so i read this post over on scrap princess' blog and I thought about putting something like that over in my system. so something like that is going in my system.
at character creation, you may choose a background/past life/whatever that helps determine what kind of thing your character is, and also helps determine some starting gear and trained skills. TRAINED SKILLS are very fluid, and are anything that could be said to pertain to your character's background. if you can say how it is related, then you receive a +2 bonus to your chances with the skill check. a past life will also describe what your armaments are like, but those will tend to be determined individually.
all of the pasts listed in scrap's post are options for your character, in addition to the ones below (more are forthcoming):
1. CLERGY of AHJAX
Starts with:
The Olde Booke of Saints and Things, holy symbols of some saint, a mouth filled with holy words
your weapons and armor are:
simply crafted and varied
2. FOLLOWER of THE GRAVEYARD
Starts with:
a pet of some sort, rotting clothing, a corpse-like body, symbiotic fungus or plants
your weapons and armor are:
old, dusty, rusty, and rotting
3. INDUSTRIALIST
Starts with:
a wallet full of cash, a factory somewhere, the prototype of some new machine (very flimsy)
your weapons and armor are:
fancy and state-of-the-art
4. DRUID
Starts with:
nothing but the skin on your back and the teeth in your mouth. maybe some stuff made from sticks
your weapons and armor are:
fur, skin, sticks, poop, blood
5. BROUGHT UP by ORCAS
note: this is one of only two backgrounds chooseable by orcas, but it can also be chosen by other races
Starts with:
the skin of your mother/father, a sack filled with fish
your weapons and armor are:
made of bone, teeth, driftwood, and skin
6. GOBLIN CHILD
Starts with:
chamberpot, piece of junk, a handful of dirty mice
your weapons and armor are:
made from garbage and human waste
7. FACTORY WORKER
Starts with:
a meager paycheck, a dirty uniform, shoddily-made product, factory slang
your weapons and armor are:
hand-me-down, cheap
8. TIME TRAVELER
Starts with:
things that do not exist yet
your weapons and armor are:
shiny, futuristic
9. NEWBORN of a ROVING FACTORY
note: this can only be chosen by robot characters
Starts with:
small pieces of tech, nothing else
your weapons and armor are:
parts of your body
10. REHABILITATED MONSTER
note: this is one of only two backgrounds chooseable by orca and elf characters
Starts with:
beautiful grey uniform, pleasant manners, nice books, packed lunch, brainwashed mind
your weapons and armor are:
clean and pristine
11. CANNIBAL
Starts with:
cooking utensils, On Person Preparation (a cookbook), bloody apron
your weapons and armor are:
actually cooking gear
12. ELFIN SADIST (or CHANGELING)
note: this is only chooseable by elf characters (unless your character is a child stolen by the elves)
Starts with:
torture gear, weird alien pet, otherworldly outlook and appearance, sharp teeth and claws
your weapons and armor are:
edgy, violent, bloody, alien
13. MAMMAL ENTHUSIAST (or FURRY)
note: this can only be chosen by non-mammals
Starts with:
fursuit, book on mammals, lice
your weapons and armor are:
patterned after claws and other mammal-things
as stated earlier, more are forthcoming
Monday, December 21, 2015
Sunday, December 20, 2015
AMPHISBAENA
AMPHISBAENA are completely mundane and natural creatures. their two-headed nature was evolved to allow for more trickery with the hunting of their preferred prey-the mouse. a mouse expects a single fanged head of a serpent, but when there are two it isn't able to leave its burrow without being bitten. a good and valuable adaptation for a predator.
Amphisbaena are creatures sacred to Jujuvinia, Ahjaxian saint of poison, innocent assassins, and small knives. many say that they were crafted by the saint herself, from discarded snakeskin, four slivers of glass, and other holy materials. Holy followers of Jujuvinia are able to create their own amphisbaena using her techniques, but they are never quite right.
amphisbaena were made long ago by the elves, to be used in weirdly complex assassination attempts. that's why they can stiffen into a rod, poisoned fangs at either end. they were made to be living daggers. how and why they are no longer in use by the elfin murderers is a mystery.
Amphisbaena are completely mundane and natural creatures. their second head is, in reality, a FALSE head, evolved only as a ruse for much larger and more dangerous predators. it cannot bite, and if it is cut off it will regrow within a few days.
Amphisbaena are a metaphor for the nature of lizard people. they have two heads because the people of the world have two sides to their personality; a side that they show the world and a side that they show none. Some more confusing philosophers claim that there are actually three or even four sides to a personality, and thus there are three or four-headed amphisbaena.
amphisbaena are a kind of serpentine animal spirit, who serve any number of reptilian snake-gods. you can find them squirming through the mud and dirt of the spirit forest.
If you cut an amphisbaena in half, it will split off into two normal snakes.
If you cut an amphisbaena in half, it will die just like any other beast or serpent.
Amphisbaena and Hoop Snakes are connected in some way. maybe amphisbaena are what hoop snakes grow up into?
there is a subspecies of Winged Amphisbaena that you can find in The Southlands. the Crocmen talk of how much they love hunting it, and everybody can trust the Crocmen!
amphisbaena are creatures associated with the Allied Pantheon. their two-headed forms mirror the neverending and always changing cycle of everything. followers of those gods claim no connection to them, but nobody can trust them (the high council of the concordance of Ahjax says so!)
Amphisbaena are a kind of alien demon, who take a more mundane form to watch us. if you hear a clicking and whirring when in the woods, you are being watched by the camera-eyes of these two-headed serpents.
Amphisbaena are creatures sacred to Jujuvinia, Ahjaxian saint of poison, innocent assassins, and small knives. many say that they were crafted by the saint herself, from discarded snakeskin, four slivers of glass, and other holy materials. Holy followers of Jujuvinia are able to create their own amphisbaena using her techniques, but they are never quite right.
amphisbaena were made long ago by the elves, to be used in weirdly complex assassination attempts. that's why they can stiffen into a rod, poisoned fangs at either end. they were made to be living daggers. how and why they are no longer in use by the elfin murderers is a mystery.
Amphisbaena are completely mundane and natural creatures. their second head is, in reality, a FALSE head, evolved only as a ruse for much larger and more dangerous predators. it cannot bite, and if it is cut off it will regrow within a few days.
Amphisbaena are a metaphor for the nature of lizard people. they have two heads because the people of the world have two sides to their personality; a side that they show the world and a side that they show none. Some more confusing philosophers claim that there are actually three or even four sides to a personality, and thus there are three or four-headed amphisbaena.
amphisbaena are a kind of serpentine animal spirit, who serve any number of reptilian snake-gods. you can find them squirming through the mud and dirt of the spirit forest.
If you cut an amphisbaena in half, it will split off into two normal snakes.
If you cut an amphisbaena in half, it will die just like any other beast or serpent.
Amphisbaena and Hoop Snakes are connected in some way. maybe amphisbaena are what hoop snakes grow up into?
there is a subspecies of Winged Amphisbaena that you can find in The Southlands. the Crocmen talk of how much they love hunting it, and everybody can trust the Crocmen!
amphisbaena are creatures associated with the Allied Pantheon. their two-headed forms mirror the neverending and always changing cycle of everything. followers of those gods claim no connection to them, but nobody can trust them (the high council of the concordance of Ahjax says so!)
Amphisbaena are a kind of alien demon, who take a more mundane form to watch us. if you hear a clicking and whirring when in the woods, you are being watched by the camera-eyes of these two-headed serpents.
some INFORMATIONS regarding MANY THINGS
ABILITY SCORES have changed since last i spoke of them. now, rather than having set bonuses for different kinds of actions, your character spends points of the ability score to receive bonuses while also reducing the value rolled against for saving throws. see below for what different ability scores may be spent on:
- VIOLENCE: for every point spent, +1 to either the attack roll, or +1 damage die rolled for the attack (when rolling multiple dice, take the higher value)
- SKILL: for every point spent, +1 to any physical skill check (see below for rules on skills)
- STRENGTH: for every point spent, +1 to forcing open some door/gate/container, or being able to carry huge amounts of weight
- STAMINA: cannot spend; stamina is only reduced when it takes damage from attacks after hit points are all gone.
- CHARISMA: for every point spent, +1 to reaction rolls and other social-based rolls
- INTELLIGENCE: for every point spent, +1 to any knowledge skill check (see below for rules on skills)
- MAGIC: for every point spent, +1 to roll for casting of spells, in addition to other magic-based checks
- COSMOS: for every point spent, +1 to rolls of a cosmic nature, such as getting miraculous gifts from a spirit or summoning some weird creature
SKILLS come in two sorts: physical and knowledge. physical skills include the picking of locks, climbing walls, sneaking, hunting, etc. knowledge skills include deciphering languages, knowing things about some monster, etc. different difficulties of skill have different chances, but when you spend points of Skill on it, these chances increase by 1 for every point spent. you may choose to be trained in a skill or some skills, in which case your base chances with it will increase by 1 point.
- Trifling Predicament: 10 in 20 chance of success
- Modest Predicament: 8 in 20 chance of success
- Worthy Predicament: 6 in 20 chance of success
- Significant Predicament: 4 in 20 chance of success
- Confounding Predicament: 2 in 20 chance of success
In the small country of VORARE, all that anybody cares about is eating. the sorcerers here use a specific brand of spellcasting that uses up bodily reserves of energy, meaning that they are constantly stuffing themselves with food. very powerful wizards might be incredibly corpulent and obese, but suddenly emaciated with the casting of a single incantation. To go up in the chain of command here, one must kill and eat one's higher-ups. The Queen is sometimes called the High Cannibal. most small animals are eaten whole and alive. the rich have huge pet snakes, which some claim to be gifted with intelligence via magic. No metal currency is accepted here, and all of your mice, rats, owls, fungi, slaves, etc. must be traded in for the real version in the nation's ports. Questing Beast coins are never accepted for this reason.
there is a small island which is currently named Rule. you can find in this island nation the Fairest Court System in the entire world. if anything happens to you, the perpetrator will be found and exactly what happened to you will be inflicted upon the criminal. An Eye for an Eye, a Tooth for a Tooth, a Theft for a Theft, a Death for a Death. however, every 39 years, the city cycles over to a mirror-city named Corrupt. here, nothing is ever punished. everything is burning and stolen and killed and nobody will ever own up to it and take a punishment for it. there is no court system and there is no ruler. currently, the island has been Rule for 26 years, which means in another 13 it will cycle over to Corrupt.
RELIGION is incredible in its variety, complexity, and weirdness, both in the real world and in The World with no Name. the most widespread faith in the region we will be playing in is The Concordance of Ahjax, really not so much its own religion as innumerable smaller cults that grouped together under the same moniker. then there is the chaotic otherworldly spirit with the ever-watchful eye and the angular form, which is hostile to all other religion and hostile to the world as a whole. there are three major gods that form a sort of pantheon of friends, where different groups will worship one specific spirit but will also respect and acknowledge the existence of the other two. The customs, rituals, and strange strictures from each religion are multi-layered and complex, as are the relationships between major religions. This doesn't even include lesser cults, sects, and faiths that one might find hidden in the area.
the major religions of the area are as follows (posts regarding each of these faiths and philosophies are forthcoming):
- The Concordance of Ahjax: a monolatric faith where the followers hail an immense multitude of saints, demigods, demons, spirits, godlings, etc. each worshiped being is connected to a great god named Ahjax, and they are said to be aspects of it.
- The Pantheon of Friends/Allied Pantheon
- The Graveyard: a religion regarding life, death, decay, and the impermanence of all things. The Graveyard is both a physical being/location (it is one of the 5 moons of the planet), but it is also an indistinct metaphysical location where all things go after death. the concordance of ahjax considers following The Graveyard a heresy, punishable by jail and torture (note: this punishment is only possible within the nation-state of the concordance of ahjax)
- Growl: a deity of energy and of cosmic things. it is energy, and it can work with energy, and so can those creatures and people connected with it. the concordance of ahjax considers following Growl a heresy, punishable by jail and torture (note: this punishment is only possible within the nation-state of the concordance of ahjax)
- Makoto: the being known as Makoto is a chaotic deity, associated with natural disasters and change. the concordance of ahjax isn't certain as to its opinion regarding Makoto, but the high council says to be wary of followers of this deity, as they might be connected to followers of the more heretical other gods.
- Bill Cipher, the Weirdness Demon, the Ever-Watchful Eye, the Pyramid, He Who Makes and Breaks Promises: i literally stole this god from a cartoon, just go watch it it is very good. he is a chaotic being of unnatural disasters, of pure unadulterated unpredictability and of neverending change.
the concordance of ahjax is the most widespread religion in this region, and it is much more personal and the more distant and impersonal allied pantheon and ever-watchful eye. the saints and godlings of the concordance are much closer to the people than the strange spirits of the pantheon. The Concordance has gods of fertility, harvest, hearth, hunting, fighting, etc. that feel close to the people, whereas the allied pantheon has only distant and alien gods that embody vast and important cosmic concepts. Bill Cipher is just incredibly weird and dangerous, and yet there are many who follow him.
of course, there are also many, many demons, spirits, ghosts, alien beings, devils, godlings, etc. that are smaller in scope than any of the faiths described above.
of course, there are also many, many demons, spirits, ghosts, alien beings, devils, godlings, etc. that are smaller in scope than any of the faiths described above.
Friday, December 18, 2015
the city of KOSSUM
KOSSUM is a city from out of space and from out of time
CITY FROM OUT OF SPACE (and out of time)
noun
a large town or village that happens to be in an extradimensional space or pocket dimension, which follows its own strange rules of reality and politics.
KOSSUM is a large city. it is always warm here, and the air is always damp with humidity. if it weren't for the town guards, everything would be covered with layer upon layer of mold. the sky in Kossum is always the color that the sky is at twilight, but the sun still moves through the sky. the sun has a huge black spot on it from where the ruler of Kossum, the Possum Queen, can watch the goings-on in her principality
in KOSSUM it is illegal to kill any marsupials and any rodents. because of this rat populations have skyrocketed, but it's okay, for they work as spies for the Possum Queen. this also means that if You happen to be carrying the mainstays of the lizard person's diet, the fried mouse and rat-on-a-stick, you will be arrested and probably executed.
in KOSSUM it is illegal to talk about midday. some even go so far as to avoid doing anything when the sun is at the top of the sky for fear of arrest. however, discussion of midnight is encouraged and rewarded, even though there is no easy way to determine whether it is midnight or not (there is no moon in Kossum)
in KOSSUM, all books must be written in the nigh incomprehensible scratches and stains of the opossum tongue. if any book written in any other language is found, it is promptly snatched up and burned.
in KOSSUM, a parent must have at least 10 children. until you have 10 children, realistic doll replacements will suffice, for a time. all children must be with one of their parents at all times, and this includes the doll-children. being a parent means carrying with you a lot of children.
in KOSSUM, there are no farms. all food is gotten from scavenging, hunting, and gathering. however, this still produces enough food for everybody somehow.
in KOSSUM, all news is spoken word only, and you will usually have it whispered into your ear by a mouse or lesser possum, so that you dream of the happenings in your sleep.
in KOSSUM, all laws are enforced by the Town Guard, a battalion of militiamen who wear armor of furred skins and metal nails. they are usually busy with combating mold, however, and so most of the laws are actually enforced by the rat spies, rather than the bumbling town guard
in KOSSUM, all art is required to have no deeper meaning beyond what is clearly visible. for this reason, political cartoon has become like it is today, with literally every single part of the image explained clearly. poetry is possibly the only offence punishable by fine.
in KOSSUM, speaking lies about the Possum Queen is the worst felony. however, most positive statements regarding the Possum Queen are complete falsehood. because of this, all citizens are constantly berating the Queen and talking about her obsession with worms and dirt and shiny objects.
in KOSSUM, there is no sewer system. the roads do not have paving. the roads are made from waste that has turned into dirt, and slightly more recent waste on top of it. plant life flourishes in the roads. only the road up to the Possum Queen's hideyhole is paved, and it is paved with asphalt. the plants of the waste-roads are nurtured, but sometimes there is collateral damage to combat the Mold
in KOSSUM, the Possum Queen holds an annual competition for a breeder, where she selects the best of her (mostly) human citizens to assist in her creation of a marsupial heir to her throne.
in KOSSUM, it is illegal to own a weapon smaller than a butcher's knife. butter knives count as weapons, and so they are very large in this town.
in KOSSUM, the economy is stimulated by an ever-growing trade in Teeth, mostly human and rodent teeth, especially between the city and the Realm of the Tooth Fairy. the Tooth Fairy is on good terms with the Possum Queen, and some even say that they are lovers
in KOSSUM, any kind of hound, no matter the species, is illegal. the Possum Queen fears them, and no matter if your hound is a reptile, a man, a canine, a predatory avian, or a huge amphibian. if a hound is captured, it will be put down by the Possum Queen or by the Town Guard
in KOSSUM, the Possum Queen will deem it illegal to touch the ground for one full day. the citizens must then crawl through the trees and on the rooftops. this day is determined seemingly at random.
in KOSSUM, the buildings are made from soft wood and rope-like vines, sometimes with the skins or corpses of animals incorporated into them. some of the richer houses are made from living trees, grown into a house-like shape.
YOU CAN GET TO KOSSUM IN THE FOLLOWING WAYS
CITY FROM OUT OF SPACE (and out of time)
noun
a large town or village that happens to be in an extradimensional space or pocket dimension, which follows its own strange rules of reality and politics.
KOSSUM is a large city. it is always warm here, and the air is always damp with humidity. if it weren't for the town guards, everything would be covered with layer upon layer of mold. the sky in Kossum is always the color that the sky is at twilight, but the sun still moves through the sky. the sun has a huge black spot on it from where the ruler of Kossum, the Possum Queen, can watch the goings-on in her principality
in KOSSUM it is illegal to kill any marsupials and any rodents. because of this rat populations have skyrocketed, but it's okay, for they work as spies for the Possum Queen. this also means that if You happen to be carrying the mainstays of the lizard person's diet, the fried mouse and rat-on-a-stick, you will be arrested and probably executed.
in KOSSUM it is illegal to talk about midday. some even go so far as to avoid doing anything when the sun is at the top of the sky for fear of arrest. however, discussion of midnight is encouraged and rewarded, even though there is no easy way to determine whether it is midnight or not (there is no moon in Kossum)
in KOSSUM, all books must be written in the nigh incomprehensible scratches and stains of the opossum tongue. if any book written in any other language is found, it is promptly snatched up and burned.
in KOSSUM, a parent must have at least 10 children. until you have 10 children, realistic doll replacements will suffice, for a time. all children must be with one of their parents at all times, and this includes the doll-children. being a parent means carrying with you a lot of children.
in KOSSUM, there are no farms. all food is gotten from scavenging, hunting, and gathering. however, this still produces enough food for everybody somehow.
in KOSSUM, all news is spoken word only, and you will usually have it whispered into your ear by a mouse or lesser possum, so that you dream of the happenings in your sleep.
in KOSSUM, all laws are enforced by the Town Guard, a battalion of militiamen who wear armor of furred skins and metal nails. they are usually busy with combating mold, however, and so most of the laws are actually enforced by the rat spies, rather than the bumbling town guard
in KOSSUM, all art is required to have no deeper meaning beyond what is clearly visible. for this reason, political cartoon has become like it is today, with literally every single part of the image explained clearly. poetry is possibly the only offence punishable by fine.
in KOSSUM, speaking lies about the Possum Queen is the worst felony. however, most positive statements regarding the Possum Queen are complete falsehood. because of this, all citizens are constantly berating the Queen and talking about her obsession with worms and dirt and shiny objects.
in KOSSUM, there is no sewer system. the roads do not have paving. the roads are made from waste that has turned into dirt, and slightly more recent waste on top of it. plant life flourishes in the roads. only the road up to the Possum Queen's hideyhole is paved, and it is paved with asphalt. the plants of the waste-roads are nurtured, but sometimes there is collateral damage to combat the Mold
in KOSSUM, the Possum Queen holds an annual competition for a breeder, where she selects the best of her (mostly) human citizens to assist in her creation of a marsupial heir to her throne.
in KOSSUM, it is illegal to own a weapon smaller than a butcher's knife. butter knives count as weapons, and so they are very large in this town.
in KOSSUM, the economy is stimulated by an ever-growing trade in Teeth, mostly human and rodent teeth, especially between the city and the Realm of the Tooth Fairy. the Tooth Fairy is on good terms with the Possum Queen, and some even say that they are lovers
in KOSSUM, any kind of hound, no matter the species, is illegal. the Possum Queen fears them, and no matter if your hound is a reptile, a man, a canine, a predatory avian, or a huge amphibian. if a hound is captured, it will be put down by the Possum Queen or by the Town Guard
in KOSSUM, the Possum Queen will deem it illegal to touch the ground for one full day. the citizens must then crawl through the trees and on the rooftops. this day is determined seemingly at random.
in KOSSUM, the buildings are made from soft wood and rope-like vines, sometimes with the skins or corpses of animals incorporated into them. some of the richer houses are made from living trees, grown into a house-like shape.
YOU CAN GET TO KOSSUM IN THE FOLLOWING WAYS
- eat a possum. in your dreams, you will be jailed in the city. you will not wake up until you leave the city, and no time will have passed outside of your mind.
- crawl into the tree that a possum happens to be living in. you will crawl out of a similar tree in Kossum
- get lost in a city following a possum or some rats. you will walk out of an alleyway in Kossum once you get sufficiently off track.
- get ferried there by The Tooth Fairy, for a price.
Thursday, December 17, 2015
CHARACTER CREATION in the WORLD WITH NO NAME
YOU FOLLOW THE FOLLOWING PROCEDURE
- SCORES
- RACE or SPECIES
- COOL STUFF that u can DO
- COOL STUFF that u OWN
SCORES
to begin with, ROLL 3D6 IN ORDER for the following 8 ABILITY SCORES
- VIOLENCE
- SKILL
- STRENGTH
- STAMINA
- CHARISMA
- INTELLIGENCE
- MAGIC
- COSMOS
note MODIFIERS to your other SCORES based on the scores above. in general, use the following table for modifiers (however, starting characters cant have less than 3 or more than 18)
- 1: -5
- 2: -4
- 3: -3
- 4-5: -2
- 6-8: -1
- 9-12: 0
- 13-15: +1
- 16-17: +2
- 18: +3
- 19: +4
- 20: +5
NOTE: ALL ABILITY SCORES CAN BE USED AS SAVING THROWS TO AVERT BAD EFFECTS
your VIOLENCE score is your skill to kill, your Fighting Prowess. the modifier from Violence affects all attack rolls, though some attacks may have a smaller modifier due to bad dexterity or a weak physical nature (entirely determined by roleplay and not actually enforced in the rules).
your SKILL is your agility, dexterity, and general ability. with low Skill your character is a clumsy oaf, with high Skill you are basically an assassin or acrobat or lockpick or whatever skilled profession you are. The modifier from Skill affects the number of Skill Slots you have at character creation, and your skill can also possibly affect your ability with ranged weapons.
your STRENGTH is your muscle. it isnt your ability to fight with heavy weapons, because you can be muscular and not at all skilled at fighting. This is used for how much weight in treasure you may carry in your hands, as well as your ability to force things open.
Your STAMINA is your health or constitution. After your hit points are gone, all damage is taken from your Stamina, and when it reaches 0 your character dies in the goriest way possible for what dealt the damage. I don't even care if how you die isnt very likely. FATIGUE decreases your Stamina, and RESTING increases it.
your CHARISMA is your social skills and general air. it is whether people like you or not. it doesnt directly affect any sort of stat or roll, but it is used for determining character personality, and for making a SOCIAL SAVE to avert failure in a social situation (the only time Charisma checks are rolled)
your INTELLIGENCE is your knowledge, or your book-smarts. If your character went to a UNIVERSITY, then this score will be higher. it affects your character's starting languages, the ease with which they learn additional languages, what sorts of knowledge they have, and the number of spells they begin with (if any).
your MAGIC is just that. it is your character's ability with magic, their skill at sensing it, etc. it affects anything to do with magic, but more specifically the casting of arcane spells.
Your COSMOS is what you are on the cosmic scale, which truly amounts to nothing unless you have like 200+, but for a mortal you can have marginally more than others maybe. it affects how likely you are to notice something, and the ease with which you receive miraculous gifts from a spirit, being, godling, etc.
there are also other statistics, such as Armor, Damage, Hit Points, etc.
RACE or SPECIES
you can choose from the following list of races to create your character. these have codified rules, but i am not gonna write those here
you can choose from the following list of races to create your character. these have codified rules, but i am not gonna write those here
- Lizard Person
- Gorgon
- Elf
- Dark Elf
- Cadaver (race template)
- Vermis
- K'Kladorf
- Undine
- Orca
- Lycanthrope
- Vampire (race made on a case-by-case basis)
- Homonculus
- Robot
COOL STUFF u can DO
YOU have 5 ADVENTURE POINTS. you can SPEND THESE to be able to DO COOL THINGS. every race has an AP COST, which is usually 1 ap, but is 2 for some and 0 for the lizard people. after "purchasing" your species, you can use AP to get cool special features, which include combat skills, magical spells, serving a weird deity, additional skill slots, strange items, etc.
COOL STUFF that u OWN
EQUIPMENT is simply decided by you in conjunction with the GM. this is because purchasing equipment takes too much time, and is really quite annoying. just come up with stuff that your character owns, run it by the GM, and they will say whether you can have it, cant have it, or if it will cost AP.
Monday, December 14, 2015
MORE on DWARFS and also HOBBITS, GOBLINS
since the DWARFLAND is blasted and wasted from construction and destruction, dwarfs will sommetimes send expeditions into other worlds to build and build and build. These expeditions will always have at least one Mother with them. They will bring with them tools from the dwarfland, brought in massive and weird caravans pulled by Pack Dwarfs (dwarfs which have volunteered their services and have had their anatomy augmented to pull things and carry things).
DWARFS DO NOT truly HAVE A RELIGION. they have no time to hail any sort of god or spirit or saint or whatever, because they are just so busy building things. However, the dwarfs believe that the first of dwarfkind were crafted long ago by some sort of AllMother (or Mega-Mother, Queen of Dwarfkind, Mistress of Construction, etc.) they do not hail this parent, but take extreme offense if any insult her
some leading theories on the Creation of Deros:
DWARFS DO NOT truly HAVE A RELIGION. they have no time to hail any sort of god or spirit or saint or whatever, because they are just so busy building things. However, the dwarfs believe that the first of dwarfkind were crafted long ago by some sort of AllMother (or Mega-Mother, Queen of Dwarfkind, Mistress of Construction, etc.) they do not hail this parent, but take extreme offense if any insult her
some leading theories on the Creation of Deros:
- Deros are born from a dwarf who has become Drunken
- Deros are made from only half-finished dwarfs crafted by a Mother
- Deros are Dwarfs possessed by some sort of Daemon
- deros are created when a Dwarf or other Creature insults the AllMother
- deros are created from Dwarfs who fail to turn a resource into a new object
HOBBITS are from societies and cultures of feral and runaway babies, toddlers, and children. they do not age. they do not die. they have stunted skills and weird perspectives. they are unknowingly violent and destructive. They often steal away children and babies to turn into even more HOBBITSES. hobbits are sometimes called Halflings, Lost Children, Feral Babies
think the lost boys from peter pan, but still wearing the fancy clothing of a normal fantasy hobbit (or they are completely naked)
![]() |
aarg itll kill ya |
GOBLINS are all the gross and weird things that society just really doesnt like. these are usually small and gross. these are usually promptly kicked out of the said society and forced to live on the fringes in wastelands and sewers and garbage dumps. these usually also embrace that existence and fully transition over to just loving garbage and rats and killing things. many different types of creature are called goblin by others, and thus they all consider themselves to be one and the same, despite possibly vast species differences. Exampls of Goblins include:
- Garbage Elementals
- Mining Spirits (ie: kobalds)
- Greenskins (think ur run of the mill goblins and orks)
- Snotlings
- ratmen
- VOMITOR
- junkbots
- grave motes
- feral babies
- talking dogs
- monkeys
sometimes folks will call the more human-sized goblins orcs, but goblin is technically the proper name for this weird culture of many different species
ALSO WHY NOT SOME WEIRD ITEMS based on BLOODBORNE
THE BLOOD VIAL can be used for healing, but with the chance of failure if used incorrectly. When one uses a blood vial to heal one's self, roll 1d8. If you roll a 1-4, subtract that number from the hp, but if you roll higher, add the number minus 4. If the user is trained in medicine, the chance of failure is brought down to 2 in 8, and thus the maximum amount of hit points gained is also increased (instead subtract 2, rather than 4). it can also be used to distract more sanguivorous creatures
THE BLOODSHOT EYEBALL can be used to see into paralllel dimensions and worlds. Only 13 such eyes exist, each corresponding to a different dimension. they release light like a lantern, and all things illuminated by the weird light is shown from that world's perspective. Light is only emitted from the pupil side of the eyeball.
THE ASHEN CHILD is a singular object, who must have, long ago, been some royal's child or servant boy, but who also has many features of a small mummy monkey. THE ashen child can be pointed at someone, and then it will whisper a single secret of that someone into the holder's ear
the QUEENLY FLESH are large meaty and veiny organs, constantly wriggling and oozing red and clear gunk and muck and fluid. they feel IMPORTANT for some reason. If one swallows a piece of queenly flesh they can integrate complete into the strange and exclusive circles of royalty and of nobles, and they can effortlessly follow their confusing conversations, for as long as the squirming meat is digesting
Friday, December 11, 2015
MONEY
most parts of the world (and specifically the region my game will take place in) use a semi-unified coinage system, which is listed below:
- Mice
- Rats
- Owls
- Fungi
- Slaves
- Huntsmen
- Questing Beasts (or Quests)
a mouse is a copper coin, with the image of a small rodent emblazoned on it
a Rat is a larger brass coin, with the picture of a huge fat rat carved in it
an owl is about the same size as a brass rat, but instead made from silver. the image on it is usually the face of an owl
Fungus coins are made from Palladium, an alloy of mostly silver and some gold, and usually with the image of a mushroom upon them
slaves are gold coins. they have the picture of a lizard person's head carved on them (or a member of a different species in older coins (typically orcas or gorgons in such examples).
a huntsman is a coin made from gold, silver, and copper. it is green in hue. They are decorated with the image of an armed ranger or hunter
a QUESTING BEAST is the most valuable of coins. it is made from platinum, and it is carved with the most famous Questing Beast at the time of minting, or the Questing Beast of the area.
The exchange rate is as follows:
- 1 Mouse
- 1 Rat=50 Mice
- 1 Owl=2 Rats=100 Mice
- 1 Fungus=50 Owls=100 Rats=5,000 Mice
- 1 Slave=2 Fungi=100 Owls=200 Rats=10,000 Mice
- 1 Huntsman=50 Slaves=100 Fungi=5,000 Owls=10,000 Rats=500,000 Mice
- 1 Quest=2 Huntsmen=100 Slaves=200 Fungi=10,000 Owls=20,000 Rats=1,000,000 Mice
one can exchange any of these coins for what they are named after, or vice versa. So someone with 1 copper mouse coin can exchange it for a live or cooked mouse, and the literal mouse can also be used as a currency. Slave coins used to be exchangeable for slaves, but that is sort of frowned upon these days, and it is now typically used to buy the services of some professional. Huntsmen will typically be used to hire some powerful adventuring specialist. you cannot buy a Questing Beast, but if you catch a questing beast it can be exchanged for a platinum coin. usually, the side that doesn't have the coin's namesake on it will be carved a different way for each country or nation.
Other currencies from around the world include:
- Draugr Anatoma
- different parts of the body of a creature are used as currency in the undead empire of Draugr
- Undine Corals and Birthrights
- the coins used by the aquatic amazon race (the Undine) are carved from different species of coral. they will usually have a hole bored through them, for ease of transport (on a belt or string). The most expensive currency of the many undine empires are Birthrights, which are goods promised to a child upon hatching, and are all worth more than simple coins. They are exchanged abstractly
- Unpleasant Dollars
- The terrifying and terrible dictatorship that is Point Unpleasant uses a sort of paper money, which is pieces of flexible cardboard painted with the current demagogue's face, or some kind of important historical event. Some say that these dollars hide SECRET MESSAGES
- Monitor Hisses
- The SECRET currency of the hidden culture and society of the monitor hounds. made entirely out of sound and hissing, and exchanged abstractly
- First Nation Tablets
- Ancient clay tablets, very large. carved with a hole in the center for easy transport, and with poems inscribed on the edges. worth a FORTUNE if any are found
- Coins that are Holy in the Eyes of Ahjax
- These are any kind of coin/dollar/whatever that has been sanctified by a priest/prophet/saint/demigod/whatever of Ahjax, in the Nation of the Concordance of Ahjax. they are worth as much as they were before becoming holy when in the Nation, but when outside of it they are worth 3 times as much to an Ahjaxian. all currency must be holy to be used in the Nation of the Concordance of Ahjax
Subscribe to:
Posts (Atom)