Showing posts with label Furtive Goblin. Show all posts
Showing posts with label Furtive Goblin. Show all posts

Wednesday, June 13, 2018

OSR: Prophet of Uncomfortable Revelations

-Zoltar says-
Make Your Wish.

Another pull from Furtive Goblin. With predictions like: "You shall know glory in battle, but die from acute shellfish poisoning," and "You shall slay the dragon, but you shall miss your daughter's piano recital," Yishel is the God of Uncomfortable Revelations. Every prophecy comes with a good and a bad, every piece of wisdom followed by moment of cringe worthy truth. Yishel is something like a depressed fortune cookie factory. His "priests" are a motley collection of prophets, fortune tellers, and conmen. Those who speak the whole truth, no matter how uncomfortable, are known as Holies, while those who just tell you one side without the other are Half-Holies. Regardless, I think this is a great start for a good gonzo class.

Step aside, Sibyl.

Class: Prophet of Uncomfortable Revelations

Starting Equipment: Divining Tool, Dagger
Starting Skill: Dowsing

A: Uncomfortable Revelation, The Voice of Prophecy
B: Narrow Fate, Revelation+1
C: Sever Fate, Revelation+1
D: Compel Fate, Revelation+1

Divining Tool: All good Prophets need a manner to see the flow of fate. Think of it like a trepanning tool for getting into the mind of a god.  This tool is needed to use the template abilities, but is not used up. Create one yourself, find some inspiration or roll on the table below:

Roll
Tool
1
Playing Cards
2
Oracle Bones
3
Small Animal Intestines
4
Crystal Ball
5
Holy Book 
6
Exotic Drug

Pretty sure Sudoku doesn't work like that...

Uncomfortable Revelation: You call upon the the whimsy of fate to peer into the near future. You can have one Revelation active per template. Once a Revelation has been revealed, you cannot use its Revelation Slot until its [Time] has concluded. Each Revelation grants a Blessing and a Bane, Good Luck balanced with Bad Luck.

Roll
Target
Blassing
Severity
Bane
Severity
Time
1
I
Attack
1d2
Attack
1d2
1d6 Rounds
2
You (s)
Defense
1d4
Defense
1d4
3
It
Movement
1d6
Movement
1d6
1d6 Minutes
4
We
Health
1d8
Health
1d8
5
You (Pl)
Skill
1d10
Skill
1d10
1d6 Hours
6
They
Resources
1d20
Resources
1d20



"I" targets self, "You" Targets a single other creature, "It" targets an object. "We"  targets [Severity] creatures including yourself, "You (pl)" targets [Severity] creatures other than yourself, "They" targets a [Severity]^2 radius within sight.

The Voice of Prophecy: If the player is able to immediately voice a prophecy based upon the Uncomfortable Revelation rolls, they may choose to increase or decrease the [Severity] or [Time] of the Revelation by one step.

Narrow Fate: You may Narrow Fate, allowing you to pick one modifier that will be certain on an Uncomfortable Revelation Roll. For example, you can choose for the target to be "They", or the Blessing to be Attack, or the Bane to be Resources, or the Bane severity to be 1d10 etc. Everything else remains random. Once per day you may do this for free, further uses of Narrow Fate cause 1d6 damage to the Prophet as they receive divine backlash. This can be used to modify the same prophecy.

Sever Fate: You may Sever Fate, allowing you to prematurely end the effects of an Uncomfortable Revelation.  Once per day you may do this for free, further uses of Sever Fate cause 1d4 damage to the Prophet as they receive divine backlash.You may also use this ability to dispel Curses. Dispelling a Minor Curse acts as 2 uses of Sever Fate, dispelling a Major Curse acts as 4 uses of Sever Fate.

Half-Holy: Most Prophets cannot control their prophecies, but you've learned to break your prophetic trance halfway through. You may choose to EITHER Bless or Bane a target. However, you must Save or be compelled to complete your Uncomfortable Revelation as fate forces itself from between your lips. Failing the Save also adds you to the targets of whatever the rolled Bane is.




Don't mess with Moirai, folks.




Blessings:

Attack: Increase Attack stat by [Severity]
Defense: Increase Defense stat by [Severity]
Movement: Increase Movement stat by [Severity]
Health: Heal target(s) 2x[Severity] HP at the end of [Time]
Skill: Target(s) positively modifies skill rolls by [Severity]
Resources: Target(s) obtains [Severity] additional random consumable resources at the end of [Time].

1. Rations 2. Water 3. Light Sources 4. Ranged Ammo 5. Rope ([Severity]*5') 6. Gold Pieces

Banes:

Attack: Decease Attack stat by [Severity]
Defense: Decease Defense stat by [Severity]
Movement: Decease Movement stat by [Severity]
Health: Damage target(s) 2x[Severity] HP  at the end of [Time]
Skill: Target(s) negatively modifies skill rolls by [Severity]
Resources: Target(s) loses [Severity] random consumable resources at the end of [Time].

1. Rations 2. Water 3. Light Sources 4. Ranged Ammo 5. Rope ([Severity]*5') 6. Gold Pieces


Oracle by Gilles Ketting


Thoughts:

Totally not playtested, no idea how this would work out. But I feel like it can cause a lot of chaos and interesting scenarios, which is just what the doctor ordered sometimes. I'm probably going to come back and edit this guy some more, but I'm going to to ahead and put this out there to see what people think.



Friday, May 25, 2018

Within the Axebitten Woods

Furtive Goblin's setting, tentatively called the ITU universe, is, for the most part, rather low magic. There is a mean old hedge wizard that we've met and there are some fantastical beasts such as the Blood Wasps and the Zood. However there is one place that has known the stench of truly foul magics, though the truth of this horror is little known to outsiders. For, you see, it is not for the foul creeping rot that loggers and farmers stray from the Axebitten Woods, but for the Wood's protectors.

A Wendigo, but close enough!


The Longfolk are whispered of like boogeymen among the homesteaders of the Reossos basin. Twice the height of a man, but with bodies disturbingly gaunt, distressingly stretched and clothed only in blue-grey ash, they haunt the forest beyond the Axebite, a massive cleft of wasteland that cuts deep through the woods. The men of the Reossos basin only catch glimpses of movement in the dense forests beyond the Axebite, for any that step beyond their border finds themselves pin-cushioned with arrows the size of javelins. In fact, anything crossing the border is unerringly shot down, be it man, beast, or bird. Even insects do not seem to escape the Longfolk's notice, as they are pinned to the trees as though stuck by an expert lepidopterist.

Imagine this, but it is you.


Unbeknown to the men beyond the woods, the Longfolk take these measures to protect them. For in an era long forgotten, something arose within the woods. A foul corrupting essence. A metaphysical cancer that consumes, profanes, and drives mad all those who fall under its touch. Fruit rots from within, trees slough off their bark like decayed flesh, animals become ghastly cannibalistic beasts. The once peaceful Longfolk adapted, giving up culture, trade, and joy to combat the corruption. They took up mighty axes and strong bows, they hunted and they purge with fire. Their bodies became stained with the ash of the cleansing fires. Their bodies distorted, growing longer and longer, so that they may increase the reach of their axes and the draw of their bows. 

Probably what we'd be getting if it were not for the Longfolk
So how do we use the Longfolk for out own means?

Although they are, ultimately, our defenders, they are nonetheless as Furtive Goblin presents them, an antagonistic force. They do not communicate in a tongue we know and most often we only see them as a fleeting presence before a 4 foot long arrow flies through our chest. While I guess there is a possibility of a rogue Longfolk working as a race or a race-as-class, I feel they function better as a mysterious and dangerous obstacle more than as a PC resource.

The Longfolk

"In legend, the Longfolk slay indiscriminately, mutilate the corpses, and burn the remains.
In fact, the Longfolk kill cautiously, neutralize the corpses, and purify the remains with fire."

HD: 5
Appearance: 10' naked androgynous grey humanoid, extremely disproportionately long limbs, carrying a massive bow and a long hafted ax.
Wants: to protect the Axebite, shoot outsiders, burn/cleanse rot
Armour: as plate
Move: 1.5*normal
Morale: 12
Damage: see below.

Longfolk only take 1 damage per die from fire based attacks.

The Longfolk work in 3 attack patterns:

Ballista Bow: From a range of 120' the Longfolk may fire massive arrows dealing 2d6 damage.

Long Axe: A wide, two-handed chopping arc dealing 1d10 damage and knocking target prone.

Cleansing Fire: The Longfolk are experts as creating incredibly hot burning fires, and given one round to prepare may create a firebomb acting as a 3rd level Magic-User's Fire Ball.