Friday, September 30, 2022

TTRPG creations: 19/365: Sanguine Singer

Sanguine Singer

 Brutal battlefields blur as soldiers crash. Sparks skittering as blade crashes down upon blade. Armour shattered under maces and hammers. Men reduced to red ruin as shot explodes from flesh. The cavalry charges from behind hammering down the line crushing the artillery. 


Panic sweeps through the men, outnumbered, outmaneuvered and outgunned, fates jaws poised to come crashing down. Victory out of the option but not surrender. The commander makes the critical decision, release the singer.

The higher command gathers around the eldritch box. The ancient artifact with twisted carvings that if followed bring madness. With puzzling angles that mix with an oil slick of colours to create a bismuth like monstrosity. Victory at any cost.

The men ears plugged, fervently hack at the locks. Ripping the chest open they throw the lid up. A brief second of sight causes instant insanity, a cosmic torso covered in every hue known to the stars. An unknown thing far beyond humanities life. The eyes flicker like twin galaxies contemplating. 

A vacuum starts, men feel the air beings sucked out of lungs. A flash vortex spirals towards the open cosmic cage. The beings chest expands stretching out like a paper thin skin balloon. A moment of silence before a reality shattering cacophony sounds. The clouds push back revolted at the unholy noise, the ground around the chest dies. Animals rather run themselves into the ground then listen.

On the battlefield every drop of blood wriggles to life, slithering forward, pooling together. A titanic crimson orb gathers then explodes, the vapor settles over the battlefield changing everything it touches.

Thursday, September 29, 2022

TTRPG creations: 18/365: The Flesh Hermit

The Flesh Hermit

 Tissue measured, tested, tugged and sown. Muscle pinched, knotted, gripped and pulled. Tendons woven, spun and interlaced. Follicles fished out, bones plucked. Scrolls of sliced skin stored away. Each given a unique catalogue number and grade. 

Delicate fingers lift paper thin faces from shelves. Stretched out and pinned down a barb laced with spider silk pierces separated flesh. Carefully, stolen muscle is restored, layer upon layer built upon each other.

Finally the finished work held aloft. Broken, cracked dry meat become supple. The mask molds to the body becoming a second skin, a wet tongue runs over pilfered lips. Fingertips tiptoe across the new face, feeling every crack and crevice. Eyes roll up, moans escape.

Wednesday, September 28, 2022

TTRPG creations: 17/365: The Living Ritual

The Living Ritual

 On long dark star kissed nights, when the full moon beams down upon all. Stories tell of figures dancing within the woods. Of many eyed goat men frolicking while playing flutes.
Of mutants shedding cloaks and embracing eternal change. Of demented warbles wafting along the winds calling out to those who seek power. 

Mothers tell naughty children stories of Father Goat. Within the woods lay a stone, sitting in the glade all alone. Over woods and under web, the pan pipes playing lead further ahead. Curious children pay the price, the stones next bloody sacrifice.

While the story works to scare children the truth is far worse. The nights between eclipses are holy for the forest folk. Tribes of beastmen tear through towns, violate villages and consume communities. All are brought before the stone altar, a paltry sacrifice to Xi'din the old black goat.

Tuesday, September 27, 2022

TTRPG creations: 16/365: The Swamp Monarch

The Swamp Monarch

 Last of a long line long since forgotten. The original and rightful rulers of the swamps. Before the froglings came and set up shanty towns consisting of mud shacks. Long before the Spinner Queen and her brood defiled the forest, choking the trees with her wicked webbing. And long before mankind had encroached upon the sacred silt, bringing with them the new gods to cover the old.

From bubbling black waters arises the regent of the moldy mire. Pouring out from crack and crevice, caked mud falls in chunks as he strides. Reaching within the muck he wrenches up his titanic axe, the shaft ancient oak, the head rune clad stone. Clad in ancient armour he brings the bog marsh mists in his wake. 

The swamps ruler has returned bringing with him a righteous fury.

Sunday, September 25, 2022

TTRPG creations: 15/365: The Coral King

The Coral King

 Bounding through the barnacled badlands, wet flesh cycling colours to mimic the surroundings. Caustic claws click down, poison eating away at the rock underneath. Powerful legs leap amongst the cliff edges, the beast easily scaling the land. Shaking its head a mane of tentacles momentarily whips around before curiously coiling upon themselves. Intelligent alien eyes study the prey underneath.

Hunkering down, it slowly stalks its quarry. Making small hops it quickly descends all the while its skin coats it from wandering eyes. With a sudden surge the monster springs upon the humanoids, venom slashes ripping into armour and flesh alike. Mottled cloak flashing through coral colours, arrows and bolts rip through the air only to strike empty space. As the hunting parties shaman starts to chant, a high pressured bolt of ink punches into their face, the rending claws make quick work of the holy man.

The party, having taking considerable losses, breaks and runs into the surrounding wilds. The coral king makes his way atop the rise, surveying his multi-hued kingdom he lets out a long roar.

Saturday, September 24, 2022

TTRPG creations: 14/365: The Great Harbringer

The Great Harbinger

 The sun slowly creeps over the green hills, golden gentle rays tumble downwards cascading waterfall like upon the land. The sleepy village wakes, merchants move towards the market square, setting up stalls and greeting neighbors. Farmers move into fields, a stomach of good warm food to raise the spirits. The smell of wood smoke and baked bread wafts over the village in a haze. The sounds of metal striking metal with the chatter of the townsfolk can be heard throughout the hills.

 The ground jerks then seizes like a wrong note being, carts are knocked over, people trip. Peasants exchange worried nervous looks, a whimper is let out. The land vanishes beneath feet, a titanic hole opens underneath out of which pours thousand of white arms. Broken, disjointed, knobbly, wretched things. Fingers far longer than needed, nails like billhooks pin down muscle, flesh, cloth and soul. All is drawn within the maw, a cacophony of screams, moans, bleats, yells and pleading to gods that cannot hear. 

 The hole snaps shut, and a titanic rumbling is heard diving deep downwards towards the darkness. The ground torn to shreds, rocks thrown to the sky, soil shifted and sifted, slate broken and scattered,  mountains moved, continents cracked. The red sun sets over a new land.

Friday, September 23, 2022

TTRPG creations: 13/365: The Crack Claw

The Crack Claw

 First the goblins came for it, rusty scimitar and chipped spear swinging. On wolves and spiders they descended into the swamp. They looked to murder it for sport. Through bog and marsh they rushed forward leaping onto the prey. But it prevailed. The claw cracked and hardened.

The Frog men came for it next, with nets, billhooks and makeshift tridents they trod into the swamp. They looked to capture and tame the wild thing. They swam and hopped along, slowly but surely they approached the target and when the timing was right they bounded forward. But again, it prevailed. The claw cracked and hardened.

The fierce lizard tribes came for it next, with bows, sword and axe they slithered into the wetlands. The young warriors came to hunt it as a rite of passage, to become adults and true warriors of the tribe. Bones cracked underneath as they approached the hunting grounds, the air silent. The sopping swamp burst underneath as it exploded amongst them. It prevailed. The claw cracked and hardened.

The armies of man came for it next, with horse, shot and cannons they marched into the fenland. Mankind looked to exterminate the beast once and for all. The swamps had grown still, no life lived within the marshes. Piles of skulls rose out of the mist, old killing grounds for the horror. It came for them, horse and man crushed underneath, shot merely bounced off carapace, cannon fire only enraged the beast. It prevailed. The claw cracked and hardened.

TTRPG creations: 12/365: The Hor'kast

The Hor'kast

 Ying, the slayer of Bo'gosh the flayer. P'tat, the hunter of the red kings. Cotol, he who buried Chit, head high priest of Set. An'uk, the sky slayer. Borg, the last of the kraken hunters. Yon, the bringer of stars fall. Forge, the hundredth blade upon the land. Took, the reaver of spirits and the mightiest of all It that walks.

All proud warrior lords of old. All belonged to the tribe of Hor'kast. All mighty warriors, priests or magic weavers. All perished after defeating the evil of the land.

A tribe many consider blessed for the saviours it produces. A tribe in fact cursed, for to destroy the evil, evil must be created. Whenever a warrior of Hor'kast is born a great evil is created. For without evil, Hor'kast has no enemy, no titles and no future.

Wednesday, September 21, 2022

TTRPG creations: 11/365: The Endless Star Golem

 The Endless Star Golem

The ancient looked over his life work, the smithy a lifelong companion. Embers slowly die down now deep ruby red cherries twinkling within the forge. Old gnarled hands place weathered and worn tools down for the final time. The anvil beaten from centuries of use finally at peace having won the battle. 

Dipping twin hands like knotted tree roots into the charcoal the wizard set to work. One last incantation to finish it. With painstaking care one hundredth blistered fingers run runes along the tools, runes of life, intelligence, strength and skill. 

Rare ingredients are used to stoke the furnace, the king of Ents heart is placed within. The coals licking spring to life consuming the thousand year old oak. The red dragon Kur'ud's scales are poured in, the flames roaring creating a flame seen from miles around. Eye red tiger's eye found within the first volcano are crushed and snorted, the old man's eyes flicker with borrowed time. Finally the comet platinum coffin containing the ash of the last star vampire lord is lowered within the the flames.

The nearly hollow wizard steps into the furnace, lying down within the coffin. As the inferno melts all within, the runes start to glow. Covering every colour and hue they shine brighter and brighter blinding any who would have watched. All energy seems to surge into a singular spot before shooting upwards, a thousand foot tall beam pierces the heavens above. 

Star glittering smoke rises from the forge, and with it a figure. A metallic masterpiece, body clad in the cold heavens above. Stepping out of the platinum pool, flexing metal muscle and surveying the scene around itself, the golem steps out into the world.

The forge encoded with the caster's imprint flickers off. Conserving energy until it will need to create another star god to walk the land.

TTRPG creations: 10/365: The Seas Tyrant

The Seas Tyrant

 When beings pollute the waves. When the ocean becomes overfished. When man proclaims himself king of the sea. The sea sends a reminder. 


A reminder of ancient justified fears, a reminder of why our ancestors saw horror within the darker waters. Of crashing waves, horror lightning storms and murderous winds. A reminder, that the ocean belongs to noone. 

When the sea takes back from the greedy, it answers with sudden and utter destruction. Islands swallowed, lands annihilated, continents crushed. In a matter of moments nothing remains, all is silent save the waves lapping on each other.

 A being as high as mountains. Old when the world was young. A being not of hatred but fate. A promise made flesh, that to cross the seas is to invoke the end.

Tuesday, September 20, 2022

TTRPG creations: 9/365: The Evergrowth

 The Evergrowth

 Deep under land fickle life flickers fitfully. Every day a constant struggle for survival. Larger eats smaller, smaller joins to eat larger. A brutal ever-changing hierarchy, in which only those willing to adapt can thrive in the hostile underland.


From advanced tactics to supreme smithing to potent poisons every manner of change exists within. One being exists that takes everything, deep within the gloom. Every adaptation, evolution, idea, schematic, tactic, mutation. All taken and filed away neatly, 

The beings roots run deep through carbon, cavern, stone and rock. Worming into every burial site, crypt and mausoleum. Creeping through continents truly all are within its grasp. Into every great author, inventor and genius The Evergrowth sups on all dead within the earth. The greatest minds are never truly lost. The Evergrowth consumes them, creates a copy of the information, adapts itself and files away the original spark.

Monday, September 19, 2022

TTRPG creations: 8/365: The Cat Spurn

 The Cat Spurn

 The spine snaps onto the back, mandible like clicks echo in the tomb. Hands frantically reach in vain, the skull whip crack clamps down. The body lets out a last desperate wail then slumps puppet strings cut.

The bodies previous conscious is pushed into a corner of the mind, walled off, locked away, forgotten. The Cats spurn curiously looks around at the amount of room within this manikin. Much larger than the last one.

Slight twitches start as nerves are reestablished, veins reset and ink black blood starts to flow. The new owner tests out the model, flexing fingers, bouncing on the balls of feet.

The country side tells stories of an evil errant knight, clad in armour with a most peculiar helmet fashioned after a cats skull. Of sockets that reflect light, of a feline grace not possible for one in such weight. And of a terrible cruelness. Of challenging others to fair duels before toying with them.

Slicing ligaments, hamstringing challengers, blinding offenders and bleeding all. Letting some look to leave before lightning fast striking through limbs, pinning them to the ground. All the while a deep rumbling chuckle that rolls around within the chest.

Sunday, September 18, 2022

TTRPG creations: 7/365: The Stars Yeti

 The Stars Yeti

On top of ancient mountain tops, a sea of never breaking white. Thick clouds roll through, slowly sloshing against cliff faces. Most fear to tread within the thin air, nature grows odd so high up. 
 
Plants lacking food grow slowly, what does is best left alone. Animals also survive and even thrive within this bizarre alien environment. The high altitude human tribes have developed a way to eek out a living. 
The tribes don't take visitors often, so different is the environment most others find it difficult to survive for more than a few days. Some that do come back with stories, stories of odd ape beings. Of cosmic orders older than time. Of strange religious practices that pre date man made empires. Of beings that strain the mind and trigger primal fears.

"Before the tribes climbed the mountains the yeti lived. The yeti taught the tribes with time, hunting, weaving and live stock. After many moons a star fell upon the mountain side, the yeti went to investigate. The yeti came back sickened, they forbid the tribes from the sight. With time the yeti became sullen and angry, staying within the caves they called home, coming out on fewer occasions. 

The village growing worried with every passing year finally investigated. The sight of the star fall had been transformed into an unnatural inhuman waste. Tall ebony tower had grown out of the land pulsing with a shadowed rainbow hue. As the tribe approached they heard terrible screams on the winds, looking around they saw coming from the mountains caves horrible beings. All eyes, tentacles and growths. The mountain was not the only thing to have changed.


Saturday, September 17, 2022

TTRPG creations: 6/365: Old Sludge

 

 Old Sludge

Black goop bubbles away bit by bit within the murky pond. Syrup like sludge yanks down anything falling in. Bits of debris bob on the surface. Bones, branches, rusted swords and other refuse.

Among the pile of adventurer flotsam sits a usually useful item. A small ruby, steel helmet, small lantern or a tied up sack. To any greedy grubby hands a valuable target to pinch. 

Beneath the muck lies a mass cobweb of rope. Every item a secret lure, small barbed hooks looking to attach to cloth and skin. A massive amphibian turned underwater fisherman waits. 

Intruders entering the pond send ripples rolling. With expert care he gently tugs away, bobbing items along the pond. His eyes pierce the gloom above. Giving quick yanks he pulls the precious item just under the water.

Hooks snag, sludge holds down and as the hand grab the item the fishman heaves. The black deep pond becomes a horror vortex, rope wrapped debris swirls around slamming into unsuspecting targets. In the eye of the storm the batrachian behemoth pulls all in.

Friday, September 16, 2022

TTRPG creations: 5/365: Flicker Fish

 Flicker Fish

 Grizzled grey beard covered the muttering mouth, furrowed brows hide deep set sightless eyes. The once captain stared into his mug of ale, the amber liquid gently folding in on itself, sloshing and swaying. The noisy tavern surroundings fell on deaf ears as he fell deeper in.

The man was transported back, hands white knuckle gripping the wooden helm. The surrounding storm has fallen on them like a bolt from the blue. The once clear sky now a murky grey, green. The black clouds hurtling white lighting spears down. Waves buildings high crashed around them. Men screamed like new borns, most swept overboard and crushed against the uncaring ocean. As the sea seemed at its worse, as the remaining men prayed for an end to the nightmare, the true horror began. 

Jerking wildly through the air, sporadic zig zagging a school of burning blue fish. Flickering in and out of existence, winking in between realms the swarm wrenched themselves forward. The crew screaming with terror watched as the marine life phased through the boat taking chunks with them. Fish sized holes punched through hull and flesh alike depositing the contents to another nightmare realm. The captain pulled himself over the side and into the water, watching as the fire blue flickering mulched his ship and crew alike.


Thursday, September 15, 2022

TTRPG creations: 4/365: Spinner Queen

The Spinner Queen

 Hands handling spun silk into gossamer. Pearlescent strands slide along nails. Vantablack fingertips pluck precious cords across treetops. A thrumming cacophany fills the air, shrieking, sawing, piercing screeches. 

The adventurers, nerves frayed, teeth on edge, hack away at the surrounding spun white forest. Eight legged horrors scuttle down dying bark, mandibles clicking, eight bead like eyes unblinking. 

All the while the harp like plucks play. Every sword swipe accompanied by timed ticks. Every arrow loosed brings notes hammering home. Every wound brings pitying notes played. The interlopers move to the tune of the spider.

Finally at the end of the song the Spinner Queen silently stands. Additional arms extend from elbows, a tree of limbs blossoms to life. A cursed commoner become queen stares down at invaders within the kingdom. Silken spinnerets snap to life, clawed fingers create armour and weapons. The now clad queen strides down sword in hand.

Wednesday, September 14, 2022

TTRPG creations: 3/365: Hooked Horror

 The Hooked Horror

 Swamp dweller, muck diver, crust cap, clawed cancer. Stalked eyes spasm, bloodshot build up from withdrawal. The voices whisper for more fuel promising bliss. Sweet relief. Another hit.

Never felt feelings hit home harder as the fungi feeds the body. A brand new rush reanimates the crab, pincers rapidly clicking, blue blood boiling, rapid breathing. The hooked horror needs to find more bodies, more meat for the grinder, anything to feed the mushroom.

The battlefield erupts in frenzy as the new combatant arrives. Wading into the soon to be corpses, serrated tweezers snap through necks, pinch off digits and pulverize armour. The crustacean cares not for allegiance, race or religion only for the fuel.
 
Bodies carved up, limbs snapped, crusty colossus claws mash organs to paste. Covering the spores in organic plaster they release more endorphins. The Hooked Horror foams at the mouth, drug appetite sated for the moment, but not for long. The fungi knows the crab can't survive forever, it starts to lower the amount given driving the crab into more destructive deeds. As the armoured drug addict approaches death the parasite rapidly spreads throughout the body. The body spent finally perishes only for the fungus to spread to all around it. The cycle continues.
 

The Hooked Horror

ARMOUR CLASS:2
HIT DICE: 5
MOVE:  60'(20')
ATTACKS: 2 pincer or bite attack
DAMAGE: 2D6/2D6 - 1D8
SAVES: F3
SPECIAL: Releases fungus bacteria on death. Saving throw versus poison to avoid infection.
NA: 1 

Tuesday, September 13, 2022

TTRPG creations: 2/365: The Gem Gorilla

 The Gem Gorilla

 Simian fists flung into the sky, muscle ripples under skin like cables through the earth. Calloused hands slap and compact the dirt, distorted vocal cords scream out a challenge to the gods. The colossal ape shakes the trees around him,  snapping branches, ripping up roots and scoring the ground.

The tropical red sun's rays shine on the blackened crystal growing out of the primates head. Deep under the dark surface muted colours shift. The shadowed rainbow hue swiftly grows brighter until releasing. A prismatic lance punching into the skull.

Bone fragments begin to anchor the jewel down. Muscle and flesh grows around the gem locking it in place. Grey matter is reconstructed around the alien shard, accommodating the new growth. Flesh spasms, eyes widen, breathing quick, thoughts beckon.

Alien bacteria rewrites simian code as the conscious further awakens. Grey matter wrinkles grow and deepen, synapse snap quicker and quicker, neurons pop. Primitive shackles thrown off, conquest calls, magic races through red hot veins.

The Gem Gorilla

ARMOUR CLASS: 5
HIT DICE: 6
MOVE:  90'(30')
ATTACKS: 2 bashing
DAMAGE: 2D6/2d6
SAVES: F4
SPECIAL: Can cast Charm Person, Magic Missile, Dispel Magic, Fire ball, Fly and Lightning Bolt as a 4th level
NA: 1

Monday, September 12, 2022

TTRPG creations: 1/365: The Ha'book

The Ha'book

 Bones snap. Marrow sucked. Eyes, slurped down. Veins, rip cord yanked out. Skin stretched. Hair braided. Stained chisel teeth. Wet smacking lips. Moans and sighs, eyes rolling. Breath gasping, finger nails grasping. 

A fish white underbelly skinned humanoid with sunken hungry eyes. The sound of stone scrapes masks steps. Long, knobbly alabaster fingers like broken piano keys stretch out silently around necks. Slow, curling wisps of smoke like digits lock around throats. Victims choke and splutter, feet kicking tattoos into the ground. The Ha'book with lover like tenderness squeezes every part of life out of the victim.

Stuffing the new meat into the pot on its back the Ha'book begins its work, it slowly utilizes every part of the victim into future projects. Adventurer parties tend not to think about the carnage they leave behind, the dead on battle fields or in back allies.

The Ha'book does though.

The Ha'book uses every single piece of a kill, every ounce of meat and centimeter of skin. Leaving nothing to waste the Ha'book uses it all. Fat is rendered down, blood and bone for the mushrooms growing on the skin and teeth replace other teeth. Even the armour and weapons will not go unused, armour is used for bowls, utensils or part of the meal itself. Weapons become nightmare kitchen utensils for this murder magpie cook.

The Ha'book is a dungeon denizen that is excess made flesh, that is the ultimate survivalist, that is the perfectionist personified. Always looking to create a new meal. Using anything and everything at hand. The Ha'book will usually latch onto anything that can provide it with raw materials.

After brutal dungeon battles when the adventurers have gone back to the inn to rest. The Ha'book comes out and takes the bodies away, slowly beginning carrion creations.

The Ha'book

ARMOUR CLASS: 3
HIT DICE: 5
MOVE:  90'(30')
ATTACKS: 1 squeeze, 2 claw attacks
DAMAGE: 2D6 or 1D6/1D6
SAVES: L3 Thief 
SPECIAL: +4 move silently/hide in shadows
NA: 1


Saturday, September 10, 2022

Creating a TTRPG: ACC - Bushmagic 4th level - Bushfire

 Level: 4 Range: Varies Duration: Varies Casting Time: 1 Round Save: DEX

-

General: The caster becomes a walking natural disaster, flames leap and snap, burn and blacken all around. A living, breathing, all consuming heat horror stalking the wastelands using all for fuel.

-

Manifestation: Roll 1d4:(1) The caster starts to steam, tendrils of flesh scented smoke pour off the caster; (2) The casters hair erupts in a blaze, red hot tendrils curl in the air; (3) The casters skin blackens and cracks, magma red veins network across the skin; (4) The caster becomes an all consuming, living flame scorching the land;

Corruption: Roll 1d8: (1) The caster smells of ash and smoke permanently; (2) The casters internal temperature rises, the caster will slowly burn anything worn or held after a period of time; (3-5) minor corruption; (6 - 7) major corruption; (8) greater corruption.

Misfire: Roll 1d3:(1) The caster scorches everything around them for 2D6 damage or half on a failed DEX save; (2) The caster burns all flammable material around them in a 30' radius; (3) The caster's body overloads, on a failed CON save the caster ignites and explodes dealing 6D6 damage to all around in a 60' radius ;

-

1: Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint, (1-2) corruption, (3) patron taint (or corruption if no patron), (4+) misfire.

2 - 11: Lost. Failure.

12 - 13: The caster flash fires the ground dealing 1D6 to all targets within 20' half damage on a successful DEX save.

14 - 17: The caster flash fires the ground dealing 1D8 to all targets within 20' half damage on a successful DEX save.

18 - 19: The caster flash fires the ground dealing 2D6 to all targets within 30' half damage on a successful DEX save. Any targets that failed the save are also blind for 1D3 turns.

20 - 23: The caster flash fires the ground dealing 2D8 to all targets within 30' half damage on a successful DEX save. Any targets that failed the save are also blind for 1D3 turns.

24 - 27:
The caster flash fires the ground dealing 2D10 to all targets within 45' half damage on a successful DEX save. Any targets that failed the save are also blind for 1D4 turns.

28 - 29:
The caster flash fires the ground dealing 3D6 to all targets within 45' half damage on a successful DEX save. Any targets that failed the save are also blind for 1D4 turns, the targets weapons super heat effectively disarming the target for the duration.

30 - 31
: The caster flash fires the ground dealing 3D8 to all targets within 60' half damage on a successful DEX save. Any targets that failed the save are also blind for 1D4 turns, the targets weapons super heat effectively disarming the target for the duration.
 
32+
: The caster flash fires the ground dealing 4D8 to all targets within 100' half damage on a successful DEX save. Any targets that failed the save are also blind for 1D5 turns, the targets weapons super heat effectively disarming the target for the duration.

 

Thursday, September 8, 2022

Creating a TTRPG: ACC - Bushmagic 4th level - Aspect Of The Crocodile

 Level: 4 Range: self Duration: Varies Casting Time: 1 Round Save: none

-

General: The caster takes on the appearance and features of a Crocodile. The caster must be familiar with the animal and have some material remnant to expend in casting the spell (e.g., hair, fur, paw, tooth, skull, ect.).

-

Manifestation: Roll 1d4:(1) The casters skin grows old and ancient, jagged jade chips along muscle; (2) The casters mouth grows long, rows of serrated rip saw blades replace flat teeth; (3) The casters hands become brutal taloned maces, a long lizard tail growing behind; (4) The caster takes a hybrid crocodile appearance, a horror lurking deep within the mind;

Corruption: Roll 1d8: (1) The casters grin permanently becomes jagged and sharp; (2); (3-5) minor corruption; (6 - 7) major corruption; (8) greater corruption.

Misfire: Roll 1d3:(1) The caster's mind descends to primal lizard hunting patterns for 1D3 turns; (2) The caster summons a giant crocodile 10 foot in the air which lands and angrily looks around; (3) Everyone in a 30' radius turns into a crocodile for 1D3 turns;

-

1: Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint, (1-2) corruption, (3) patron taint (or corruption if no patron), (4+) misfire.

2 - 11:
Lost. Failure.

12 - 13: The caster gains 1D6 AC for 1D4 turns.

14 - 17: The caster gains 1D6 AC for 1D4 turns. In addition the caster grows long brutal claws giving a +4 to attacks and damage

18 - 19: The caster gains 1D7 AC for 1D4 turns. In addition the caster grows long brutal claws giving a +4 to attacks and damage

20 - 23: The caster gains 1D8 AC for 1D4 turns. In addition the caster grows long brutal claws giving a +5 to attacks and damage

24 - 27: The caster gains 1D8 AC for 1D4 turns. In addition the caster grows long brutal claws giving a +6 to attacks and damage

28 - 29: The caster gains 1D10 AC for 1D4 turns. In addition the caster grows long brutal claws and savage rip blade teeth giving a +8 to attacks and damage and a secondary biting attack that when hits grapples the target.

30 - 31: The caster gains 1D10 AC for 1D4 turns. In addition the caster grows long brutal claws and savage rip blade teeth giving a +8 to attacks and damage and a secondary biting attack that when hits grapples the target.

32+:
The caster gains 1D12 AC for 1D4 turns and 3D8 temporary hitpoints. In addition the caster grows long brutal claws and savage rip blade teeth giving a +10 to attacks and damage and a secondary biting attack that when hits grapples the target.


 

Wednesday, September 7, 2022

Creating a TTRPG: ACC - Bushmagic 4th level - Aspect Of The Blue Ring

 Level: 4 Range: self Duration: Varies Casting Time: 1 Round Save: none

-

General: The caster takes on the appearance and features of a Blue ringed octopus. The caster must be familiar with the animal and have some material remnant to expend in casting the spell (e.g., hair, fur, paw, tooth, skull, ect.).

-

Manifestation: Roll 1d4:(1) The casters skin takes on vivid blue and black hues; (2) The casters fingers grow long, puckered suckers drip violet venom ; (3) The casters head shifts and elongates, eyes flick to an alien like yellow gold hue; (4) The ring of foot long tentacles covers the casters mouth, slowly twisting and turning;

Corruption: Roll 1d8: (1) The casters body becomes cephlapod like, long coats are needed for the new light sentative skin; (2) The casters shoots ink from the mouth or eyes when disturbed or frightened; (3-5) minor corruption; (6 - 7) major corruption; (8) greater corruption.

Misfire: Roll 1d3:(1) A massive ink cloud surrounds the area blocking vision for 1D4 turns; (2) Every targets body within 30' becomes light sensitive reducing attack rolls by 1D; (3) A surge of venom is flung in all direction poisoning all within 30';

-

1: Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint, (1-2) corruption, (3) patron taint (or corruption if no patron), (4+) misfire.

2 - 11: Lost. Failure.

12 - 13: For 1d4 turns the caster grows an additional two arms giving them another action per turn.

14 - 17: For 1d4 turns the caster grows an additional two arms giving them another action per turn. In addition all attacks gain 1D4 additional poison damage.

18 - 19: For 1d5 turns the caster grows an additional three arms giving them another action per turn. In addition all attacks gain 1D5 additional poison damage.

20 - 23: For 1d5 turns the caster grows an additional four arms giving them two action per turn. In addition all attacks gain 1D5 additional poison damage.

24 - 27: For 1d6 turns the caster grows an additional five arms giving them two action per turn. In addition all attacks gain 1D6 additional poison damage.

28 - 29: For 1d6 turns the caster grows an additional six arms giving them three action per turn. In addition all attacks gain 1D6 additional poison damage. The casters skin gives them a basic form of camouflage giving them a +6 to hide.

30 - 31: For 1d8 turns the caster grows an additional seven arms giving them three action per turn. In addition all attacks gain 2D6 additional poison damage. The casters skin gives them a moderate form of camouflage giving them a +8 to hide.

32+: For 1d10 turns the caster grows an additional eight arms giving them four action per turn. In addition all attacks gain 2D8 additional poison damage. The casters skin gives them a basic form of camouflage giving them a +10 to hide.

 

Tuesday, September 6, 2022

Creating a TTRPG: Xargon Hop Word Bank

 The magic system in Xargon Hop requires you to combine two random words and then work with your DM to create a unique spell. To make things easier I'm including a table of 200 random words that can be joined together to create a staggering amount of spell combinations.

Feel free to use this or create your own while playing Xargon Hop!


NumberWord 1Word 2
1RedFungi
2BlueAxe
3GreenSword
4OrangeClaw
5WhiteMend
6BlackShield
7YellowArmour
8PurpleLight
9SilverMushroom
10BrownBurn
11GrayBeam
12PinkDart
13VioletLadder
14CharcoalFlight
15BronzeHack
16GoldBow
17TealStrike
18CoralFlurry
19RustHeal
20RubyBite
21ClayBlow
22CyanWolf
23AzureBear
24PearlTentacle
25AmberSmoke
26EmeraldPull
27SapphirePush
28DiamondLobber
29GreaseChucker
30RainBomb
31IceSpear
32Firetower
33Ironart
34OilMeat
35GasLaw
36GlassPower
37GhostMelt
38PutridIdea
39AcidEnergy
40FrozenFrenzy
41FieryDisk
42SlimyDisease
43BumpyWarp
44SoftWake
45TinyTear
46BigRip
47HugePop
48RoughShine
49HardRush
50LoudRefuse
51FaintTwist
52RoaringSwing
53BuzzingFold
54BitterScratch
55SourHunt
56MoldyCommand
57NastyWish
58StinkyStrip
59ColdTie
60WindyHate
61HotGather
62HumidSlide
63FreezingSling
64CloudyKill
65SunnyDrink
66dampPotion
67SolarFeed
68LunarFix
69MagicalTouch
70CleanShoot
71GleamingFlow
72AggressiveRelease
73ImmobileFlail
74HungryAffect
75DisgustingBreak
76FallingLift
77RunningMix
78SmilingHigh
79AbnormalSet
80AlertCall
81BafflingIncrease
82BrittleDecrease
83BalancedKeep
84HealingWitness
85CalmingBeing
86CharmingMight
87DarkShatter
88LightPassage
89DivineHell
90DominantChampion
91ElegantStitch
92EnragedSlice
93FakeSpread
94FearlessExperiment
95GapingCorrupt
96GiantBleed
97HeroicRuin
98ImmortalPace
99JaggedFuel
100ToxicSpite

Creating a TTRPG: ACC - Bushmagic 3rd level - Swarm

  Level: 3 Range: Varies Duration: Varies Casting Time: 1 Round Save: Varies

-

General: The caster summons a swarm of small creatures to do his bidding.

-

Manifestation: Roll 1d4:(1) The casters clothes become drenched in white gosmer webbing as hundreds of spiders crawl; (2); a tide of furry brown rodents carry the caster on a makeshift living throne (3) A great buzzing horde of flies, locusts and other flying insects swarms the area blocking out any light, smothering and chocking the living;

Corruption: Roll 1d8: (1) The swarm never disperses instead permanently following the caster; (2) The casters body start to become a living nest for the swarm ; (3-5) minor corruption; (6 - 7) major corruption; (8) greater corruption.

Misfire: Roll 1d3:(1) The summoned fails to control the swarm, in an berserk fury it attacks all around ; (2) The swarm seeks out any food available, devouring rations, rope and paper; (3) The swarm turns on the caster distracting them enough to miss a turn;

-

1: Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint, (1-2) corruption, (3) patron taint (or corruption if no patron), (4+) misfire.

2 - 11: Lost. Failure.

12 - 13: The caster summons a HD1 swarm to do their bidding for 1D3 turns. This swarm can be any small animal such as insects or mammals.

14 - 17: The caster summons a HD2 swarm to do their bidding for 1D3 turns. This swarm can be any small animal such as insects or mammals.

18 - 19: The caster summons a HD3 swarm to do their bidding for 1D4 turns. This swarm can be any small animal such as insects or mammals.

20 - 23: The caster summons two HD2 swarms to do their bidding for 1D4 turns. This swarm can be any small animal such as insects or mammals.

24 - 27: The caster summons a HD4 swarm to do their bidding for 1D5 turns. This swarm can be any small animal such as insects or mammals. The caster gains greater control over the swarm allowing them to direct the swarm to act as makeshift armour increasing AC by +2 for the duration.

28 - 29: The caster summons two HD3 swarms to do their bidding for 1D5 turns. This swarm can be any small animal such as insects or mammals. The caster gains greater control over the swarm allowing them to direct the swarm to act as makeshift armour increasing AC by +3 for the duration.

30 - 31: The caster summons a HD6 swarm to do their bidding for 1D6 turns. This swarm can be any small animal such as insects or mammals. The caster gains greater control over the swarm allowing them to direct the swarm to act as makeshift armour for themselves or allies increasing AC by +4 for the duration.

32+: The caster summons four HD8 swarms to do their bidding for 1D6 turns. This swarm can be any small animal such as insects or mammals. The caster gains greater control over the swarm allowing them to direct the swarm to act as makeshift armour increasing AC by +6 for the duration.

Creating a TTRPG: ACC - Bushmagic 3rd level - Create Disaster

 Level: 3 Range: Varies Duration: Varies Casting Time: 1 Round Save: Varies

-

General: The caster taps into primal power to create massive natural disasters. Harnessing from air, fire, water and ground they harness nature itself.

-

Manifestation: Roll 1d4:(1) Great shards of flint and iron rip from the ground and coat the caster; (2) A small cherry of flame turns into a raging inferno, coating the casters arms; (3) A gust of wind picks the caster up floating them a foot above ground, small orbs of air float within hands; (4) water seeps from trees and shrubs coating the caster in an inch thick foaming shield;

Corruption: Roll 1d8: (1) The casters form takes on a part Elemental appearance; (2) the caster becomes tied to an element plane, having to carry around a part od that element at all times; (3-5) minor corruption; (6 - 7) major corruption; (8) greater corruption.

Misfire: Roll 1d3:(1) The caster unleashed a horror fire inferno scorching the earth 30' around ; (2) a gale of wind erupts blocking all sound within 45' ; (3) a rapid tide spills out from the caster flooding the ground;

-

1: Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint, (1-2) corruption, (3) patron taint (or corruption if no patron), (4+) misfire.

2 - 11: Lost. Failure.

12 - 13: An Elemental blast hurtles towards the enemy dealing 1D6 damage.

14 - 17: The caster summons the Australis heat, blasting the targets with a brutal dessert wave. For 1D3 turns 1D4 targets movement is halved and STR/DEX are reduced by 1D4 points.

18 - 19: The caster summons an southern ice slate storm. The target must make a DC 14 CON save or be frozen solid for 1D6 turns.

20 - 23: The caster summons a jet of air that pushes the 1D6 targets far back. The targets must make a DC 15 DEX save or be thrown 60' in any direction.

24 - 27: The caster summons a bush inferno at a target location within 60'. All targets within 30' take 4D6 fire damage, and a further 1D6 per turn on a failed DC 15 DEX save.

28 - 29:
The caster summons the Australis earth, great slabs of glittering minerals rip from the ground and coat the caster and allies for 1D8 round. The mineral armour gives the same AC as plate.

30 - 31: The caster draws water from the Australis ground unleashing it as a weapon. The target must make a DC 17 CON save or drown.

tw The caster rips apart the Australis sky creating a horror lightning storm. All enemies within 100' must make a DC 20 REF save or be struck for 6D10 damage or half on a successful save.


 

Monday, September 5, 2022

Creating a TTRPG: Xargon Hop

 So during my time blogging I have created my own campaign and have an expansion on a pre-existing game underway. I haven't created my own actual game though which has always been a goal for me. 

I've been creating a little game in some obscure hidden chamber of my brain, just tinkering and twisting, jerking and rocking. Something with the same feeling as Julian May's sci fi fantasy works, of pre earth, teeming with life-giving hot bed jungles, of advanced races from the stars in alien glass armour, of body horror and candle melted flesh.

While slurping down cheap takeout noodles on my lunch break I cooked up the quick and easy rules for the game. I'll add them here for people to test with, I want them stretched, prodded, poked and violated.

Xargon Hop -

The cosmos have opened to humanity long ago, disease like spread throughout stars the human race has reached into every direction throughout the glittering ink blackness. Most longed for a better life, of cultivating planets, finding life and exploring every speck found. 

Before long stories told of humans who blinked from planet to planet, system to system like a spark current zig zagging thoughout chain linked fences. These humans became known as "Hoppers" the first of their kind and the first of the first the one known as Xargon. In time the Hoppers became heroes to legends to god.

You are one of these Hoppers, starting on your journey to explore the vast unknown.

  • Dice used - D6's.
  • No class.
  • No race.
  • Everyone can use spells.
  • Stats are - Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma rolling 3d6 down the line.
  • Single saving throw number.

Ability Scores - 

  • Strength - Gives a bonus for all melee damage.
  • Dexterity - Gives a bonus for all ranged damage.
  • Constitution - Gives a bonus hit point every level gained.
  • Intelligence - Gives a bonus for all magic.
  • Wisdom - Gives a bonus to saving throws.
  • Charisma - Gives a bonus to morale checks.
  • 3 - 6 = -1
  • 7 - 14 = 0
  • 15 - 18 = +1

Inventory -

Xargon Hop follows a slot inventory system, each Hopper has a head, body, legs, feet and two hand slots for armour and weapons. Hoppers also have a backpack slot which can carry another four to eight slots depending on the size and four belt items.

treasure worth 250 CS counts as a slot (As an example an ancient mold yellowed glass statue worth 1000 CS would be worth 4 slots if put in a backpack.)

Items -

  • Light Armour
  • Medium Armour
  • Heavy Armour
  • Light Weapon
  • Medium Weapon
  • Heavy Weapon
  • 50' or rope
  • 10' pole
  • Small sack
  • Large Sack
  • Back pack
  • Water packs
  • Torches
  • Lanterns
  • Chem sticks
  • Rations
  • Alchemist kit
  • Lockpick set
  • Plant sample kit 
  • Egg incubator
  • Lock
  • Chain

 I encourage judges to come up with their own pricing as each planet and system will have a different approach to trading and resources.

Currency -

Xargon Hop follows the Credit Standard a galactic form of currency mostly taken at all human frontier colonies.

Each Hopper starts with 3D6 X 10 CS.

Armour -  

Armour like weapons comes in three different varieties, Heavy, medium and light.Your choice of armour determines the dice pool used for magic and dexterity based checks.

Heavy armour reduces your dice pool by 3 for both magic rolls and any dexterity based checks (Stealth, jumping, climbing, ect). Characters wearing heavy armour are hit on a 5 - 6 on a D6

Medium armour reduces your dice pool by 2 for both magic rolls and any dexterity based checks (Stealth, jumping, climbing, ect). Characters wearing medium armour are hit on a 4 - 6 on a D6

Light armour reduces your dice pool by 1 for both magic rolls and any dexterity based checks (Stealth, jumping, climbing, ect). Characters wearing heavy light are hit on a 3 - 6 on a D6

Being unarmoured does not reduce your dice pool for both magic rolls and any dexterity based checks (Stealth, jumping, climbing, ect). Unarmoured characters  are hit on a 2 - 6 on a D6

Shields do exist within Xargon Hop but can only be used alongside medium weapons without incurring a penalty, giving a +1 on the D6 range to be hit. Light weapons can be used with shields but cause a -1D6 of the melee dice pool.

Combat

 Combat within Xargon Hop is quick and easy. To hit an enemy you roll a number of D6's a hit being on a 5 or 6. Armour and weapons come in heavy, medium and light variants and depending on what your choice affects to hit, damage and magic rolls.

Light weapons gives 4D6 to hit on melee or ranged attacks without the use of the ability modifier (STR or DEX). Any dice that came up 5-6 counts as a hit and are re-rolled for damage, the numbers are combined then halved and rounded up for the final damage.

(As as example 4D6 are rolled to hit, the numbers rolled are 1, 2, 5, 6. The 1 and 2 are discarded while the 5 and 6 are rolled again to determine damage. Out of the two numbers we rolled a 3 and 5 equaling 8 which we divide in half to make 4 points of damage.

Medium weapons give 3D6 to hit on melee or ranged attacks without the use of the ability modifier (STR or DEX). Any dice that came up 5-6 counts as a hit and are re-rolled for damage the final amount is a combination of the second re-rolled numbers.

(As an example 3D6 are rolled to hit, the numbers rolled are 3, 6, 6. The 3 is discarded while the two 6's are re-rolled. The numbers rolled are 3 and 6 combining them the players deals 9 damage.)

Heavy weapons give 2D6 to hit on melee or ranged attacks without the use of the ability modifier (STR or DEX). Any dice that came up as 5-6 counts as a hit and are then re-rolled as 2D6 each plus the ability score modifier.

(As an example 2D6 are rolled to hit, the number 1 and 6. The 1 is discarded while the 6 is re-rolled. 2D6 is rolled and the numbers 3 and 6 come up with the +1 from the strength we have a combined damage total of 10).

Magic - 

Magic within the Xargon Hop universe is chaotic and random at best. Using a word pool players should randomly choose two words and then combine to create a spell. Working with your judge the two of you should find an acceptable way for the spell to work. (As an example the spell "Acid Bear" could produce a literal bear of acid, a clawing bear swipe that dissolves matter or possibly to carry an amount of acid within the character themselves).

While most spells will be offensive some could be used to support the caster and their team. In regards to these spells they can only affect the target up to their level. (As an example a healing spell could only affect an first level ally for 1D6 while a third level ally would receive 3D6 points of healing.)

Magic spells can be used repeatedly hitting the target if a 5 - 6 is rolled, however when a 1 is rolled on a D6 (or for half of the D6's used) then an eruption of chaotic energy will happen. The caster will be unable to use the spell for the remainder of the day and will suffer a random corruption of the body and soul.

Saving throws - 

At certain times the judge might call for a saving ability throw, such as a dexterity saving throw when a trap is sprung. Or a consitiution saving throw to fight off the effects of poison. The judge will either set a number or roll 3D6 and the player must match or beat the number rolled by the judge.

Corruption and Betting against the gods - 

The gods within the Xargon Hop universe were originally Hoppers that attained godhood. Being former adventurers they are treasure magpies at heart, readily accepting material sacrifices for brief bursts of power. Any player willing to donate to these greedy gods will receive a one time D6 per 500CS spent to the die pool.

A path exists for the Hopper insane enough to defy the gods. Any Hopper willing to sacrifice both soul and flesh will receive a one time 2D6 to the die pool but will incur corruption of the flesh. Given enough time the Hopper will go mad with corruption either driving them to insanity or much darker fates. 

Morale - 

 At times the Hopper and their allies will face some of the most bleak, brutal circumstances. When this occurs the Hopper's allies will make a moral check using 2D6. A 1 - 6 will have the target stand ground and fight bitterly to the end, however a 7 - 12 will have the target run as far as possible abandoning both the Hopper and the battle at hand.

The judge should make the decision as to when the Hopper's allies should make the roll. (For example when taking extreme damage, or when losing over half health in a single attack.)

Healing damage - 

Apart from spells, artifacts and items, Hoppers can use rest and relaxation to tend wounds. Every day spent doing light activity gives 1D6 health back.

Death - 

Death can occur at any time to a group of Hoppers. If a hopper reaches 0 HP they die, that isn't to say the character is gone though. Stories tell of ancient artifacts, illegal experiments and operations or cosmic fortune that can bring the dead back to life.

Level Advancement -

Exp is based on created HD X 10 (For example a HD1 creature would give 10XP) and every single credit secured at a base gives a 1 = 1 exp.

Every level gives a 1D6 increase in hit points (including +1 with Constitution ability modifiers). On levels 2, 4, 6, 8 and 10 a new spell slot is unlocked and on levels 3 and 7 a D6 is added to the attack and magic roll pools.

LevelExp needed
11000
22000
34000
48000
516000
632000
764000
8128000
9256000
10512000 

Saturday, September 3, 2022

Creating a TTRPG: ACC - Bushmagic 3rd level - Spirit Spear

 Level: 3 Range: Varies Duration: Varies Casting Time: 1 Round Save: none

-

General: Glimmer bright behind twilight moonlight, a radiant beam punches through the air and pierces the soul. The caster summons and flings a shard of their spirit essence at a target.

-

Manifestation: Roll 1d4:(1) A pure white glimmering spirit spear winks into being in the casters hands; (2) A manifestation of the casters soul flies through the air attacking the target; (3) A swarm of star boomerangs flash through the air; (4) The casters soul takes on the image of a creature phasing through the air;

Corruption: Roll 1d8: (1) The casters soul will periodically flash next to or behind the casters body, black and white flickering against flesh; (2) The casters shadow animates itself. Running, leaping and jumping but eternally tied down to the anchor ; (3-5) minor corruption; (6 - 7) major corruption; (8) greater corruption.

Misfire: Roll 1d3: (1) The caster soul shatters mirror like hurtling at all around, targets within 30' must make  REF save or take 1d6 damage; (2) The casters soul flashes through multiple planes of existence leap frogging from domain to domain for 1d3 turns; (3) The caster themselves flies through the air towards the target;

-

1: Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint, (1-2) corruption, (3) patron taint (or corruption if no patron), (4+) misfire.

2 - 11: Lost. Failure.

12 - 13: A beam of star light pierces the target dealing 1D4 damage. The caster must have line of sight of the target.

14 - 17: A beam of purified star light pierces the target dealing 1D6 damage. The caster must have line of sight of the target.

18 - 19: A beam of rainbow star light that rapidly splits, pierces the target dealing 3D4 damage. The caster must have line of sight of the target.

20 - 23: A minor spirit animal is created from the soul, winking through the sky until striking dealing 2D8 damage. The caster must have line of sight of the target.

24 - 27: A piercing spear of soul light dances from the casters hand dealing 3D6 damage. The caster must have line of sight of the target.

28 - 29: A brutal spiritual star storm erupts from the heavens showering down and shattering the target. Dealing 3D8 to all targets within 30' The caster must have line of sight of the target.

30 - 31: The casters soul expands and erupts, spewing soul spirits in an essence wave. Dealing 3D10 to targets 50' in front of the caster. The caster must have line of sight of the target.

32+: The caster's soul swells to titanic heights, a living god above the ground unleashes a soul storm unto all. Centered at the caster all enemy targets within 100' takes 5D10 damage for 1d4 turns and are thrown out of existence.

Creating a TTRPG: ACC - Bushmagic 3rd level - Aspect of the Wedge-Tailed Eagle

 Level: 3 Range: self Duration: Varies Casting Time: 1 Round Save: none

-

General: The caster takes on the appearance and features of a Wedge Tailed Eagle. The caster must be familiar with the animal and have some material remnant to expend in casting the spell (e.g., hair, fur, paw, tooth, skull, ect.).

-

Manifestation: Roll 1d4:(1) The casters grows the sharp eyes and long beak of the wedge tailed eagle; (2) The caster grows a mighty plume of feathers along the back and arms; (3) The caster's shadow takes on the form of a enormous wedge tailed eagle; (4) The caster transforms into a wedge tailed eagle for the duration of the spell;

Corruption: Roll 1d8: (1) The caster skin sprouts feathers in irregular clumps; (2) The caster starts to become more avian in both appearance and manner; (3-5) minor corruption; (6 - 7) major corruption; (8) greater corruption.

Misfire: Roll 1d3:(1) The caster turns a random ally into a wedge tailed eagle for 1d3 turns; (2) A massive explosion of Eagle feathers obscures the area within 45'; (3) All targets within 30' become weightless and slowly float into the air for 1d4 rounds;

-

1: Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint, (1-2) corruption, (3) patron taint (or corruption if no patron), (4+) misfire.

2 - 11: Lost. Failure.

12 - 13: The caster gains flight speed of 15' for a single round.

14 - 17: The caster gains the sight and flight speed of an Wedge Tailed Eagle. For 1d3 round the caster has 30' flying movement and a +1d3 to ranged attacks.

18 - 19: The caster gains the sight and flight speed of an Wedge Tailed Eagle. For 1d4 round the caster has 45' flying movement and a +1d3 to ranged attacks. The caster gains a feather quill missile attack for 1d3 damage at 20' range.

20 - 23: The caster gains the sight and flight speed of an Wedge Tailed Eagle. For 1d4 round the caster has 45' flying movement and a +1d4 to ranged attacks. The caster gains a feather quill missile attack for 1d3 damage at 20' range.

24 - 27: The caster gains the sight and flight speed of an Wedge Tailed Eagle. For 1d5 round the caster has 60' flying movement and a +1d5 to ranged attacks. The caster gains a feather quill missile attack for 1d4 damage at 20' range.

28 - 29: The caster gains the sight and flight speed of an Wedge Tailed Eagle. For 1d5 round the caster and their allies have 60' flying movement and a +1d6 to ranged attacks. The caster gains a feather quill missile attack for 1d5 damage at 20' range.

30 - 31: The caster gains the sight and flight speed of an Wedge Tailed Eagle. For 1d6 round the caster and their allies have 100' flying movement and a +1d6 to ranged attacks. The caster gains a feather quill missile attack for 1d6 damage at 20' range.

32+: The caster gains the sight and flight speed of an Wedge Tailed Eagle. For 1d6 round the caster and their allies have 100' flying movement and a +1d8 to ranged attacks. The caster gains a feather quill missile attack for 1d6 damage at 20' range.

Thursday, September 1, 2022

Creating a TTRPG: ACC - Bushmagic 3rd level - Aspect of the dingo

 Level: 3 Range: Varies Duration: Varies Casting Time: 1 Round Save: none

-

General: The caster takes on the appearance and features of a Dingo. The caster must be familiar with the animal and have some material remnant to expend in casting the spell (e.g., hair, fur, paw, tooth, skull, ect.).

-

Manifestation: Roll 1d4:(1) The caster grows long canines and sharpened claws, eye colour shifts to deep yellows and snouts emerge; (2) The caster's shadow takes on the shape of a large dingo; (3) The caster themselves shifts into the form of a alpha dingo;

Corruption: Roll 1d8: (1) Random parts of the caster permanently shift to dingo; (2) The caster slowly grows rabid over time; (3-5) minor corruption; (6 - 7) major corruption; (8) greater corruption.

Misfire: Roll 1d3:(1) The caster lets out a fearsome howl, lashing out at friend and foe for 1d4 round.; (2) The caster turns a random ally into a dingo for 1d3 rounds; (3) The spell sends all around into a vicious bloodfrenzy, everyone within 20' attacks targets at random;

-

1: Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint, (1-2) corruption, (3) patron taint (or corruption if no patron), (4+) misfire.

2 - 11: Lost. Failure.

12 - 13: For a single round the caster's fingers become long and clawed giving them a +2 damage to all unarmed attacks. Furthermore the caster grows long canines within a snout giving them a further attack action rolling a D14 at 1d4 damage.

14 - 17: For 1D3 rounds the caster's fingers become long and clawed giving them a +2 damage to all unarmed attacks. Furthermore the caster grows long canines within a snout giving them a further attack action rolling a D14 at 1d4 damage. 

18 - 19: For 1D3 rounds the caster's fingers become long and clawed giving them a +3 damage to all unarmed attacks. Furthermore the caster grows long canines within a snout giving them a further attack action rolling a D14 at 1d5 damage. 

Additionally the caster can choose to let out a fierce howl boosting all nearby allies attacks. Any ally within 15' gains +2 on all damage rolls.

20 - 23: For 1D4 rounds the caster's fingers become long and clawed giving them a +3 damage to all unarmed attacks. Furthermore the caster grows long canines within a snout giving them a further attack action rolling a D16 at 1d6 damage.

Additionally the caster can choose to let out a defensive howl boosting all nearby allies. Any ally within 20' gains 1D3 to AC.

24 - 27: For 1D5 rounds the caster's fingers become long and clawed giving them a +2 damage to all unarmed attacks. Furthermore the caster grows long canines within a snout giving them a further attack action rolling a D14 at 1d4 damage.

Additionally the caster can choose to let out a summoning howl. The caster summons a pack of Dingoes of 1d4 members for the duration of the spell. (use the DCC Wolf, common stats)

28 - 29: For 1D5 rounds the caster's fingers become long and clawed giving them a +3 damage to all unarmed attacks. Furthermore the caster grows long canines within a snout giving them a further attack action rolling a D14 at 1d4 damage.

Additionally the caster can choose to let out a blood curling howl horrifying all nearby enemies. Any enemy within 30' must make an immediate moral check at -2.

30 - 31: For 1D6 rounds the caster's fingers become long and clawed giving them a +4 damage to all unarmed attacks. Furthermore the caster grows long canines within a snout giving them a further attack action rolling a D14 at 1d4 damage.

Additionally the caster can choose to let out a combined howl allowing them to choose from any two of the previously stated howl effects.

32+: For 1D8 rounds the caster's fingers become long and clawed giving them a +2 damage to all unarmed attacks. Furthermore the caster grows long canines within a snout giving them a further attack action rolling a D14 at 1d4 damage.

Additionally the caster can choose to let the alpha pack howl. This howl combines all of the previously stated howl effects into a single beastial scream.

TTRPG creations: 366/730: Mok'Pok

Pink and purple skin pulsates in patterns. Large eyes leer in loops, full figure eights. Unblinking eye contact draws the victim in. A timid...