Tuesday, July 19, 2016

The Arrows of the Sicarii Jaih

Astra found discovered in a long forgotten temple.
I am the Astrud (Arrow) of Jaih, cast from the Bow, set on the path of Righteousness. - Line 237 of the Sicarii Fragments.

Killers, long extinct, left bare of evidence to mark their existence, the Sicarii Jaih were the adherents of a cult forgotten by the lands that formed them. Bearers of strange swords, these cultists would hold blessed arrows in their teeth as they danced the Tamdallum, their blades flashing to cut down their victims. Jaih was the name of their master, or mistress, the figure's gender appearing to be fluid or the identity held by more than one person. What little is known of their theology is found in remains of the only known text to have survived the ages, all the others seeming to have been destroyed soon after the death or ascension of Jaih. In the text, known as the Sicarii Fragments, the cultists, who called themselves the Sicarii Jaih, saw themselves as metaphysical gardeners whose job was to remove individuals who were marring the splendor of the world. As to how the determined who was a Padma (Flower/Lotus) and who was a Niraana (Weed), is unknown, the Sicarii Fragments are missing the text containing their religious prohibitions and laws. While their history is lost, their arrows, called Astrud, continue to be found in ancient temples and crypts across the world. Due to the quality of enchantments on them, intact Astra remain functional to this day.

Astra discovered in a field of the Shambala province.

Astrud – OSR/AD&D/LotFP
When the arrow is gripped in the user's teeth, it grants a number of abilities:

- AC bonus equal to the user's Charisma modifier, as long as the character is wearing light or no armor.
- Bonus to-hit and damage equal to the character's Dexterity modifier, same restrictions as AC bonus.
- Bonus to movement equal to the character's Charisma modifier times the movement increments used in the game system 5 feet/yards/meters. (e.g. A character with an 18 Charisma would gain 15 feet to their base speed if the game uses 5 foot increments [+3 Ability Mod x 5 feet]) The same restrictions apply to this ability as with the others.

Using the arrow also comes with a number of drawbacks as well:
- The character may only use 1 handed slashing weapons while using the arrow.
- Each time the character receives damage greater than their level (e.g. 5th level fighter taking 7 damage) they must roll under their Strength score on 1D20. If they fail their roll, they drop the arrow and must sacrifice an action to pick the arrow up and return it to their mouth.

Sunday, July 17, 2016

Spell - Animate Scroll


A scroll animated by a dude with an awesome beard.

Animate Scroll
Level: 2 Cleric / 3 Magic User Components: V, S, M* Range: Touch Casting Time: 1 round Duration: Permanent Saving Throw: None
Description: This spell gives a magic scroll temporary life, allowing it follow simple commands of the caster. The scroll used must be a spell that the user's class type is able to cast (e.g. Cleric cannot animate a scroll of fireball, a Magic User cannot animate a scroll of Heal). Once cast, the scroll changes, shaping itself into a origami recreation of the caster's face. The scroll is then capable of limited flight, allowing it to move about at a max speed of 30 ft per round. It is only capable of attaining heights that the user's face could attain, so it could become level with the ground or rise to the height the caster's face normally occupies. This means that it must find stairs or ramps in order for it to gain any sort of altitude. The scroll is incapable of any form of communication, but it can understand the spoken commands of the caster, as well as return to the caster if them issue a mental 'call'. The 'cal'l is the greatest extent of non-verbal communication the scroll is capable of understanding. The scroll can activate the spell it is made of, if given the command to do so, or a simple set of circumstances on when it should activate. Once the spell has been used, the scroll is destroyed. The caster may have a number of scrolls animated at once equal to half their level rounded up. The scrolls remain in their animated state until they use their spell or are physically destroyed. When animating a scroll the caster must sacrifice at least 1 HP in order to give the scroll 'life'. The amount of HP sacrificed is equal to the HP the scroll has (e.g. a Magic User sacrifices 2 HP, giving the animated scroll 2 HP). The HP sacrificed cannot be healed until the scroll has been destroyed either by using its spell or reducing it to 0 HP. The spell of the scroll follows all the standard rules for the spell including range. The scroll is capable of touching a target if the spell requires it. The material component of the spell is the scroll it is created from. Animated Scrolls have the following stats:

Type: Construct
Activity Cycle: Always active until it is destroyed.
Diet: None.
Intelligence: Only capable of following basic commands.
Treasure: None
Alignment: N/A.
No. Appearing: Varies.
Armor Class: Base Character AC (As per system used) +/- 2 (Size) +/- Stat Mod of Caster (MU: Int Cl: Wis)
Movement: 30 ft per round Max (Limited Flight).
Hit Points: * (Equal to the HP sacrificed by the caster)
To-Hit: +* (Equal to the ability mod of the caster, Wis for Clerics and Int for Magic Users)
No. of Attacks: N/A
Damage: N/A
All Saves: 20 – Caster Ability Mod (Clerics: Wis, Magic Users: Int)
Special Attacks: Activation of its scroll's spell.

Wednesday, July 13, 2016

Elemental Organs Pt. II


The Spleen is the fiery center of all people.
 
Humanoids rely on four humors produced by various organs in their bodies. Each humor also has a particular element tied to it which can act as a bridge between the elemental planes and the individual. Alchemist – Surgeons have developed a way to empower individuals by accessing the raw elemental energy coming from the plane. As a result the individual gains abilities that are tied to the element that is aligned with the changed organ at its humor. An individual can possess as many organ augmentations as they wish but it becomes more and more difficult to recover from the ordeal of surgery. Each surgery beyond the first includes an addition -1 to the saves made during recovery, this penalty is cumulative. For an augmentation of an organ that is elementally opposed to one already augmented (e.g. the augmentation of the Liver [Air] when the character already has an augmented Gallbladder [Earth]) receives an additional -2 to saves rather than the normal -1.

Fire is the soul.

Fire
The Choleric Humor (Stomach Bile) is associated with Fire and the Spleen. Its associated physical qualities are warm and dry, and aligned with the season of Summer. Temperament Qualities: Ambitious, Natural Leader, Restless, and Easily Angered.

Pyralis Speen – The spleen is given shallow cuts in the pattern of glyphs aligned with the plane of fire. After the cuts, certain alchemical agents are used to cause the cuts to scar precisely to maintain the integrity of the glyphs. After the scars have healed, furthered glyphs and runes are tattooed onto the spleen with ink made from ashes of house fires. The organ provides a link to the plane of Fire as well as control their own Choleric humor. These links and controls provide the individual with abilities that grow as they level up. Operations of this type weaken the patient, even after they heal.

MSRP – 10,000 gp.

The four humors of the human form.

Surgery
Because of the extreme nature of the surgery required to align an organ to its corresponding humor and element, the long term effects of this kind of surgery can be severe. The character must make 3 saves in the process of the surgery and recovery. Success or failure of a save can result in lasting effects on the character. The person performing the surgery must have the correct surgical as well as alchemical knowledge in order to even attempt this type of operation. The operation takes an hour to perform and the recovery time for the individual is 1 week. If they engage in strenuous activity during that week, all saves are at an additional -2 for the rolls made to recover. The character is also at -2 to all rolls, besides saves, while recovering due to their weakened state.

Right After Surgery
Character must make a Constitution save or save versus Paralyze (OSR) OR a Strength save (Into the Odd) at -3 due to the extreme pain involved in the surgery as well as the trauma done to the body. On a failed save, the character permanently loses 1 point of Constitution (OSR) OR Strength (Into the Odd) and 1D3 permanent hit-points. On a successful save, the character loses 1D3 permanent hit-points.

OSR
Modifiers - +1 if the patient is given poisons/drugs that numbs feelings of pain. +1 if the person doing the operation is considered an expert healer. +1 if healing magic is used after the surgery is complete.

Into the Odd
Modifiers - +1 if the patient was given Ether during the operation. +1 if the person doing the operation is considered an expert healer. +1 if a healing arcana is used after the surgery is complete.

3 Days After Surgery
Character must make a Constitution save or save versus Poison (OSR) OR Strength Save (Into the Odd) at a -3 due to the fact that the ritual/surgery has introduced numerous toxins into the body. On a failed save, the character loses 1 Constitution (OSR) OR 1 Strength (Into the Odd) permanently and a permanent -2 their Poison save or to all saves against poison. On a successful save they permanently reduce their Poison save by -2 or a permanent modifier to all future saves against poison.

OSR
Modifiers - +1 if the character has Slow Poison cast upon them daily. +1 if the character has Neutralize Poison cast on them at least once. +1 if the character has bathed with new water and soap each day before the save.

Into the Odd
Modifiers - +1 if the character has received antitoxin daily for the previous three days. +1 if the character has has kept a three-color cat (folklore: they provide protection against house fires) near them at all times for the past three days. +1 if the character has bathed with new water and soap each day before the save.

Day of Recovery / Activation of the Elemental Affinity
Character must make a Wisdom save or save versus Magic (OSR) OR Will save at a -3 due to the fact that the character is suddenly exposed to a small amount of the raw energy within the elemental plane of fire. The sudden influx of raw energy can permanently damage the individual, weakening them for the rest of their lives. On a failed save the character loses 1 Constitution (OSR) OR 1 Strength (Into the Odd) permanently, as well as a -1 permanent reduction in all hit-points gained from levels from the point of the surgery on. On a successful save the character has a -1 permanent reduction on all future hit-point gains to a minimum of 1. 

The Pyralis Spleen puts the power of fire in your palm.

OSR
Modifiers - +1 if the character has Protection From Fire at least once during the four days between the last save made and the current save. +1 if the character has spent the previous four days in an area near foundries, furnaces, or any other place known for heat and fire. +1 if the character has kept a tetrahedron made of solid gold at least an inch on a side with them at all times during the previous four days.

Into the Odd
Modifiers - +1 if the character has kept a strip of cloth from a woman's garment (folklore: they are thought to be unable to kindle a flame), on them at all times for the previous four days. +1 if character has kept a pound of sulfur (folklore: alchemically aligned with fire) near them at all times during the previous four days. +1 if the character has kept a fox pelt (folklore: believed to have stolen fire by certain indigenous peoples) on them during the previous four days. The bonus increases to +2 if it is a live fox.

OSR
Innate Abilities
Affect Normal Fires – At Will.
½ Damage from Fire.
Ambitious - +1 per level to saves versus Charm spells.
+1 to the Strength modifier, not the stat. (E.g. A person would have a +4 modifier from an 18 Strength. +3 standard modifier, and +1 from the operation.)
Hydrophobic – The character becomes very uneasy while swimming or near large bodies of water taking a -2 to all rolls while near large bodies of water or swimming.

Level Dependent Abilities
Level 1 – Burning Hands 1/Day OR Faerie Fire 1/Day
Level 3 – Fire Trap 1/Day OR Produce Flame 1/Day
Level 5 – Pyrotechnics 1/Day OR Fireball 1/Day
Level 7 – Fire Charm 1/Day OR Wall of Fire 1/Day
Level 9 – Conjure Elemental (Fire Only) 1/Day OR Flame Strike 1/Day

Into the Odd
Innate Abilities
Can increase or decrease the intensity of natural fires no larger than a camp fire. – At Will.
½ Damage from Fire.
Ambitious - +1 per level to saves versus compulsion effects.
+1 to the Strength stat.
Hydrophobic – The character becomes very uneasy while swimming or near large bodies of water taking a -2 to all rolls while near large bodies of water or swimming.

Experience Dependent Abilities
Novice – Can cause an object to glow with an orange light. Contact with the glowing object causes burning pain. Once contact is made, the light fades. The character can make an object glow a number of times per day equal to their experience level.
Professional – The individual can surround themselves with a field of fire for a number of hours equal to their experience level. The field grants the individual Armor 1 and does 1D4 damage to anyone/anything that makes a successful melee attack against the character.
Expert – Once per day the character can cause a source of fire to explode, causing d10 Damage to all within 20ft.
Veteran – Once per day the character can cause a sudden decrease of Choleric humor in a living being, this decrease can cause 1D8 Strength loss if the target fails their save.
Master – Once per day, the character can cause a bolt of flame to issue from their mouth that does 1D20 damage that ignores armor.
Beyond – The character can summon a fire elemental once per day. The elemental has the following stats: Str 18, Dex 5, Will 5, HP 10, Armour 2 and Damage 1D10. The character can only have one elemental active at a time.

Tuesday, July 12, 2016

Instrument of Fate - Crimson Dragon Slayer


The weapon of a Rock God(dess).

Created by the gods of music: Electra, Epitaph, and Geffen. This "lute-like" instrument is may be properly played by any character of 3rd level or higher. It has two necks used to play music, but share the same body.

A character using this instrument gains the following abilities.

The One That Giveth - This ability grants the Fast Healing ability to one or more character with a successful Performance check, to make a check the character must roll under their Charisma using 1D20. At 1st level the ability grants a target Fast Healing 2 (Heal 2 HP a round). The Fast Healing increases by +1 every 4 levels after the 1st (5th, 9th, 13th, etc...). The character may also target another person for every 4 levels after the 1st (2 at level 5, 3 at level 9, etc...). This effect lasts for 1D6 + Character Level rounds after the bard has stopped playing. The effect ends if another instrument ability is used, even if there is still rounds remaining on a previous effect.

The One That Taketh - This ability may target 1 character/monster at 1st level, and an additional target for every 4 levels after the first (5th, 9th, 13th, etc...). The damage inflicted by this ability is 1D6 at 1st level, and increases by 1D6 for every 4 levels afterward (2D6 at 5th level, 3D6 at 9th level, etc...). To inflict damage the character rolls 1D20 with a target number based on the bard's Charisma and the target's Wisdom. The target number starts at 10 and increases by 1 for every point of Wis the target has more than the character's Charisma, the target number is reduced by 1 for every point of Charisma the character has more than the the target's Wis. In the case of Monsters, their comparative number to the bard's Charisma is equal to the monster's HD+5. (e.g. A character with an 18 Charisma targets a Wizard with a 16 Wisdom, the target number is 8 [Difference of 2 in favor of the wizard, minus 10, equals 8]. The character then targets a 14 HD monster, the target number is 11 [Monster HD 14 + 5 bonus = 19. Difference of 1 in favor of the monster, plus 10, equals 11]). Anyone hearing the character can be effected. Each time the ability is used, the character must make a new roll. A single roll is made for multiple targets. The damage ignores damage reduction from armor.

Instrument of Fate - OSR


A guitar fit for a deity!

Created by the gods of music: Electra, Epitaph, and Geffen. This "lute-like" instrument is may be properly played by any bard of 3rd level or higher. It has two necks used to play music, but share the same body. A 3rd or higher level bard who uses the instrument increases the bonuses granted using Inspire Allies by +1. This is designed for the Bard class from the OSR game: Fantastic Heroes & Witchery.

In addition the the character gains the following bardic abilities. The use of these abilities cancels any continuing effects from other bardic abilities:

The One That Giveth - This ability grants the Fast Healing ability to one or more character with a successful Bardic Performance check. At 1st level the ability grants a target Fast Healing 1 (Heal 1 HP a round). The Fast Healing increases by +1 every 4 levels after the 1st (5th, 9th, 13th, etc...). The bard may also target another person for every 4 levels after the 1st (2 at level 5, 3 at level 9, etc...). This effect lasts for 1D6 + Cha modifier rounds after the bard has stopped playing. The effect ends if another bardic ability is used, even if there is still rounds remaining on a previous effect.

The One That Taketh - This ability may target 1 character/monster at 1st level, and an additional target for every 4 levels after the first (5th, 9th, 13th, etc...). The damage inflicted by this ability is 1D6 at 1st level, and increases by 1D6 for every 4 levels afterward (2D6 at 5th level, 3D6 at 9th level, etc...). To inflict damage the character rolls 1D20 with a target number based on the bard's Charisma and the target's Wisdom. The target number starts at 10 and increases by 1 for every point of Wis the target has more than the bard's Charisma, the target number is reduced by 1 for every point of Charisma the bard has more than the the target's Wis. In the case of Monsters, their comparative number to the bard's Charisma is equal to the monster's HD+5. (e.g. A bard with an 18 Charisma targets a Cleric with a 16 Wisdom, the target number is 8 [Difference of 2 in favor of bard, minus 10, equals 8]. The bard then targets a 14 HD monster, the target number is 11 [Monster HD 14 + 5 bonus = 19. Difference of 1 in favor of the monster, plus 10, equals 11]). Anyone hearing the bard can be effected. Each time the ability is used, the bard must make a new roll. A single roll is made for multiple targets.

Sunday, July 10, 2016

Mind of the Carpenter Queen


A common representation of the Carpenter Queen.

All deals must be paid for, all bargains must be equal. She, the Carpenter Queen, had received the power the spider promised, and the spider received something in return. Placing the Queen in a deep slumber, the spider scraped out a small hole in the queen's skull. Reaching in with dainty limbs it pulled out bits of the gray flesh contained in her head. Thirteen pieces were taken from her mind, thirteen pieces were placed within a puzzle of nails blessed by the spider. With its purpose done, the spider filled the hole it had made with web, and awoke the queen to begin her reign. 

Puzzle of the Carpenter Queen

The Queen's Puzzled Mind
Each of the thirteen puzzles made by the spider are bejeweled cubes made from bent nails, the contraptions the size of an adult's palm. Moving easily, the nails are hinged on unseen mechanisms, and slide upon unseen rails. The nails may be slid and moved to form designs and glyphs that momentarily give glimpses to a piece of the queen's brain. No longer in its original shape, its form now protean, the piece changed each time it is seen. When seen, the piece grants the viewer a temporary form of enlightenment. To move the nails, the blood of the solver must be given freely to the puzzle box, the blood lubricates the mechanisms within the box. For one night and one day the enlightenment lasts, then fades from the enlightened's mind. Meaning and enlightenment is only granted to the one who sacrificed the blood to the box.

OSR / AD&D
To solve solve the puzzle box, an individual needs to spend at least one hour of uninterrupted time in an area without distractions. After the hour has passed the character must sacrifice 1D6 hit-points, then attempt to roll under their Intelligence or Wisdom on 1D20. If the character is successful, they receive a form of enlightenment that lasts for 24 hours, roll on the chart below. The hit-points sacrificed cannot be healed, even through magic, unless the user willingly gives up their bonus.

Enlightenment Bonus - 1D6
Character receives a +1 bonus to the category listed. The bonus increases by +1 every three levels after the first (e.g. 4th, 7th, 10th, etc...)
  1. All to-hit rolls.
  2. All damage rolls.
  3. All save rolls.
  4. All skill rolls.
  5. Armor Class Increase/Decrease.
  6. Increase a Stat roll 1D6 (1-Str, 2-Dex, 3-Con, 4-Int, 5-Wis, 6-Cha)
The bit of brain is different each time it is seen.

Into the Odd
To solve solve the puzzle box, an individual needs to spend at least one hour of uninterrupted time in an area without distractions. After the hour has passed the character must sacrifice 1D6 hit-points, then attempt a Will save. If the character is successful, they receive a form of enlightenment that lasts for 24 hours, roll on the chart below. The hit-points sacrificed cannot be healed, even through arcana use, unless the user willingly gives up their bonus.

Enlightenment Bonus - 1D6
Character receives a +1 bonus to the category listed. The bonus increases by +1 every level the character possesses.

  1. All damage rolls.
  2. Increase to Armor.
  3. Increase to a Stat 1D3 (1-Str, 2-Dex, 3-Will)
  4. All damage ignores armor.
  5. The character gains an income of that day of 1 Guilder per +1 of bonus.
  6. Increase to all Luck rolls.

Thursday, July 7, 2016

Nails of The Carpenter Queen


A classic representation of the Carpenter Queen
 
A character of folklore, or of history, her nature has been accepted and questioned by many. A woman, her homeland's name never the same, driven by the need to rebuild a land destroyed by war. Used, injured, and defiled by a group that resembled a pack of animals rather than an army. Her beauty of no use to her mission, her humanity having no purpose to her cause, she sought out one who would make of her a symbol to rebuild a kingdom. Made wild by thirst and hunger, she wandered a wasteland, until she found a cave. In the cave resided a spider, a being of great magic and artifice, who cared for the woman and listened to her purpose. A woman herself, the spider knew of the future queen's pain, and told her that to lay low the animals that sought to break her, she must become a monster. Taking nails and wood that once held together the future queen's home, the spider fashioned a mask that would make the woman a queen. One thousand nails held the mask to her head, one thousand nails steeped in the queen's pain and rage. With all but one nail she bound an army of the broken and disposed to herself, and with that army she broke those who broke her land. Those who were given the nail, and pierced themselves with it, gained a strength fueled by the rage of loss and betrayal. Tales of the Carpenter Queen never speak of her final fate, or the fate of her land after she had killed the last of the animals who had hurt her. Rage cannot rebuild, only sweep clean and burn the rubble of days' past. 

A Queen's Nail.

The Queen's Nail
While the origins of these nails remain nebulous at best, they remain a testament to the rage felt over loss and injury. Made of an iron that never rusts, they are inscribed with a subtle design that binds the rage of another to them. When pierced by a nail, an individual is overcome by feelings of rage fueled by an undefinable sense of loss. This rage fuels their strength and ability to fight in close combat, but makes the person incapable of any action requiring any form of thought. While rare, these items can come into the possession of collectors and museums.

OSR
To pierce the skin, the character must do 1 point of damage to themselves. While in the skin the 1 point of damage caused by the nail cannot be healed by any means until the nail is removed. If the character is subject to a critical hit, the individual must make a Constitution save or a save versus Paralyze. If they fail the save, the nail falls out from the force of the blow. While under the influence of the nail, the character has faint red aura about them that often takes the form of a spiderweb.

Advantages
+2 To-Hit Bonus (melee only)
+2 Damage Bonus (melee only)
+5 to Maximum HP.
Damage dice explode once if maximum damage is rolled. If the weapon has more than one die of damage (e.g. 2D4, 2D6, etc...) this second die may also be re-rolled.

Disadvantages
Cannot use ranged weapons.
Cannot cast spells.
Cannot use any skill that does not involve raw physical strength.
Must always attack the nearest foe. 

A nail infused with rage and loss.


Into the Odd
To pierce the skin, the character must do 1 point of damage to themselves. While in the skin the 1 point of damage caused by the nail cannot be healed by any means until the nail is removed. If the character is subject to Strength damage, they must make a Strength save. If they fail the save, the nail falls out from the force of the blow. While under the influence of the nail, the character has faint red aura about them that often takes the form of a spiderweb.

Advantages
+6 to Maximum HP.
All melee damage is Enhanced

Disadvantages
Cannot use ranged weapons.
Cannot use Arcana.
Cannot use any skill that does not involve raw physical strength.
Must always attack the nearest foe.