Showing posts with label curses. Show all posts
Showing posts with label curses. Show all posts

Wednesday, 30 November 2016

Beyond the Mountains

*Sunday Players Go Away*
Across the Northern border of the Nilfenbergian Empire lies the Petty Kingdoms - each run by a self-styled autocrat, all too aware of their insignificance. It is said the witches have saved them from being absorbed. The truth is the Empire is under threat from the Demon Sultanate. But this is of little interest. The Petty Kingdoms end abruptly with the Mountains. Some call them the Brokejaws. Others the Spinal Peaks. Yet others the Marginal Range. But to most, they are simply the Mountains.

Some small villages lurk in the shadows of these imposing peaks - folk scraping by in the crags and fearful of the creatures that crawl from chasms in the deeper ranges. They have little to trade but furs and warnings.

Beyond the Mountains is ash and ice. A desolate terrible plain, marred only by the broken teeth of buildings long-hidden by the ice and snow, appearing more like dunes after the many years of frostbitten burial.

People once lived in these buildings, but now they live above them, grim scavengers atop their dog-driven sledges, tearing across the dead country, either starving or committing to cannibalism. They know not of the secrets buried beneath them, but whisper to their rare children that things forgotten should stay that way. None will enter the ice-bound city beneath them, and they are right to.

A name forgotten a thousand times, no expedition ever returning to restore the torch of knowledge, the city evoked it's own end, as such things always go. A people enslaved by another, joint in a collective plea for revenge - and so it was when the Riven Wolf heard their plight. The plain was blasted for six hundred days with storms and snow, the wind tearing skin free and stealing children into the sky, their screams lost in the howling, their tears freezing in their eyes, tumbling blind through snow thicker than castles.

Seeking a weapon here is madness - all that could be learned is an end to both the Empire and the Sultanate. Yet the expedition left, and is now sealed in the glacier-riddled city with the creeping horrors.

*TREASURE HERE*

SURVIVOR PACK - 4d4 Humans w/ Spears, Dog-Leather Armour. They fight from the back of Dog Driven Sleds (treat as mounted). Each sled has a team of 6 dogs, and can have 3 men fighting and a fourth driving.

FROST MAD DEAD
The people of the city gathered together to conserve warthm - from each cluster emerged one frozen by the cursed flesh of their peers, forever seeking warmth.
HD 4
AC as CHAIN - HARD FROZEN FLESH
MOV as OLD MAN
ATTACK +4 - 2D8 ICY GRIP (8+ damage freezes random limb - cannot be used until thawed out).
M 7 / 12 IN PRESENCE OF FIRE. OH TO BE WARM AGAIN.
2d6 APPEARING

CHAINED OVERSEER
Before the slaves realised what they had invited, they rose up and bound the overseers in chain. The numbing effect of the chains protected them from the blasting to come.
HD 6
AC as PLATE - MANY CHAINS - MAGIC IS ROUTED INTO CHAINS, HAS NO EFFECT IN 30FT RADIUS
MOV as MAN BEARING GREAT WEIGHT
ATTACK +6 - 2D4 WHIP + SAVE VS ENTANGLE - TAKE NO ACTION UNTIL CHAIN BROKEN. EACH ENTANGLED PERSON REDUCES AC OF OVERSEER BY 1.
M 10 / 3 IN PRESENCE OF SLAVES (That is, anyone dressed in rags)
1D4 APPEARING

SLAVE SPIRIT CONGLOMERATION
So too did the slaves gather for warmth in their rags and chains. They pressed closer and closer until their very souls touched, fusing them together in anguish and fear and regret. The only thing that could drive the result away is the whip of their tormentors.
HD 1
AC as INSUBSTANTIAL - CANNOT BE HARMED WITH PHYSICAL WEAPONS. (Except Whip)
MOV as CRIPPLED HORSE
ATTACK +0 (IGNORES ARMOUR) - SAVE OR 1D8 CON DAMAGE FROM UNEARTHLY COLD.
M 2
1d4 APPEARING

Saturday, 25 June 2016

Parasite Host - Class


Some are children in the Fever Swamp are chosen to be a Host. They are treated incredibly well, spared the hardship of the swamp-dweller life, princes of the decay and dirty water. On the cusp of adulthood, they are stripped and blindfolded. A shaman, daubed in the protective berry juices and herbs, is the only company they have on the journey to find a Transfiguration Worm. If one is not found within the week, calamity is sure to follow. The last year it happened, Nilfenbergian scouts burnt twelve villages.

The Worm found, the child is offered as host. The worm burrows into the spine, and lodges there, enmeshing itself within the spinal cord of the host. The child is then left in the Swamp, unknowingly tugged by the Worm to find new experiences. Eventually, the Worm has experienced enough, and will force the host back to the Swamp, barely even human. It is not known why they collect experiences.

Transfiguration Host - HD, SAVES AS SPECIALIST, XP AS FIGHTER.

Upon leveling, roll on the appropriate level chart - 

Levels 1-3
d6
Benefit
1
The Transfiguration Worm senses some base magical potential, and stimulates it. The Host wakes up each morning with a random level 1 spell ready for use.
2
The fingers and toes of the Host become like those of a gecko, granting +4 in climb and removing the need for rope – if hands and feet are uncovered.
3
The host awakes with the taste of blood in their mouth – their canines have been forced out by razor-sharp fangs. They can bite for 1d6 damage.
4
The jaw and stomach of the host are modified – the host can dislocate their jaw (by hand) to swallow small objects, and can then vomit them back up at will.
5
The host will not live long – the Worm knows this, and accelerates their metabolism. Their healing rate is doubled, but the host takes a -2 penalty on saves against poison and disease.
6
The olfactory glands of the host are heightened to the point where they rival that of a domestic dog.

Levels 4-6
d6
Benefit
1
The nervous system of the host is radically rewired, granting the ability to learn the last d4 weeks of memory contained within any brain eaten.
2
The host gains a toxin gland, which can be mixed with saliva and spat into the eyes, causing d4 days of blindness of a failed save vs poison. 2/day.
3
An ungainly protrusion from the back of the skull is in fact a gland which can generate enough electricity to stun a human-sized target for 1d6 rounds. 1/day.
4
The host complains of great pains from one arm, and they can feel a twisting and grinding from the bones. Once they eventually pass out, sweat drenched and delirious with pain, the flesh of the arm sloughs off to reveal a wickedly sharp bone-blade, capable of dealing 1d10+1 damage, with +2 to hit. Of course, they no longer have a hand.
5
The parasite has matured enough to tap into its own magical potential – the host memorises a random second level spell when they sleep.
6
The host gains the ability to vomit intense acid once a day, dealing 2d8 damage to those in front of them – however, the higher d8 of damage is dealt to the host as they are burned by the acid.
Levels 7+
d6
Benefit
1
A pair of bat-like wings violently erupt from the back of the host, destroying any armour worn. The muscles of the back become knotted and powerful, enabling flight but disallowing any armour or tight clothing not tailor made.
2
Without warning, the knees of the host snap backwards with a sickening crunch, resembling the legs of a bird. The muscles moan and twist at their sudden growth. The host moves at twice their original speed.
3
The host falls to the ground, screaming, as they nearly double in size, all fragile or worn equipment destroyed. Any natural attacks move up a dice size for damage. The strength of the host is set to 18, and they gain HP equal to their level times two.
4+
The time has come – the parasite takes control, driving the host back towards the Fever Swamp.

Sunday, 17 April 2016

ACCURSED - LotFP Class

You are bound.

You are tormented.

You are pitiful, a shell of what once was.

The chains of magic bind themselves tightly around your very essence, but you have learnt something - through bondage lies power.

-

(This class only really works with cursed items imparting benefit-at-cost. In my home game, this is basically the only sort of magic item, so bear that in mind.)

Base as Fighter, but no attack progression or improved techniques.
A character of any level with multiple curse-effects can elect to become an Accursed, keeping HP but losing all XP, beginning at level 1.

Curse-Seeker - Whenever an even level is gained, the Accursed gains a dim direction sense of the nearest cursed item. (Place in the world as appropriate. The power of the item has nothing to do with the level of the Accursed.)

Bearer of Chains -  The Accursed can break the bonds of another, removing their curses and taking them on for themselves.

The Binds Tighten - Every odd level gained (including the first) imbues the Accursed with a new curse. Conflicting curses are good. Re-roll if you roll the same thing twice, or else replace whenever a curse is used.

d10
A Chain Gained, a Power Revealed.
1
To Know Restlessness – The Accursed will never rest again, but will still become tired, never quite dying of the exhaustion.
2
To Forget Fear – The Accursed has no capacity for fear in any situation.
3
To Never Know Death – The Accursed cannot die. They can be hacked into pieces.
4
To Move Restlessly – The Accursed cannot remain in the same place for more than d20 hours. As they get closer to this deadline, they move faster.
5
To Be Hated – All who gaze upon the Accursed will hate and fear them immensely. With power to back it up, this is a tool.
6
To Be Untouchable – You grow a second stony skin. You lose all sense of touch, but have AC equal to plate.
7
To Know Betrayal – You can hear the voice of any speaking of you, no matter the distance. You don’t know who says what.
8
To Forget – Your memory is limited to 1 week. You can eat the memories of others, which do not fade. This is achieved through the consumption of brains.
9
To Be Loathsomely Beautiful – You become disgustingly beautiful. All will wish to possess or destroy you on sight.
0
To Be A Slave – You must follow all instructions given to you directly, to the letter. For every instruction followed, you gain a secret of the master.