Monday, October 14, 2019

Low Country Crawl: The Zine!

Howdy everyone! Just wanted to give y'all a heads up on what is on the horizon.

With the help of David Schirduan and Charles Avery, I am producing what I hope to be the first in a series of Zines that can bring the Low Country to you!

 Low Country Crawl Volume 1 will be focused on bringing the Barrier Islands into your adventures. These marsh laden coastal islands will provide your players new and delightful environments to experience and strange creatures to encounter. We will be providing the first tastes of the unique folklore and magic of the coastal south, hinting at the mystical power of the Root and the ever present threat of Haints, both of which will feature more prominently in future volumes. This Zine will also include a few sample islands with locations and adventure seeds that you can drop wholesale into your campaign!


Please follow check out this link to learn more and sign up here for the Newsletter!

 I have more posts in draft that I can feasibly wrap my mind around so expect plenty of somewhat normal updates once everything is more settled.

Friday, August 9, 2019

GLOG: Blood Aspirant


Blood magic is a theme that has been repeated in multiple incarnations throughout both the history of magical practice and in fiction. Sacrifices of blood allowed the Sun to shine upon the Mexica. Warriors through the ages have bound themselves to one another in blood oaths. Blood protected the ancient Hebrews from the Angel of Death and some Christian sects believe consecrated wine truly is the blood of the Messiah. Today we see blood magic used in so many areas that it would probably be simpler to direct you to the Blood Magic TVTropes page.

However, I have specifically been asked for the post to create a Blood Mage that "does not suck." In the words of my commissioner, Wizards are Nerds, Sorcerers are Rich Kids, Warlocks just yell "Do you know who my dad is?!" The Blood Aspirant is me, you, your neighbor, the Blood Aspirant sleeps in the beating heart of us all just waiting to Kool-aid Man its way out of our chest.

I will note that this started out more general in the creation process and soon ramped into something heavily inspired by Aztec and other Mesoamerican concepts.

Class: Blood Aspirant
Starting Equipment: Loincloth, Roll of Bandages, Obsidian Dagger (Light, Fragile) 
Starting Skill: 1. Surgery 2. Religion 3. Streets

Each Template gain 1 CON

A: Blood Magic, Bloodletting, +1 Spell Slot, +2 Blood Spells
B:Nourishing Blood, Hemophilia or Thrombophilia,+1 Spell Slot, +2 Blood Spells
C: Blood Brother, Rest is Good for the Blood, +1 Spell Slot,+2 Blood Spells
D: Heart of the Sun,+1 Spell Slot, +2 Blood Spells

Blood Magic- Wizards trap spell ferrets in their brain guns. Sorcerers are literally made of magic. Warlocks make one sided deals. You, like all of us, are connected to the stream of life that runs through all creatures. Don't take this as some sort of hippie dippie bullshit, this is the hot red power that churns under your meat. Chances are you didn't ask to access this power, but it’s here now and it’s time to ride that tsunami. When you want to use your Blood Magic, roll under CON. The difference between CON and your roll is your Blood Intensity, so having 15 Con and rolling a 2 will give you 13. The higher intensity, the more powerful the spell but the harder it is to control. Rolling your CON exactly means you have perfect control over the magic and may choose the intensity of the spell. A failed roll means your spell fizzles and you take damage equal to the difference between CON and your failed roll as you literally sweat blood..

Blood Spells- As mentioned before, your magic doesn’t come from research or imagination or the teachings of some arcane master, it comes directly from your blood. Gain 2 new Blood Spells at random each template.

Bloodletting- You can augment your magic power by investing the blood of others. Track the highest HD creature you’ve damaged each day. You collect their blood on and strip of paper. By burning the paper, you may augment (in either direction) the intensity of your Blood Magic by the HD amount once during that 24 hour period. Creatures that are exceptionally magical (and have blood) may double the effect.

Nourishing Blood- All blood is infused with nourishing power. You may deal damage with your Obsidian dagger as normal and heal another target within reach for the amount of damage done. You may do this [template] times a day. You may double the power of healing if you deal damage to yourself. Small plants and grasses spring up where your blood touches the earth.

Hemophilia- You bleed exceptionally easily, any attack against you that would draw blood deals an additional [template] damage to you. However you have a more ready and powerful connection to Blood. When you roll to use Blood Magic, you may choose to have a [template] bonus in either direction.

Thrombophilia- You clot exceptionally easily, any attack against you that would draw blood deals [template] less damage. Your Blood, however, flows slow and thick, overtaxing your heart. When you fail a Blood Magic Roll you have a cumulative 1-in-20 chance of having a heart attack and immediately drop to 0 HP.

Blood Brother- You and another willing creature may become "Blood Brothers." This gives you access to their blood as through it was yours and may cast through them, regardless of distance, with Blood Magic as though they were you. You are instantly aware if your Blood Brother has been hurt and if they have perished. You may only have one Blood Brother at a time.

Rest is Good for the Blood- As long as you have a heat source available, you may heal on a short or long rest as though you haven eaten. This does not hold off the effects of starvation.

Heart of the Sun- Every 52 years, a beating heart must be ripped from a human body and sacrificed to allow the sun to rise again. Inside of every human being there is an organ with enough power to keep the Sun alive for 52 years. By carving out the heart of a living intelligent sacrifice you may use this to fuel your magic. For every HD of the Sacrifice, you have an HD-in-20 chance of calling on the full extent of this power. If the sacrifice is human, double the HD. If the sacrifice is willing, double the HD. If you sacrifice yourself, the effect is assured and you survive just long enough to see the final results of the effect. Failure, however, means that your sacrifice was inadequate and it attracts the attention of Tzitzimitl with HD equal to the difference between your roll and success.


Blood Spells

A note: Many of these spells only affect creatures with blood. Most undead will be unaffected, though a vampire that has recently fed might be. Creatures with especially magical blood (like dragons) might be affected more or less powerfully by these spells.

Whisper/Speak/Scream with Blood
R:0  T: Self D: [Intensity] Rounds
You can speak with the blood of all living things. Blood is the seat of the Animal Soul, and it knows things about sex and violence, instinct and want. If your Intensity is less than 5 you whisper to your own Blood, it might know things you’ve missed. If your Intensity is less than 10 you may speak with the blood of other living things or blood spilt within 24 hours. If your Intensity is greater than 10, you shout to the blood of everyone within hearing. Everyone, including yourself, must Save vs. Con (or Paralysis or whatever). On failure, targets are stunned for one round as their blood strains and yells into your brain. You get answers like shouting into a busy crowd.

Calm/Awaken/Boil Blood
R: [Intensity]*5’ Cone T: [Intensity] HD worth of Creatures D: Immediate/Immediate/[Intensity]/2 Rounds
You call out to rouse or calm blood. If Intensity is 5 or below, you soothe the blood of your targets. Anyone under an effect that is emotion based (rage, fear, morale checks etc.) have the effect immediately ended or receive a reroll to resist, whichever is appropriate and ordinary emotions are dulled. If Intensity is 10 or below, you awaken the blood of your targets. Anyone under an effect that is emotion based has all effects of that emotion doubled and ordinary emotions become significantly more pronounced. If Intensity is above 10, the targets’ blood boils. All targets are affected as a Barbarian’s rage and takes 1d6 damage per round from their blood literally boiling inside them.

Blood Servant/Slave/Thrall 
R: Touch T: 1 Creature D: [Intensity] Minutes/Rounds/Rounds
You command blood to serve you. If Intensity is 5 or below, Deal damage with your Obsidian dagger to a target ( you may target yourself), a Blood Elemental (stats as Water elemental) of HD equal to half the damage dealt (minimum 1) is summoned under your control for the duration. If Intensity is above 5, you instead charm the blood of a target. The target must save or their body acts Charmed, though they remain conscious throughout. If Intensity is above 10, you subsume the target’s mind to their blood. The target Saves or goes on an animalistic rampage in an attempt to free as much blood as possible, not distinguishing between friend or foe.

Blood Rope/Snakes/Xiuhcoatl
R: 30’ T: 1 Creature D: Permanent/[Intensity]/2 Rounds/[Intensity] Rounds
You can create long vein-like ropes from blood. At Intensity 5 or lower, you point at a target in range and deal [Intensity] Damage and create a bloody rope of [Intensity]*10’ in length. At 10 or Lower you instead create a snake of [Intensity] length that immediately constricts the target (treat as a Boa Constrictor.) Above 10 Intensity, you create a flying flaming feathered serpent called a Xiuhcoatl. The Xiuhcoatl holds no loyalty to you, but will strike at anything within range while active.

Blood Mist/Rain/Wave
R: Centered on Caster T: [Damage]*10’ radius circleD: [Intensity]Rounds/Rounds/Instant
You massively increase your own blood supply for a moment and then release it. Damage yourself with your Obsidian dagger to release the blood. At Intensity 5 or lower, you release a mist of blood that limits vision in the area to 10’ and covers everything in red. At Intensity 10 or lower, you create a thick rain of blood that slicks the ground requiring a dex check to not slip. Above 10, you release a powerful wave that crashes in a circle around you. Targets must save vs. Paralysis or be knocked prone and stuck to the ground as the blood rapidly clots into a huge scab. Targets can hack away the clot (6hp), succeed a strength check, or wash it away with water to become unstuck.

Bolster Marrow/Liver/Heart
R: Touch  T: 1 Creature D: Instant/[Intensity] Rounds/1 Rounds
You can manipulate the flow of blood and the organs that work them. At 5 Intensity or below, you may bolster a target’s marrow vastly increasing their blood supply. This heals the target by [Intensity] but flushes their skin a deep red. Affecting a target with this effect more than once a day has a cumulative 1-in-6 chance of causing the target’s skin to hemorrhage violently and lose everything they’d been healed for that day. At 10 Intensity or below, you bolster your target’s liver giving them [Intensity] bonus to checks against poisons and intoxicants. Above 10 Intensity, you bolster a targer’s heart. Affecting a target more than once a day with this affects them with jaundice. For one round they may add [Intensity] to a single physical check, double their speed, or take twice as many actions. Everytime a target’s heart is bolstered, they gain a slot of exhaustion. If they have no slots left to fill, they must save vs. Death or be affected with cardiac arrest.

Blood Link/Mirror/Fusion
R: Touch T: 1 Creature D: [Intensity] Minutes/Minutes/Rounds
You are able to connect to another creature through shared blood. You must touch another creature with your own blood for this to function. At Intensity 5 or less, you are able to link to another creature (ally or enemy) and use their physical stats for the duration. OR you may have the target Save and use your physical stats for the duration. At Intensity 10 or less, you are able to experience the sensations of another creature (sight, smell, touch etc.) however if that creature takes damage, you take half and the connection is lost. Above Intensity 10, you must roll above the target’s remaining HP. If you succeed, you absorb a portion of the target’s identity, gaining snippets of their memories/knowledge and one of their abilities (within reason) for the duration.

Blood Jump/Jaunt/Dive
R: [Intensity]*10 Feet/Yards/Miles T: 2 Living Creatures of similar type D: Instant
You are capable of walking through the eternal stream of blood that connects all living things. You literally dive into the bloodstream of one creature and exit from another. At 5 or below Intensity, you can move a max of 50’ between two like creatures (two humans, two elves, two goblins etc.) While unnerving this has no other effect on the targets. At 10 or below intensity, you move up to 300 feet between two like creatures (2 warm blooded humanoids, 2 cold blooded reptiles). This is less pleasant and deals [Intensity]/2 damage to you and both targets. Above 10 Intensity, you move in terms of miles between two creatures (2 mammals, 2 bipeds.) This is extremely unpleasant for all involved, both targets and yourself Save vs. Death. Failure results in [Intensity]*2 damage and blood spray like from a japanese samurai flick. If both targets succeed but you fail, you are stuck as blood within the first target until you are bled out.


Sacrificial Spells

Tezcatlipoca- Swarm of Jaguars
R: [HD] Miles T: 1 Target Creature D: 24 Hours
A target creature that you have personally drawn the blood of is cursed with relentless assaults from jaguars. Over the course of 24 hours, Jaguars will pounce from any nearby shadow upon the target. Any time the Jaguar is killed, another will immediately spawn. Every hour an additional Jaguar will spawn until there is 23 Jaguars active at once. The target may avoid this by being in a space with absolutely no shadow. After 24 hours are up, the Jaguars all vanish. Jaguars disperse into shadow-stuff when killed, leaving no remains.

Xipe-Totec- Mantled Rebirth
R: Touch T: 1 Target Creature D: 8 Hours
The blood of your sacrificed victim is drained into a prepared tub or pit. The victim’s skin is then flayed and placed around the remains of the creature/target you wish to bring back to life. Over an 8 hour period the dead creature/target fuses with the flayed skin. At the end of the duration, the target makes a System Shock (or Con or whatever is appropriate) check. On success they come back to life with all their mental stats and former class skills, but with the physical stats and appearance of the sacrificed victim. If the roll fails or the ritual is interrupted in any way, the fusion is imperfect and the target comes back with 2d4 Mutations.

Quetzalcoatl- Atavistic Wind
R: 0  T: [HD]*10’ wide, [HD]*20’ High D: [HD] Rounds
A powerful transformative wind blows rises from the victim’s dying breath. A tornado centered on the victim picks up anything within the area of effect that fails a dex save. Anyone affected by the tornado must save vs. magic or be regressed into an earlier evolutionary stage. Humans become chimps, dwarves become big moles, orcs become boars, elves into chitinous egg-laying deer and so on. When the duration is over, the tornado drops all of its occupants for appropriate falling damage.

Huitzilopochtli- Summon Sun
R: 0 T: HD*10’ Sphere D: 0
The sacrificial victim must be killed with a flaming arrow as part of the sacrifice for this effect to work. The victim immolates in a massive fireball and deals [HD]d6 Fire damage to everything within range. This deals double damage against undead or creatures considered to be “of the night.”

Blood Creatures

Tzitzimitl by Hunterkiller


Tzitzimitl (Star Demon)
HD 1-19
Appearance: A 5-20’ tall dimly glowing skeleton wearing a pale headdress and dressed in blood drenched jade armor.
Wants: To devour the Sun
Armour: Leather 1-3HD, Chain 4-6HD, Plate 7-10HD, Plate+Shield 11+ HD
Move: Teleport within Line of Sight
Morale: 12
Damage: Claw 1d6, Claw/Claw 1d6/1d6, Star Macuahuitl 2d6+6
Star-Strike: When a Tzitzimitl is summoned, they plummet from the sky and land with explosive force. Everything within 60’ of their landing zone takes [HD]*2 fire damage and must Save vs. Fear.
Consume- A Tzitzimitl of 4+ HD rolling max damage on both claw attacks attempt to consume their target whole. Save vs. Death, on failure the target is destroyed and the Tzitimitl heals for an amount equal to the target’s max HP.
Demi-Goddess- A Tzitzimitl of 7+ HD casts spells appropriate for a lich of similar HD.
Star Macuahuitl- A Tzitzimitl of 10+ HD wields a Star Macuahuitl, essentially a manual chainsaw made of dense star-stuff. Ignores non-magic armor.
Light Envy- A Tzitzimitl will attack whomever is carrying the brightest light source first.
Sunlight Vulnerability- A Tzitzimitl takes 1d6 damage every round spent under direct sunlight.

The Tzitzimitl are the goddesses behind the Stars and are greatly envious of the Sun and the Earth. The blood sacrifices made to them are meager at best and so they wish to destroy the Sun and consume all of humanity to sate their hunger.


Xiuhcoatl
3 HD
Appearance: A large flaming serpent with turquoise feathers
Wants: Set Things On Fire
Armour: Leather
Move: Fly 1.5 Normal
Morale: 8
Damage: Bite 1d6+1 Fire
Constrict- Save vs. Paralysis (or Dex), squeezes for 1d6+1 Fire damage each round. Save to escape each round.
Fiery Aura- Anything in melee range of a Xiuhcoatl is burned for 1 damage each round. Flammable objects catch fire after 3 rounds of exposure. Paper and similar objects catch after only 1 round. 

What it says on the box, it is a flying flaming feather serpent. Seen as both the spirit form and primary weapon of the Sun, Huitzilopochtli.

Wednesday, July 17, 2019

5d20 Novelty Zombie Generator

Time for another Semiurge inspired Random generator! You can also probably thank my childhood love of Disgaea: Hour of Darkness by ALTUS for this one.

Roll
 Head
1
None
2
Stuffed Scarecrow- Blind/Deaf
3
Standard Meat Head
4
Mouthguard and Helmet- Can't bite, +1 Armor
5
Hideously Enlarged- Big Target -1 Armor, +1 damage die to bite attack
6
Shrunken- No bite, Gaze- Save vs. Magic, Reduce Saves by 2 while in sight
7
Undead Bard- Continuously moans dirges, reduces morale for all by 2
8
Infested- No eyes, continuously spews clouds of flies, hampers vision
9
Animal Head- Roll on an animal table, can do what that animal can do
10
Noxious- Belch Breath Weapon 30' Cone, Save vs. Poison 1d6 damage
11
Proboscis- 1d6 Stabbing + Blood Drain as a Stirge
12
Luchadore Mask- Immune to Scrying, Elbow drop for 3d6 when at height advantage
13
Doppelganger- Distorts to look like a loved one
14
Television- Flashing images, 1-in-100 chance of causing epileptic seizures 
15
Two Headed- Double the Bites, Double the Sights
16
Metal Robot Head- Lasers 2d6 damage every 1d6 rounds 300' range, prone to rust
17
Hell Mouth- Spend a Round to spit 1d4HD Demon, anything swallowed sent to Hell
18
Head of Orpheus- Prophetic- Can force 1 die a day to show any number on that die
19
Medusa's Head- Save Vs. Petrification Gaze
20
The Eye of Balor- Save Vs. Death Gaze 

Roll
 Arms and Hands
1
None
2
Sticks- Can't grab, could as fragile improvised weapons
3
Standard Meat Arms
4
Boxing Gloves- Can't deal lethal damage, knocks unconscious targets on a crit
5
Roll on Legs and Feet
6
Flippers- Swim like a fish, can slap for 1 damage
7
Swords- Attacks as Longsword, can't grab or pick things up
8
Ghoul- Paralyzing touch as a Ghoul
9
Snakes- Two big undead snakes, Save vs. Poison Bite attacks
10
Wings- Can fly at Move speed, can't hold anything
11
Hooks- Pirate hands!!!
12
Fractals Hands- Hands made out of increasingly smaller hands, impossibly tight grip
13
Pincers- Robot or Giant Crab style, can catch missed melee attacks and disarm.
14
Tentacles- Double reach, can grab and pull. 
15
Mantis Shrimp- 2d6 Damage, Crit Armor is destroyed. +1d6 underwater. Loud.
16
Chainsaws- 2d6 ignore leather, hacks off random limb on max damage, prone to rust
17
Monkey Paw- Grants 5 twisted Wishes, anything spoken nearby as a request counts. 
18
Hecatoncheires- 2d4 Arms exploding on 4
19
Martial Arts Master- 5 Point Exploding Heart, 1 target/day Save vs. Death
20
Sinews of Hercules- Succeeds all Strength contests/checks. 

Roll
 Torso
1
Skeletal- Half HP
2
Stuffed with Hay, Double Damage from Fire
3
Standard Meat Torso 
4
Tree Stump- Armor as Chain, double damage from fire and slashing
5
Tiny Body- Halfing sized body, full limbs. Awkward, can squeeze in small spaces
6
So Many Nipples- 2d4 nipples, has a Nipples-in-10 chance of being an undead witch. 
7
Wax Wings- Can fly at half Movement, fire melts wings
8
On Fire-  +1d6 fire damage to attacks, takes 1d6 damage per roud.
9
Whiskey Barrel- Full of 1. Acid 2. Gunpowder 3. Whiskey 4. Random Potion
10
Hive- Swarm of 1. Spiders 2. Bees 3. Rats 4. Ants
11
Boils/Pustules- Damage causes pustules to burst/spray Save vs Random Disease
12
Cage- Has a random zombie with half HD and Size
13
Gelatinous- Acts as random Ooze
14
Blemmyes- extra eyes on chest, extra bite attack, swallow small targets on crit 
15
Conjoined Twin- Roll twice for Head, Arms, Torso, This zombie has it all 
16
Metal Robot Torso- Armor as Plate, prone to rust
17
Bear Hunting Armor- Covered in spikes, deal with it
18
Torso of Holding- Hole in gut contains 1d6 random items, exploding on 6
19
Iron Body of Achilles- Cannot be damaged barring a single weak spot. 
20
Adamant Body of Atlas- size/strength of Storm Giant or similar

Roll
 Legs and Feet
1
None
2
A Single Wooden Pole- Half Movement, prone to tripping
3
Standard Meat Feet
4
The Heels of Achilles- Attack feet for insta-kill
5
Roll on Arms and Hands
6
Fish Tail- Can swim as well as a fish, flops uselessly on land
7
Umbrellas- I don't know why they did this, half movement, constant Feather Fall
8
Roller Skates- Twice Movement, Easy to push
9
Goat Legs- Not affected by rough terrain 
10
Talons- Extra claw attack, good grip, not great at running
11
Snake- Can constrict for 1d6 per round, Strength contest to resist
12
Tank Treads- Poor at turning, extremely heavy, can crush/flatten prone targets
13
An Entire Horse- That's right, zombie centaur.
14
Skull Crusher Thighs- Any target held between thighs for 3 rounds is crushed. 
15
BUER LEGS: 2d4 Exploding Legs all around body, cartwheels/tramples,
16
Metal Robot Legs- Cannot be tripped or slowed, prone to rust
17
Spider Legs- All eight of them, can climb up walls and shit
18
Big Spring- Can leap 30', spend round winding up for 60' jump
19
Rocket Legs- Moves in straight line at 5x move, explodes for 4d6 if it hits anything
20
The Legs of Hugi- Fast enough to essentially teleport within line of sight

Roll
 Other
1
Dirty Novelty Underwear
2
Massive amounts of cologne- Reeks, but at least not of rot. 
3
Instrument: 50% of being salvageable
4
Gold Holy Symbol- Stabbed into chest, deflects both holy and necromantic magic
5
Jack-o-Lantern- Strength as Bull's Eye Lantern, thrown for 2d6 Fire Damage
6
Zombie Arm- Carries another animate zombie arm as a bludgeon
7
A Pocket Watch
8
Miner's Helmet
9
Collar- "If Found, Please Return to King Krichevskoy, Overlord of Netherworld"
10
Mummy Wrappings- 1-in-6 chance of inflicting Mummy Rot
11
Time Bomb- Will explode as an HDd6 Fireball in 2d6 Rounds
12
A diploma instead of a brain, contains 1 random spell
13
Haunted Object- Followed by a ghost of equal HD, might be zombie's old soul
14
Abby Normal Brain- Acts as Confused
15
Tycho's Nose- Silver, looks fabulous
16
Silk and Sawdust Heart- Prone to emotional outbursts
17
Neckbolts- Healed by lightning damage
18
Acidic Blood- Eats through metal and wood. 
19
Brain of Wizard Mahogany- Know 3 Random Spells
20
Horse Wiener- OH FUCK YOU GUYS ARE SCREWED