Tag: 33ff10

  • MEMORY UNLOCKED: BARD

    A child’s rhyme
    stuck in my head…

    Life is but a dream.

    Third Eye, TOOL

    d6 Spoony Character Traits

    Memory of the Bard

    Music flows through you in mystical fashion. Skilled with singing, playing instruments, and drafting historical epics on the spot. As an action, you can give one of your Hero dice to a creature, increasing it one size. A creature can only have one Bardic die at a time. Tier 2: Recite your dramas with unerring consistency! When your muse rolls a 6 or higher on their Bardic die, you gain a hero die. Tier 3: You are utterly perfect, perhaps even divine. You gain +2 to Reaction rolls and your muse regains Life equal to the result of their Bardic die roll.

    Omnivoice

    While you have Hero dice, you can universally communicate with any creature, regardless of tongue or anatomy.

    Good Company

    You can spend a Hero die to confer your bonus to Reaction rolls to an ally. Eventually, you may share a sense of humor.

    Spellshare

    You can spend a Hero die to cast a power known by an ally in your vicinity, treating it as bardic magic.

    Reality Raconteur

    You speak and the universe listens. Spend all of your Hero dice to apply that many instances of advantage or disadvantage on a roll. For example, if you have five Hero Dice when you impose disadvantage on a target’s roll, they must roll five times and take the lowest result.

    Final Boss Music

    While facing a creature of a higher level, you and your allies add +2 to all rolls, treating them as natural rolls. For example, if an ally rolled an 18 on the die, it is considered a natural 20. Optionally, heavy metal or dramatic opera may ring out into the local realty field.

    Battle Theme 01

    You are skilled at using your instruments as weapons. On a hit, they deal 1d8 damage. THEME 02: Expert at battle instrumentation, your instruments deal 1d10 damage, and you can make them hallmark items with weapon traits. THEME 03: Master at the battle banjo, deals 2d6 damage, and you can spend a Hero die to make the damage dice explode.


    d6 Bardic Songs from the Other, Other Realms

    Victory Fanfare // Song of Rest

    P: 2 R: Short T: All allies D: Instant

    At the end of a conflict, you can cast this spell to grant an immediate 1d8 Life to all allies in range.

    Overcharge: instead restore one attribute.

    Temporal Motif // Song of Time

    P: 8 R: Close T: Special D: Instant

    Using your favorite potato flute, serenade your surroundings with this mystic tune. After a few moments of playing, you and creatures of your choice within range are tugged backwards through time, landing in the same space a few minutes ago. If a creature is unwilling, they Save. Typically, this snuffs out your past selves, but the simulation may sometimes glitch. Contact your administrator for help.

    Hurricane Half-Step // Song of Storms

    P: 3 R: Close T: Self D: Channel

    Through music or spectacular dance, you whip about a mighty gale in the vicinity. All other creatures within Save or are pushed back to Short range. Arrows, bullets, and prayer-bolts have difficult time (-) passing through this wondrous wind barrier. As part of your action to channel this power, you can launch back any projectiles within the typhoon.

    Noospheric Psychelance // Cutting Words

    P: 3 R: Short T: A creature D: Instant

    Invade the mind of your prey, feast upon their emotions and memories. When you’ve had your fill, yank the noospheric tether and invite pain into their brain. They must Save, suffering 3d6 damage on a failure while losing their will to strike you, or 1d6 damage on a success.

    Wanderer’s Steed // Horse-call.exe

    P: 2 R: Close T: Special D: A week

    A majestic L3 splice-horse appears! Perhaps by druidic call, or a quick hack into the source code. It carries four sacks, and never tires. It can communicate perfectly with you, and if you summon it by your side religiously over time, you may find yourself a lifelong companion. It is adverse to battle, though it may heed the call after a year’s worth of summoning.

    Overcharge: instead L5, or it can carry eight sacks.

    Courage Thick as Steel // Partita of Protection

    P: 3 R: Short T: All allies D: A few minutes, channeled.

    While Channeling this multi-layered song, you and your allies gain damage reduction 3.


    Ultraviolet Inspiration: d6 Plot Hooks

    1. A long lost historical tome is rumored to have resurfaced in the scholastic orders at large. Detailing the fall of the Viles, it can be found deep within the Forest of Meat, nestled in an overgrown ruin watched over by a L13 Godroot Feaster (writhing, colossal-fanged).
    2. The neoskalds of the southern valleys have called for a moot. The clans have long been at war ever since the High Elder was robbed of his Blod-Crown. Each of the thirteen clans claim another stole away the artefact. You’ve been granted a vision of this artefact, and its hidden away within the Ribs of the Father. Can you procure the crown before the moot? Or is all lost?
    3. A local cat lord recently purchased a rare songblade. Lightweight, smooth, and sings with every strike. You’ve been tasked with picking up the shipment, and delivering it back to the spoiled merchant. It’d be a shame if it were to be lost to the ravages of legend.
    4. An expedition has recently set out from the Porcelain Citadel, searching for ancient sites to the north. Sgt. Pontifax Equinox Mauricitano, a peculiar dwarf of unknown origins, leads the expedition. You’ve been given a missive from a close relative of his, worried about the sergeant’s well-being. Can you find the dwarf before its too late?
    5. Dante, your fondest childhood friend, has studied the spoken word and lyre for most of his life. Attending the Smithson Bardic University in the Emerald City, he graduated with highest honors. Lately, he’s been in a bit of a depressive lull, and indicates in an off-hand comment that he deeply wishes he could see the ancient halls of Vardenull to help spark his creative energies once more. You’ve heard that it’s to the south of the Near Moon.
    6. You’ve sought out the great Poet’s Quill for most of your life. Legends speak of its grand restorative properties, as well as its propensity to raw creation of the material. With a single stroke of the pen, you would be granted the raw creative furnace of a thousand men and women. Can you bear to take up that challenge? What ancient monastery grants safe harbor to this relic? The Black City holds the answers.
  • MEMORY UNLOCKED: BARBARIAN

    Take a peek
    If you would dare

    Half made of man
    Half of bear

    Altered Beast I, King Gizzard and the Lizard Wizard

    d6 Savage Character Traits

    Memory of the Barbarian

    Prone to anger, skilled with an axe, club, and greatsword, smells of the wild. Spend and roll a Hero die to fly into a supernatural Rage for a few minutes, gaining that much temporary Life and damage reduction, but you are unable to use Powers and suffer (–) to Saves. Tier 2: Expert, increase the size of your Hero die by one when spent on Rage. Tier 3: Master, add your Endurance to damage dealt with berserker weapons & your Hero dice explode when used to Rage.

    Euphoric Struggle

    While in a Rage, gain a hero die when you suffer damage.

    Stormbound Savage

    Ooh girl, you got that electric feel!

    When you strike a foe, they lose their reaction until you strike another as superprimal electricity seizes their joints.
    Tier 2: (+)(+) vs metal. Tier 3: Striking metal-clad foes deals d6 damage to nearby foes.

    Beast of Malice

    When you slay a Foe, heal 1d4 Life and gain cumulative +1 damage reduction until end of bloodshed.

    Crimson Bear Blessing

    When you strike a foe, gain a d6 Bear totem, which lasts until next dawn.
    You can spend and roll any number of Bear totems and add it to a damage roll against a single target.

    Jade Wolf Blessing

    When you strike a foe, gain a d6 Wolf totem, which lasts until next dawn.
    You can spend and roll any number of Wolf totems and add the result to an ally’s attack roll.

    Iron Boar Blessing

    When you strike a foe, gain a d6 Boar totem, which lasts until next dawn.
    You can spend and roll any number of Boar totems to reduce the damage of one attack by the result.

    d6 Brutish Artefacts from the Long, Long Ago

    Blood Axe

    1d12 damage / 2 stone / L3

    Two-handed

    Keen: Score a critical hit on a 19-20 (Critical Range +1).

    Vampiric: When you slay a foe, gain 5 Life.

    Carnage: When you slay a foe, gain a hero die.

    Vintner Lords know this dreaded axe all too well. Rumor has it…Cochran Two-Finger’s head was severed from his dark neck by a thrall that threw off her chains. She took the axe from a stump in the vineyard and dispatched him with righteous fury. She took to the country roads and disappeared into the hills, never to be seen again. When a local vampire goes missing…

    Lula

    1d10 damage / 1 stone / L4

    Sentient Artifact: Sassy, borderline bratty personality that bothers you more than you like.

    Voltaic Lady: Spend a hero die to Attack a foe at Short range with a bolt of lightning, dealing +1d10 damage.

    Bejabbers! You are a master (+9) at knitting and sewing.

    Ageless Apostle: While you wield this blade, you do not age.

    An enchanted longsword crafted by Argon the Ageless. If you ask Lula, he should be called Argon the Fool. One day, he had eight too many ales and stumbled out into the snowdrifts. Thinking her a carrot, he stuck Lula into the face of a snowman before stumbling back into his hearth to slumber. A fella then came and stabbed him in the chest that very night. Whoops!

    God Hand

    1d10 damage / 1 stone / L5

    Strength or Agility

    Holy Hands: Ignores resistance, looks sick – a lot of leather & belt buckles?

    Keen 2: Score a critical hit on a 18-20 (Critical Range +2).

    Master of Motions: When you strike a foe, automatically succeed at a stunt.

    Eclipse: When you slay a foe, all creatures nearby portend a distant omen, suffering d4 to their next roll.

    This wicked gauntlet was forged in the soul of a dark sun deep in the voidlanes. Its creator, an eldritch horror beyond comprehension, thought it a joke to place it into the mortal realm to witness the chaos this artifact could cause. Countless wars have erupted from the visions of darkness granted by this wretched creation.

    Ancestral Call

    1d8 damage / 2 stone / L3

    Churning Chaos: Swirls with untapped primal energy. When you strike a foe, energy surges forth, dealing d8 damage to (roll a d6): (1-3) an ally in short range, or (4-6) a foe in long range.

    Bestial Nature: Your totem dice are d8’s.

    Divine Totem : Once per session, you can enter a Rage without spending a hero die.

    This totemic club is made of pure chaosmetal, pulled from veins in the Primordial Infinite. It was forged by a great and fearsome Changetoad. The threads of reality unravel when it drinks enough sourceblood. Take care.

    Ursa Minoris

    1d8 damage / 1 stone / L4

    Lunar Bear: Add a d4 to Attack rolls.

    Cosmic Mauler: When you slay a foe, Lunar Bear increases one die size until the end of bloodshed.

    Hibernating Titan: Gain an additional d4 Life when you take a short rest.

    Unleash [15] – Solar Roar: All nearby foes must roll Morale.

    The starforged hatchet of prophecy is one of two hand-crafted by the Crimson Bear. Legends speak of calamity should Ursa Minoris be joined again with its older brother, Ursa Majoris. The Crimson Bear would have you believe those legends are falsehoods spread by the other two Great Beasts in a bid to keep him in check. What do you believe?

    Dave

    1d6 damage / 1 soap / L3

    Strength or Agility

    Sentient Dagger: Intensely melodramatic, often cries over his ex-girlfriend, extremely worried over the wielder’s well-being.

    Danger Sense: Add a d6 to your Initiative rolls.

    Unleash [15] – Emotional Wreck: Dave shrieks out in bothersome anguish, causing nearby foes to suffer (–) on Saves until they seek out psychotherapy.

    Dave was once a great prince of a sword-kingdom in the Far South. No mace nor javelin could ever hope to be as beautiful as he, and he knew it. He fell from grace during the Cooksey Incursion, when a fleet of men toppled the great weapon empire. Separated from Lula, he was taken away to the Ultraviolet Grasslands, leaving him a shell of the dagger he used to be.

    Ultraviolent Barbarism: d6 Plot Hooks

    1. You have been tasked with retrieving a sacred totem relic from a (roll d6): (1) vome hive, (2) psycho-mutant’s lair, (3) shady black market vendor stall near the Black City, (4) hidden ravine shrine ten miles below the surface realms, (5) hyper-real pyramidal geodesic megastructure two layers above, or (6) Big Bill’s Bigger Saloon.
    2. A wasp-hawk surprises you in the dead of night around your caravan campfire. Your tribe, clan, gang, or atomic family are in dire need of a Guffin-class MicroBoard Chip to repair their failing water supply system. You may not know what that means, but one of your fellow party members probably knows! It is likely to be found at the Porcelain Citadel, but the Princes have a particular disdain for your people. Good luck!
    3. Your talking sword, Lula, is complaining again. You’re not sure why you keep the damn thing around, but she does make pleasant company on rare occasion. Enough of that though, she has a crucial task for you, Bearer! Her ex-lover messaged her through the Artefactosphere (don’t ask) and wants her back. Reunite the star-crossed lovers and be rewarded! Two talking artifact weapons! No way that can go wrong.
    4. The Eternal Eclipse is nigh! Your armor, previously thought mundane, whispers dark tidings into your ear, prophesying the end of days…of the demon lords of the Second Astral Server laying waste to the Grasslands. The infernal beast within your armor grins and grants you a vision of an individual to be slain, should you wish to prevent this highest of dark calamities. Is this delusion? A darker plot to unravel? What’s the difference?
    5. The Three Beasts are waging war in the North Chasma near the Dark Light Passage. Will you aid the Crimson Bear, the Jade Wolf, or the Iron Boar? Shamans speak of Greater Blessings to be bestowed by the ancient spirits. Godspeed.
    6. You, Black Emperor! Rise! The City has been unconquerable for all of space-time-?/@|!\. Heroes rise, fall, and fade by gracing its streets with their presence. Your divine fury, insatiable as it is, can only be quelled one way. Find the Throne (if it exists) and Ascend. Should you fail, your source code will corrupt and then delete, breaking the universal data-stream, and unleash untold horrors on the fragments that stay behind in the simulation.
  • WEAPONS OF MASS DESTRUCTION

    Upon the instruments of death
    the sunlight brightly gleams

    Epitaph, King Crimson

    Time Knife

    2d4 damage / 1 soap / L4

    Agility or Charisma

    Hyperdimensional: Ignores resistance, looks sick.

    Keen: Score a critical hit on a 19-20 (Critical Range +1).

    Lethal: Deals triple damage on a critical hit (Critical Multiplier +1).

    Terrifying: When you score a critical hit, all creatures nearby must roll vs Morale.

    Pulled from the finger of a hyper-horror, a time knife exists in every possible realm at once. It resembles a small tear in the fabric of space that lets you peek inside just long enough to give you a headache, anxiety, or religious beliefs.


    Inevitable Rune-Mace

    1d10 damage / 1 stone / L3

    Accurate: Advantage on attack rolls.

    Inevitable: Deal half damage on a miss.

    Reliable: Advantage on damage rolls.

    When an elite death squad needs serious firepower, you better believe each agent is provided one of these bad boys. Sleek metal finish, color-accented runes of maiming, and vome-leather handle. Oh yeah. Crimson Corps approved.


    Duoflare Gamma Blaster Mk9

    2d6 damage / 2 stone / L2

    Two-handed / Range: Short / Reload 12

    Inertial: You can choose to forgo your Movement to double your attack’s damage dice.

    Melting: When you roll max damage on a die, the target is unable to move for the next round.

    A real sicko devised this death device in a lab somewhere on the badlands northwest of Emerald City. Using a godcore as a power source and the carapace of a mirror scarab as a focusing lens, the first consumer-grade gamma shotgun was born. Built in inertial-capture, cones of pure blue-radiation, and green flames painted on the side. Popular among the wealthy.


    Egofire

    1d12 damage / 2 stone / L4

    Strength or Aura / Two-handed

    Hungry: When you slay a foe, heal 1d6 Life.

    Lethal 2: Deals quadruple damage on a critical hit (Critical Multiplier +2).

    Unleash – Mindburn [15]: instead deals 3d6* damage & sets their ego on fire, imposing [-] on focusing & saves.

    A daemon from a kalpa beyond is sealed in the vessel attached to this carbon-black greataxe. Few have seen this terrible weapon in action, even fewer survive to tell the tale. When the spirit of the warrior shines, great fires roar out from the psychic realms and scorch the unfortunate victim. If they survive, their mind is set ablaze in agonizing pain.


    Nano-Hammer

    1d10 / 1 soap / L3

    Fast: +1d6 to Initiative & get a free attack prior to Initiative.

    Ultralight: Reduce weight by 1 stone, can use Agility to hit.

    Unleash – Massive Crush [15]: reassembles into an enormous maul to deal +1d10 damage and knock back or knock prone.

    Onion Corporation engineers from yesteryear devised a solution to protect them from mirror scarab attacks. Installing nano-bot matter reassemblers into their utility hammers, they could quickly mobilize into a proper self-defense force and minimize losses to company property. Thanks to their ingenuity, the board of directors laid off half the security force. Nice!


    Red-Lead Shredder

    4d4 damage / 3 stone / L3

    Strength / Two-handed / Range: Short / Slow / Reload 15

    Explosive: When you hit a target, all nearby creatures take damage equal to your Strength.

    Frag Rounds: When you slay a foe, they explode for 1d4 damage to all nearby creatures.

    Ultralubricated: Immune to breaking or jamming.

    The Crimson Corps had to improvise when they found themselves without a conflict-zone contract. Putting the Onion Corporation behind them, they now shoot their guns in the name of FREEDOM (and lots of cash). Emerald City has scav-scum to deal with in the badlands nearby and fresh new play-toys to obliterate them with. Delivering democracy 10,000 bullets at a time.

  • BORN IN DISSONANCE

    The ancient masters from the Long, Long Ago once wielded pillars of steel that could split mountains and spark a city-eater inferno. While the age of myth feels an eon ago, there are those spread across the Grassland that still manifest a whispering of this once-terrible power: Blades Esoterica. Some say they’re an order of magical swordsmen, others say they’re no more than dangerous mad-men with sharp knives. The truth, in fact, lies somewhere in the middle. So it goes.

    NEW TRAITS FOR THE MYSTIC WARRIOR

    Character Trait: PRAXIS ESOTERICA

    You hold that sliver of terrible power within your practiced hands. Skilled with all blades and blade magicks, calligraphy, strange numerology lore, and the flowing form such as dancing. Subtract 1 from the cost of blade magicks (minimum 1), and you can add your aura score to damage with blades.

    Tier 2: Master Esoteric

    Subtract 2 from the cost of blade magicks (minimum 1), and your unleash range is increased by 1.

    Tier 3: Sword Saint

    Subtract 3 from the cost of blade magicks (minimum 1), increase your unleash range by 2, and learn a new dance.


    Character Trait: UNLOCKED POTENTIAL

    You are more capable at summoning out the inner spirit of your weapons. Increase your Unleash and Critical Range by +1.

    TIER 2: OVERCLOCKED WEAPON

    Your Unleash and Critical Range is instead increased by +2.

    TIER 3: TRUE EVOLUTION

    Your Unleash and Critical Range is instead increased by +3.


    Character Trait: SOULBOUND ARMIGER

    Your Hallmark items become invulnerable to nearly all damage, never rust, and gain +1 to attack rolls or defense.


    Weapon Trait: Unleash

    When you roll the Unleash value or higher on your die to hit with an Attack roll, you unleash an additional empowered effect. If you have a feature that increases the Unleash Range, it subtracts that value from the roll needed, similar to increased Critical Range.

    Example: Unleash Ghostfire [15]

    When you roll a 15 or higher on the die to Attack, you would add +1d6 to your damage and the foe is engulfed in hexed flames, imposing -1d6 to their rolls until your next turn. If you had the character trait Unlocked Potential from above, you’d instead Unleash on a 14 or higher.

    The table below gives some examples and inspiration as a jumping off point.


    Unleash [X]Effect
    Ghostfire [15]Add +1d6 damage and the foe is engulfed in hexed flames. -1d6 to their rolls until your next turn.
    Blood Rain [17]Add +2d4* damage and if the dice explode, increase them by one die step for the exploding roll.
    Rend Flesh [17]Add +1d8 damage and the foe screeches in pain as its defense is reduced by the same.
    Crush Soul [18]Add +1d10 damage and force a Morale test on foes in short range.
    Fractalize Psyche [19]Add +2d6* damage and the foe Saves with a -1d6 penalty. Fail: Lose their next turn.
    dX* denotes exploding dice

    New Powers for the Mystic Warrior

    Sunder Ideology // Thief of Golden Fate

    P: 2, R: Close, T: A creature, D: A few minutes

    Four steps to the left with a single foot, and the other drives a partition forward across the sand. In that moment, you unsheathe your blade and trace the electro-sigils of the Bearded One in your shadow. Your soul merges with steel as you disembowel the beast before you. Attack and subtract 1d6 from your target’s rolls until you strike again.

    Overcharge: instead steal 1d8 from their rolls and add to yours, weaving their golden threads of fate into your meta-cuirass.


    Deny the Manifold // Shatter the Five-Fold Reality Layer

    P: 3 R/T: Self, D: Instant

    Undo the making of the five-fold reality. Rebuke causality and leap into the kaleidoscope feet first. You appear somewhere else within sight wearing the cloak of the infinite maze, granting you resistance to all damage until your next turn. This uses your movement in lieu of your action, and you cannot cast any other spells this turn.

    Overcharge: in addition, you can can choose to appear some when-else in time. If you leap into the future, re-appear within 1d4 rounds at a place of your choosing. If you fall back into the past, undo your most recent harm and zig-zag back into a space-time you inhabited recently.


    Arterial Liberation // Open the Crimson Gate

    P: 3, R: Close, T: A creature, D: Instant

    Smirk and draw your stance narrow. Silence, breath, then flash of steel. Attack and open their paper shell, crimson gates flowing. On a strike, they bleed. Place 1d8 on the table. At the start of their next turn, roll and inflict it. Then replace it with 1d6. Repeat the following turn and replace it with 1d4. 1d4 dissipates to red mist.

    Overcharge: the bleed die explodes. When it does, increase the die size instead of decreasing.


    Precognitive Retaliation // Blade Before Blade

    P: 2, R: Close, T: An attacking creature, D: Instant

    Your mind dances in the sideways-realm, seeing a multitude of strikes before they happen. Twisting your mystic pommel upward to the heavens, skip through the else-time like a dolphin breaching rainbow waters, driving your sword into the fool who dares to strike at you. Immediately before they strike, make an Attack roll with a grasped blade. If you hit, deal damage as normal and gain resistance to the oncoming damage, should your foe still stand.


    Eightfold Meditation // Transcend the Reality-Rings

    P: 1, R/T: Self, D: Varies

    You, a saint in all your radiant glory, know the very foundation of your meta-narrative begins in breathing. Through an increasingly complex series of mantras, breath techniques, and mudras, your mind begins to unravel and expand to fill the void inherent in all things. As you come to understand the nature of no-self, your mind is cleared of any mental effects that would frighten you or cloud your judgment and virtues. Anxiety subsides and you can breathe easy. This can be done within mere moments as you have long practiced the doctrine. The cost of this power and it’s Overcharges cannot be reduced.

    Overcharge: continue on from the mere moments of self-subsiding, and begin to extend the mind outward into the greater field of energy that the daemons dance in. Realize the no-self of all things, form given and not. Sense living things beyond small walls and barriers, seeing their ego-flow thrashing. This lasts for a few minutes with Focus.

    Overcharge Again: smiling, awareness continues to radiate. Witnessing the beautiful kaleidoscope of flowing energy, you surmise that even causality has within itself an emptiness. In that moment, you see it with your higher-eye. You move about slowly, but all harmful effects against you are made with [-][-] and you have resistance to any harm while you Focus for up to a few hours. To others, you seem full of bliss but move at the pace of a sloth.

    Eightfold Cost: let the final barrier separating you from the grander cosmos fall away: consciousness. Letting go of that tether, your energy merges with all-totality. Others witness a blinding radiance and then the once-you is gone. Your daemon can then choose to bring changed-you back into the realm of forms and volitions at any point in the session. When that happens, remove a burden and roll a d100. On a roll of 100, permanently increase one of the stats of new-you. Fickle daemon.