and assassins of the elves, wardens of the forests. They are even prouder than their masters, taking any slight as a mortal insult. Do not mistake their size for weakness, as their stinging blades bear deadly poisons and their mail can resist a blow from even the strongest of warriors.
  5. Pixies. As large a sphinx moth, bright butterfly wings that reflect their owner's emotions, bushy antennae, shining gold and silver skin. They are frivolous things, mischievous and friendly and none too bright. Their moods flit and flutter, angry at a moment's offense and cheerfully forgetful the next. They may help a lost traveler or console a crying child but may as easily decide to lead the traveler to a bear's cave or laugh at the child's tears simply because they can. Their magic is small and tawdry, although they can disappear with a giggle and a wink.
  6. Goblins. No taller than a man's knee, hairy pointed ears, long sharp teeth in a wide red mouth, mossy skin. They are cruel, vindictive sadists, delighting in pain and woe. Goblins can ooze through any crack wide enough to admit air, meld into shadows, and generally get into all sorts of inconvenient places. They love to strangle dogs, poison wells, burn fields, launch ambushes with a volley of stone-tipped spears and then retreat behind their traps, carefully hidden and deadly. Despite their usual caution and secrecy, their drunken revels are loud and obvious, with bright roaring bonfires and no guards, but do beware the pit traps.
  7. Gremlins. About the size of a badger, long and spindly, dark-furred and winged as a bat, delicate clawed fingers. They delight in havoc and confusion, breaking tools and machinery with a mere touch, driving animals to madness, leading armies astray: the vicious flip side to the whimsy of the pixies. Gremlins are only happy when mayhem reigns. They are terrified of cats, and will run at the mere smell of one. Like pixies, they can become invisible at will.
  8. Kobolds. Hunched low, great burly arms, coal-black skin, bright indigo eyes, vicious maw, sometimes a blue cap. They find and claim deep mines, haunting the darkness. Collapsing supports, sabotaging waterworks and flooding tunnels, filling vents, snatching an unwary miner who wanders too far, all are second nature to a kobold. If they can force a mine to be abandoned, they are satisfied, and will make it their lair, expanding it into a veritable labyrinth. They will occasionally take pity upon miners and warn them of unstable rock ahead by knocking on the walls of the advancing tunnel.
  9. Brownies. Fist-sized blobs of mud-brown goop, occasionally showing wide-set beady eyes or a single tooth. Also known as hobgoblins, they live in human houses and halls, doing chores at night while the inhabitants are asleep so long as a bowl of milk is left by the hearth each night for them to drink. They also often pull pranks on lazy servants. They can shapeshift into small animals, such as mice or lizards, and will do so to avoid being seen. If mistreated or offended, they will hide small objects and cause minor inconveniences, and if the ill treatment continues, they will become boggarts, who are larger and far more malicious but otherwise similar.
  10. Changelings. Occasionally, fairies will sneak into a house and abduct a particularly beautiful human newborn, taking them to an unknown fate. In their place, they will leave a changeling, taking the form of a sickly baby. These children typically die very young, having huge appetites and being prone to illness, but are precocious beyond their years and often talented at magic. If successfully raised to adulthood, many become sorcerers of great skill and wisdom. On even rarer occasions, the fairies will abduct a newly wedded adult, leaving in their place a log enchanted to look and act like the one it replaces, but soon to sicken and die, leaving no trace of the deception.
  11. Redcaps. Short old men, long-bearded, stooped, large crimson caps, huge fiery eyes, long teeth. Unlike other fairies, they are not harmed by iron, and indeed often wear heavy iron boots or carry iron spears. They haunt old battlefields and ruined fortresses, stalking passers-by. If any rest or sleep in their domain, they tear huge stones from the ground and throw them at the unfortunate victims. If this proves insufficiently fatal, the redcaps will rush in to kick the victims to death with their iron boots or skewer them with spears. Once the slaughter is done, they will soak their caps in the gore of the dead, dyeing them deeper red. They cannot be harmed by any mortal weapon.