Monday, February 19, 2018

All the Lights in the Sky are Wizards

Fun and helpful fact: if you ever need a good name for a wizard, use the proper name of a real-world star. All that Arabic / Greek / Latin / occasional Chinese really comes in handy for something impressive and ancient sounding.

But since the Wikipdia article doesn't have numbers or fun wizard traits, I added those.

366 Wizards

 

  1. Acamar

Actually an awakened fetus.

  1. Achernar

Trepanned.

  1. Achird

Only eats white rice.

  1. Acrab

Oversees massive pornography library.

  1. Acrux

A gigantic ferret, no one questions it.

  1. Acubens

Sleeps on a bed of roses.

  1. Adhafera

Coelacanth hat.

  1. Adhara

Wears two hats.

  1. Adhil

Wears three hats.

  1. Ain

Wears nothing but hats.

  1. Ainalrami

Basilisk-hide slippers.

  1. Aladfar

Collects statues of muscular women.

  1. Alamak

Has been sleepwalking for the last 40 years.

  1. Alathfar

Aging heavy metal fan.

  1. Albaldah

Beloved pet: giant salamander.

  1. Albali

Skilled impressionist painter.

  1. Albireo

Convincing dementia act.

  1. Alchiba

Successfully became own grandpa.

  1. Alcor

Lives inside giant geode.

  1. Alcyone

Really good at crochet.

  1. Aldebaran

Has NOTHING to do with that demon attack.

  1. Alderamin

Owns alchemical micro-brewery.

  1. Aldhanab

Competitive sturgeon-breeder.

  1. Aldhibah

Far too into taxidermy for this skill level.

  1. Aldulfin

Unhealthy obsession with watermelons.

  1. Alfirk

Best damn barbecue in the world.

  1. Algedi

Child of a miner and a whore; proud of it.

  1. Algenib

Has kept silver spoon in mouth since birth.

  1. Algieba

Freakishly punctual, expects others to be so.

  1. Algol

Three-foot-long fingernails.

  1. Algorab

Has wooden eyes.

  1. Alhena

Enthusiastic jogger.

  1. Alioth

Cobwebs in eyebrows.

  1. Aljanah

Loves the ocean, cannot swim.

  1. Alkaid

Never removes iron-shod gloves.

  1. Al Kalb al Rai

Way too many bird feeders.

  1. Alkalurops

Mysterious number tattooed on forehead.

  1. Alkaphrah

Wears clothes three sizes too big.

  1. Alkarab

Everything is yellow.

  1. Alkes

Secretly a woman.

  1. Al Kurud

Secretly a man.

  1. Almaaz

Eats gunpowder for breakfast.

  1. Almach

Excessive sunflower seed consumption.

  1. Al Minliar al Asad

Loves the smell of industrial smog.

  1. Alnair

Often found at curry stands late at night.

  1. Alnasl

Hair just gets everywhere, it’s gross.

  1. Alnilam

Seeking to destroy the Influence Machine.

  1. Alnitak

Doesn’t actually have anything better to do.

  1. Alniyat

Lost their wallet.

  1. Alphard

Breeds square cows and rectangular sheep

  1. Alphecca

Spies on all their friends’ business.

  1. Alpheratz

Immense, hairy ears.

  1. Alrakis

Has rather silly ideas about anthropology.

  1. Alrescha

Can never find matching socks.

  1. Alsafi

Impossibly intricate filing system.

  1. Alsciaukat

Only has one joke in their book.

  1. Alsephina

Obsessive collector of a collectible card game.

  1. Alshain

Definitely not a body snatcher.

  1. Alshat

Firm believer in snake oil.

  1. Altair

Keeps trying to get spelling reform going.

  1. Altais

Hawaiian shirts; every day, year round.

  1. Altarf

Runs a troupe of dancing skeletons.

  1. Alterf

False teeth made out of ivory dominos.

  1. Aludra

Misspelled tattoo.

  1. Alula Australis

Blue hair, no explanation.

  1. Alula Borealis

Nitpicks plot holes in operas.

  1. Alya

Perpetually mourning unknown party.

  1. Alzirr

Rings made of moon rocks.

  1. Ancha

Choir of mounted, singing fish.

  1. Angetenar

Super-picky about aesthetics.

  1. Ankaa

Always sucking on a corn cob.

  1. Anser

Believes the government is run by lizardpeople.

  1. Antares

Perennial cubist.

  1. Arcturus

Bathes in yogurt.

  1. Arkab Posterior

Cannot stand the color blue.

  1. Arkab Prior

Lives on a creepy backwoods farm.

  1. Arneb

Fossil enthusiast.

  1. Ascella

Followed by an infestation of centipedes.

  1. Asellus Australis

Lived in a cave for five years.

  1. Asellus Borealis

Has no compunction about public shame.

  1. Asellus Primus

All-organic magic only, no gluten.

  1. Asellus Secundus

Turban the size of a large dog.

  1. Asellus Thertius

Scholar of antiquities.

  1. Asmidiske

Malapropic neologisms.

  1. Aspidiske

Ran ghost tours a few years back.

  1. Asterope

Has not slept in four years.

  1. Athebyne

Paragon of prep.

  1. Atik

God of goth.

  1. Atlas

Becomes dizzy easily.

  1. Atria

Lives in the vents.

  1. Avior

Haunted by a giant cockroach.

  1. Azelfafage

Makes narwhal cheese.

  1. Azha

Writes elaborate historical fanfiction.

  1. Barnard's Star

Has a witch’s nipple.

  1. Baten Kaitos

Prematurely old.

  1. Beemim

Insurance fraudster.

  1. Beid

Doesn’t look very wizardly.

  1. Bellatrix

Constantly popping mysterious pills.

  1. Betelgeuse

Picks compulsively at cuticles.

  1. Bharani

Snake cultist.

  1. Biham

Secret cookie dough stash.

  1. Botein

Bound feet.

  1. Brachium

Artificially shaped skull

  1. Canopus

Anti-undead apocalypse prepper

  1. Capella

Ex-vizier to a dark lord.

  1. Caph

Chain-smoker.

  1. Castor

Dry, flaky skin.

  1. Castula

Prominent incisors.

  1. Cebalrai

Loads of piercings.

  1. Celaeno

Smells like eggs.

  1. Cervantes

Mushrooms for hair.

  1. Chalawan

Chews betel leaf.

  1. Chamukuy

Naked mole rat exhibit in living room.

  1. Chara

Volunteer fireman.

  1. Chertan

Cares about century-old football stats.

  1. Copernicus

Absolute maniac of a drummer.

  1. Cor Caroli

Terrifying yodel.

  1. Cujam

Classical oboist.

  1. Cursa

Has a stuffed alligator in study/

  1. Dabih

Forked tongue.

  1. Dalim

Tiger-stripe tattoos.

  1. Deneb

Snail jouster.

  1. Deneb Algedi

Former priest.

  1. Denebola

Extremely cold hands.

  1. Diadem

Saffron venture capitalist.

  1. Diphda

Stigmata, origins unclear and obfuscated.

  1. Dschubba

Moss-green fingers from reagent stains.

  1. Dubhe

Role-plays a crazy old hermit in a swamp.

  1. Dziban

Impossibly bad dating luck.

  1. Edasich

Has gone through seven spouses.

  1. Electra

Entirely too many belts and pockets.

  1. Elnath

Permanently runny nose.

  1. Eltanin

Has a prize-winning pet pug.

  1. Enif

Puts mayonnaise on everything.

  1. Errai

Writes letters home to mother constantly.

  1. Fafnir

Never brushes teeth.

  1. Fang

Has never had hair cut.

  1. Fum al Samakah

Paints faces on rocks and keeps them as friends.

  1. Fomalhaut

Persistent case of bouncy leg.

  1. Fulu

Navigates via “port” and “starboard” on land.

  1. Furud

Just went out for some cigarettes...

  1. Fuyue

Proselytizes for Wizcoin.

  1. Gacrux

Snorts when laughing.

  1. Garnet Star

Creepy yellow teeth.

  1. Giausar

Fractals on clothes, all brightly colored.

  1. Gienah

Smells distressingly like roast turkey.

  1. Ginan

Cheerful phrenologist.

  1. Gomeisa

Loves clocks, can’t read them.

  1. Graffias

Has never eaten a vegetable.

  1. Grumium

Carries father’s organs in canopic jars.

  1. Hadar

A cowboy.

  1. Haedus

A pirate.

  1. Hamal

Recently started a new diet.

  1. Hassaleh

Plays a fiddle won from a crossroads stranger.

  1. Hatysa

Aesthetically-pleasing facial scar.

  1. Helvetios

Lives in a garbage dump.

  1. Heze

Wears an owl mask.

  1. Homam

Parkour enthusiast, but only for watching.

  1. Iklil

Entirely too many pineapples.

  1. Intercrus

Slick 3-D glasses, just because.

  1. Izar

Cuff-links and crown made of bismuth

  1. Jabbah

Keeps rifle above mantelpiece.

  1. Jishui

Pink hair.

  1. Kaffaljidhma

Constantly windswept hair.

  1. Kang

Luxurious mustache.

  1. Kaus Australis

Home-made ice-cream, all the time.

  1. Kaus Borealis

Checkers fiend.

  1. Kaus Media

Having paramour trouble.

  1. Keid

Hirsute to the extreme.

  1. Khambalia

Elephantiasis in the left leg.

  1. Kitalpha

Pet tapeworm.

  1. Kochab

Still wears a hat from the revolution.

  1. Kornephoros

Was down the river, won’t tell what was seen.

  1. Kraz

Still sleeps with security owlbear.

  1. Kuma

Lives atop a termite mound.

  1. Kurhah

Actually a tulpa.

  1. La Superba

Afraid of the number 11.

  1. Larawag

Actually a homunculus

  1. Lesath

From the future (lie).

  1. Libertas

From the future (truth).

  1. Lich

Chocolatier.

  1. Lilii Borea

Baby-faced.

  1. Maasym

Lucha mask.

  1. Mahasim

Eyepatch.

  1. Maia

Teepee hat.

  1. Marfark

Self-mummified.

  1. Marfik

Beekeeper.

  1. Markab

Heart on the wrong side.

  1. Markeb

Extra finger on each hand.

  1. Marsic

Tongue-louse.

  1. Matar

Cigar-chomper.

  1. Mebsuta

Pretending to be dead for tax reasons.

  1. Megrez

Papaya tree growing out of hat.

  1. Meissa

Demon-leather jacket.

  1. Mekbuda

Amateur paleontologist.

  1. Meleph

Lazy eye.

  1. Menkalinan

Ratty clothes.

  1. Menkar

Badger-stripe hair.

  1. Menkent

Built like a brick shithouse.

  1. Menkib

Terrible handwriting.

  1. Merak

Leaves ink stains everywhere.

  1. Merga

Trade guildsman.

  1. Meridiana

Nose ring.

  1. Merope

Shoes with bells on.

  1. Mesarthim

Brags about killing a windmill.

  1. Miaplacidus

Platypus mascot costume.

  1. Mimosa

Smoked some dank shit in college.

  1. Minchir

Macrophile.

  1. Minelauva

Loves house geckos.

  1. Mintaka

Catastrophic acne.

  1. Mira

Scraggly-ass beard.

  1. Mirach

Peacock-feather cape.

  1. Miram

Throat-singer.

  1. Mirfak

Available for birthday parties.

  1. Mirzam

Part of a barbershop quartet.

  1. Misam

Not actually a vampire.

  1. Mizar

Carves runs in everything.

  1. Mothallah

Compulsive hair plucker/

  1. Muliphein

Trains a flea circus.

  1. Muphrid

Dead parrot on shoulder.

  1. Muscida

Heirloom sword, doesn’t know how to use.

  1. Musica

Wears rings on every finger.

  1. Naos

Dull and crooked halo.

  1. Nashira

Underbite.

  1. Navi

Birds nest in hair.

  1. Nekkar

Incredibly spooky without trying.

  1. Nembus

Braided beard, down to ankles.

  1. Nihal

Used to be an undertaker.

  1. Nunki

Wears a carpet over their shoulders.

  1. Nusakan

Insists on proper fork placement.

  1. Ogma

Occasionally vomits eggs.

  1. Peacock

Ludicrous feathered boa.

  1. Phact

Causes statues to start crying.

  1. Phecda

Loves a good fry-up.

  1. Pherkad

Wears plaids and stripes together.

  1. Pipirima

Claims to be a god is disguise.

  1. Pleione

Bushy ear hair.

  1. Polaris

Has tinnitus.

  1. Polaris Australis

Carries around a mystery box, never opened.

  1. Polis

Carries around a jar of pickled eels.

  1. Pollux

Had tower stolen by bears.

  1. Porrima

Escaped from horrible abusive mother.

  1. Praecipua

Misplaced the keys to their tower.

  1. Prima Hyadum

Keeps hearing rats in the walls.

  1. Procyon

Definitely not a spy from a rival nation, nope.

  1. Propus

Luxurious lion-like mane.

  1. Proxima Centauri

Recent, disastrous political run.

  1. Ran

Unbeatable fighting spirit.

  1. Rana

Good personal hygiene.

  1. Rasalas

Synesthesia.

  1. Rasalgethi

Heavy perspirator.

  1. Rasalhague

Mountain climber.

  1. Rastaban

Twitchy eye.

  1. Regor

Overwhelming smell of pumpkin spice.

  1. Regulus

Still has milk teeth.

  1. Revati

Peg leg.

  1. Rigel

Alien abductee.

  1. Rigil Kentaurus

Does “crystal healing” for the gullible.

  1. Rotanev

Acts like billionaire playboy, not even close.

  1. Ruchbah

Extended earlobes.

  1. Rukbat

Lengthened neck.

  1. Sabik

Smells vaguely of salt.

  1. Saclateni

Crocodile tears.

  1. Sadachbia

Trained teeth-cleaner bird.

  1. Sadalbari

Heterochromia, blue / brown.

  1. Sadalmelik

Wears shorts in winter.

  1. Sadalsuud

Loves rainy days.

  1. Sadr

Wears pants on head.

  1. Saiph

Working on a novel.

  1. Salm

Reptilian being in a skinsuit.

  1. Sargas

Oversized ears.

  1. Sarin

Recent immigrant.

  1. Sarir 

Terrible miser.

  1. Sceptrum

Has a long-term pen-pal.

  1. Scheat

Bathysphere operator.

  1. Schedar

Whale watcher.

  1. Secunda Hyadum

Trade connections in Leng.

  1. Segin

Growing a snail shell.

  1. Seginus

Did 20 years in the oubliette.

  1. Sham

Red eyes.

  1. Shaula

Still uses slide rule.

  1. Sheliak

Chimera aficionado, goes to all the cons.

  1. Sheratan

Silk slippers with iron toes.

  1. Sirius

Vegan.

  1. Situla

Disconcerting taste for blood.

  1. Skat

Owns and plays a pipe organ.

  1. Spica

Has two shadows.

  1. Sualocin

Writes restaurant review column.

  1. Subra

Always has a flask of moonshine.

  1. Suhail

Definitely saw bigfoot.

  1. Sulafat

Taste for candied scorpion snacks.

  1. Syrma

Theological reformer.

  1. Tabit

Super-repressed puritan.

  1. Taiyangshou

Looks exactly like a notable personage.

  1. Taiyi

Park ranger.

  1. Talitha

Aviator sunglasses, even at night.

  1. Tania Australis

Kaleidoscope eyes.

  1. Tania Borealis

Fresh pine scent.

  1. Tarazed

New face paint every day.

  1. Taygeta

Fancy top hat.

  1. Tegmine

Embarrassing birthmark.

  1. Tejat

Nose bitten off by giant rat.

  1. Terebellum

Astronautic enthusiast.

  1. Thabit 

Unappreciated artist (and that’s a shame)

  1. Theemin

Unappreciated artist (for good reason)

  1. Thuban

Survival-situation cannibal.

  1. Tiaki

Cheshire grin.

  1. Tianguan

Former schoolteacher.

  1. Tianyi

Walrus mustache.

  1. Titawin

Prominent nosehair.

  1. Tonatiuh

Hoards leftover food.

  1. Torcular

Hermaphrodite.

  1. Tureis

Consorts with unsavory folk.

  1. Unukalhai

Pasta snob.

  1. Unurgunite

Not the sharpest bulb in the crayon drawer.

  1. Vega

Wrestled a crocodile once.

  1. Veritate

Orange sherbet hair.

  1. Vindemiatrix

Snaggleteeth.

  1. Wasat

Villainous goatee.

  1. Wazn

In real need of a nap.

  1. Wezen

Caffeine addict.

  1. Wurren

Can’t eat dairy.

  1. Xamidimura

Escaped a cult.

  1. Xuange

Does a mean Punch and Judy.

  1. Yed Posterior

Hopeless bureaucrat.

  1. Yed Prior

Hates crystals.

  1. Yildun

Loves crystals.

  1. Zaniah

Always has to knock on doors.

  1. Zaurak

Coonskin hat.

  1. Zavijava

Invisible hat.

  1. Zhang

Inverse hat.

  1. Zibal

Deals in counterfeit artifacts.

  1. Zosma

Is not actually a medical doctor.

  1. Zubenelgenubi

Played sportsball in college.

  1. Zubenelhakrabi

Always keeps their right hand covered.

  1. Zubeneschamali

Smells of petrichor.



Saturday, February 17, 2018

Class: Thaumonaut

Delta V equals effective exhaust velocity times the natural logarithm of the initial total mass including propellant divided by the initial total mass without propellant.

This is the rocket equation of Tsiolkovsky. It dictates entry and egress between the world and the spaces beyond. Its rule is law, save one exception.

That exception is the law of magic, and it reads as follows:

"Fuck you, I'm a wizard."

(These guys are very much a variant of Arnold K's orthodox wizards, (and Skerples' take on the same so a lot of the spells will be barely modified or copied wholesale from one of those guys.)

Dustin Harbin

School: Thaumonaut


Perk: You have a space suit. It counts as leather armor and can hold an atmosphere until it takes damage.

Drawback: Your time in space has left you physically weakened. -4 to saves vs physical effects.


Cantrips:

1: You can determine the time, date, and your location by viewing the heavenly bodies.

2: You can create a small burst of air in order to orient and propel yourself in 0-G environments.

3: You are a pseudo-universal translator, and can understand the general intent of any sapient being's language.

Spell List:

Hamal's Holographic Image
R: 100'  T: Point  D: 10 seconds x [dice]
The caster creates a holographic doppelganger of themselves at the desired location. It may take a single pre-programmed action, but cannot make sound. Every additional [dice] invoked allows another action to be programmed into the hologram.

Aldebaran's Feather Fall
R: 10'  T: Object or creature  D: 0
The target drifts gently to the ground, taking no damage. In 0-gravity environments, the caster may determine which direction is down.

Pollux's Frozen Sleep
R: 50  T: Creature  D: 10 minutes
Target falls into cryogenic hibernation, and can't be awoken without spend a standard action. They are uncomfortably cold to the touch. Non-alert, unaware targets are not allowed a save. Well-insulated targets make their save with advantage. Can affect creatures up to [sum] HD. If [sum] is at least 4 times the creature's HD, the duration becomes permanent (until slapped) and the creature no longer needs to eat or drink while sleeping.

Al Tarf's Magic Missile
R: 200'  T: Creature  D: 0
Deals [sum] + [dice] damage, no save.  As appropriate to the school, this spell produces a black bolt speckled with starlight pinpricks in all colors of the main sequence.

Regulus' Face of the Stranger
R: Touch  T: Person  D:[sum] hours
Transforms the target's face to resemble that of a stranger from the stars: small mouth, flat nose, grey skin, massive black eyes, and no hair. The target's voice will become soft and nasal. If the spell is used on multiple targets, all will look and sound identical. If 4 [dice] are invested, this will become permanent. 

Spica's Light
R: Touch T: Object or creature D: [dice] x 2 hours
Object illuminates as a torch, with a radius of 20’+[dice]x10’. Alternatively, you can make an Attack roll against a sighted creature. If you succeed, the creature is blinded for [sum] rounds. If [sum] is greater than 12, the creature is permanently blinded. If you invest 4 [dice] or more this light has all the qualities of natural sunlight. You may select the color of the light.

M: Dim red
K: Cool orange
G: Bright yellow
F: Pale yellow-white
A: Sterile white
B: Luminous blue
O: Burning blue (acts as blacklight)

Zubeneschamali's Blue Marbles
R: Touch  T: n/a  D: 0
Creates [sum] blue marbles. When crushed, a marble will create 1 gallon of salt water filled with alien plant and animal life. When frozen, it may be used as a slingstone that deals freezing damage. When boiled, it will balloon to 1 foot in diameter and become light and bouncy. When planted in soil, it will bloom into a large, brightly-colored alien flower. When eaten, it will grant advantage against mental influence for [dice] hours.

Antares' Field of Force
R: 10' T: plane or sphere D: concentration
Creates a shimmering force field, 10‘x10’, centered up to 10' away. Alternatively, create a sphere centered on the caster 5' in diameter (large enough for the caster and +1 person). The force field has [sum] HP. All attacks against it hit.

Kaus Australis' Cerebral Satellite
R: Self  T: Self  D: [sum] hours
Creates a small metallic device that will orbit the caster's head. It is capable of making audio and visual recordings and playing them back to the user. It gives off a steady blinking light and soft beeping noise.

Deneb Algedi's Dyson Sphere
R: 10'  T: Light source  D: [sum] x 2 minutes OR [dice] x 2 hours
The target is shrouded by a dark cloud of particulate, giving off no light. Upon the spell's ending, the light will shine as normal, with no loss of burn time (ex: A torch with half an hour remaining will still provide a half hour of light after the spell is completed)

Sadalsuud's Supernova
R: 200'  T: 20' diameter  D: 0
Does [sum] damage to all objects and creatures within range. Additional traits are dependent upon the stellar classification of the attack.

M: Extinguishes all other light sources present.
K: Leaves personal possessions of the target(s) intact.
G: Plants within 100' of blast radius grow exponentially.
F: Superheats all metal within 100' of blast radius.
A: All within 100' must save vs being knocked prone by shockwave.
B: All within viewing distance must make save or be blind for 1d8 turns.
O: All within viewing distance must save vs. mutation.

Terraforming of Eta Piscum 
R: 10' hour  T: Surrounding environment  D: Concentration
The caster can replace the local environment with an alien one. If 3 or more [dice] are invested, the area will be safe from cross-contamination (otherwise, a cumulative 5% chance per day of catastrophic ecological failure). For quick examples, roll on this table.

Mobius-9

Mishaps

  1. Gain crippling fear of open spaces for 1d6 minutes.
  2. Gaze upon an empty void for 1d6 turns.
  3. Take 1d6 damage from a micrometeorite impact.
  4. Deafened by interstellar radio waves for 1d6 turns.
  5. Temporally misplaced, will re-appear at a random location within 100' in 2d6 turns.
  6. All speech replaced with incomprehensible alien sounds for 1d6 hours.

Dooms

  1. You are struck with an episode of space madness for 24 hours. This will entail crushing feelings of isolation, being watched by vast and terrible powers, and infinitesimal smallness.
  2. The space madness now lasts three days.
  3. You have gazed upon the Shape of Creation. The space madness is now permanent.

These dooms can be avoided by living underground for the rest of your natural life, or by reaching the center of the galaxy.

A Note on Actually Getting Into Space


You can buy or build a spaceship through normal means. Methods of interplanetary teleportation and the creation of star drives are incredibly powerful, carefully-guarded rituals, and so ought to be treated as rewards.

For purposes of use, rituals will always do the same thing. Every die invested past the first will cut down on casting time. Invested dice will not be returned until the spell is completed.

Those spells include, but are not limited to:

Aasimov's Orbital Insertion
(10 hours, -[dice]*2 hours)
Everything within the magic circle (max 150') will be transported into geostationary orbit. The process takes 6 seconds. 

LeGuin's Amazing Ansible
(1 hour, -[dice]*10 minutes)
Permits accurate communication between parties in different solar systems. Caster will always be able to make contact if they know the identity of the contactee.

Clarke's Awakened Engine
(30 days, - [dice]*4 days)
Creates a functioning spaceship drive. Requires 5000 sp worth of components.

Elon's  Madcap Scheme
(3 days, -[dice]*6 hours)
Everything within the magical circle (max 20') will be transported to another planet in-system, at a speed of 1 AU/hr.



Wednesday, February 14, 2018

Play Report: "Oh my God, it's Grand Admiral Thrawn!"

At long last, I was able to gather my band of merry mercenaries again to run a one-shot of WEG Star Wars. Fantasy Flight games might have delayed my book three times now, but with REUP and +Jez Gordon 's rules essentials printout, we did just fine. Possibly better (those rules essentials are top-notch)

The group consisted of:
  • Tekashi Kovax, twi'lek investigator
  • Maia, togruta navigator
  • Utini, jawa tinker
  • Ka Vosent, zabrak pilot
  • Dierak Higara, mandalorian mercenary
  • Thogar Balor, mandalorian commando
  • E-L0N MSK, assassin droid
  • Kupu'rust'ponto, chiss doctor
An easy enough opening: the party are independent contractors hired by the Republic to either extricate or kill an Imperial warlord by the name of Admiral Russof Enterax, who has fled to the distant world of Yoon-Suin and taken up residence in the palace of the hutt lord Bago Oorunda of the Yellow City.

The party were to meet a contact in a city cantina and get further information, but they had barely gotten introductions out of the way when his head exploded.  stray shot from a blaster bolt, and the entire cantina erupts into chaos as the riot that had exploded outside decides to move inside.

Thogar flips the table to provide cover, knocking their contact's still-wrapped package into the middle of the room. Maia dives out to grab it, with E-L0N MSK providing covering fire. Imperial riot troopers start filing into the cantina, shooting at brawlers. The mandos and droid continue to cover as the rest of the party dashes past the counter and out through the kitchen. KRP grabs a tin of tea leaves from the kitchen on the way out.

The back alley looks to have already been deserted, and the party decides to head up to the roof of the tenements on the other side, to get a better view of the city.

The package is unwrapped to find that it contains an incredibly rare, incredibly illegal single-use skeleton key capable of burning through any electric lock. The group splits in two - one party (Tekashi, Maia, Utini, and E-L0N) make their way over rooftops to the Spire of Ten, a library. The mandos, pilot, and doctor make their way towards the spaceport, which was giving off an ominous plume of smoke. They are swiftly derailed by a probe droid and drop to the streets: it is handily offed, its parts scavenged, and they decide to go by sewer instead, navigating through Spacemaps Streetview.

There is, of course, a dianoga, but they manage to get past with only slight harassment and terror.

The other group find the library locked down due to the riots, and proceed to break in through a large stained glass window. This terrifies an under-librarian utterly shitless, and the poor lad's only response is to insist that they sign up for a library card. Some useful information is found by scanning through local news: the admiral shows up with Bago in public appearances all the time, but the local Imperial outpost seems to be run by his underling, a Lt. Staavirus, whom Bago holds in great disdain.

Spaceport group  manage to get to their location, to find out that the riots had spread to the commercial spaceport and at least one ship had its drive detonated. The others are either on fire or damaged. Firefighters are desperately trying to put out the fires, and one mentions that any incoming ships have been diverted to the next city down the coast.

A short commlink call gets everyone up to date, and the two parties meet up. They decide to attempt the Imperial fort to eliminate Staavirus first (and possibly steal a vessel), and easily manage to break into and hotwire a delivery truck landspeeder ("Happy Weequay Meats", for those asking.) and drive right up to the front gate of the fort.

It is here that Kupu'rust'ponto informs the guard that he is, in fact, Grand Admiral Thrawn (accompanied by Maia, his secretary - she was providing the assist bonus) here to see Enterax and deliver rebel agents picked up during the riots.

He utterly destroys the roll (cue Thogar's player delivering a "oh my God, it's Grand Admiral Thrawn!" in falsetto) due to both numerical superiority and ingrained Imperial racism ("Thrawn is Chiss, ergo all Chiss are like Thrawn"), the fact that this far out no one in the Remnant has actually met Thrawn and most still think he is still alive at this point.

With the Thrawn ex machina working splendidly, the party meets with Staavirus and demands an APC, a shuttle, and replacement uniforms. At this point (partially my own doing, for I front-loaded most of the prep for the session), it is a smooth sailing to the hutt's palace, having the guards haul out Enterax from the harem, and flying off back to Republic space with their hostage.

Notes:  The ending was a bit limp, but given that everyone had fun I shall forgive myself for it. That always has been my weakest spot when running my own stuff, and eventually I'll patch that hole. We may return to this plucky band in the future, but not before returning to the Distant Lands of DIY with Hot Springs Island in the next session.




Tuesday, February 13, 2018

Class: Witch


Katie Shanahan

People make their entrance on the world's stage screaming bloody murder and covered in fluids. It's a terrifying experience for all and sundry, which is why most folks are just fine with only being born once.

The important part is what comes right after. The first person you will meet, even before you're set to sucking at your mother's teat, is a witch. She might be a hundred and three years old and blind, deaf, and toothless, or she might be fourteen and pimple-faced with boots two sizes too big, but she'll be there.

Witches live on the outside and look in. They live in places between, with boots caked in muck and brains full of things other people can't or won't see. They intercede, between man and his neighbors, between man and the Folk, between man and the gods. They are a vital, central part of the community, but they are not part of it fully.

You don't go to a witch for comfort. Mother will ease your pain and tell you that everything will be all right, but a witch has no such obligation. They deal in truth, and truth is useful and painful in equal measure. It is something to both live and die for, and in the case of witch-hunters, something to kill people over.

Contrary to what wizards and noblewomen who like to call themselves witches might say, witches do not have anything to do with dancing around in the moonlight with no clothes on (at least, not sober witches).

School: Witch


Perk: You get +2 to reaction rolls when interacting with the rural poor and working class, and people with a bit of sense.

Drawback:  You get -2 to reaction rolls when interacting with wizards, politicians, academics religious leaders, fundamentalists of all stripes, and people with not nearly enough sense. You get no reaction bonus, not even from Charisma, when dealing with other witches.

Cantrips:

1: You can spend five minutes to create a shamble, which allows you to detect if magic has been worked nearby. It will only tell you yes / no and relative strength.

2: You always have a piece of string, a stub of chalk, a smooth pebble and a coin in your pocket.

3: You can silently summon your familiar. This may take a few minutes if they are far away.

A note on familiars: familiars are ordinary animals that can be sent out to do ordinary animal things. they cannot speak and you are not mind linked, but they are smarter than usual and will tell you what they might see or do in their own way.

Xavier Colette

Spell List:

Woman's Work
R: N/A T: N/A D: N/A
With the proper equipment (material components, a cooking pot, water), you can make [sum] doses of contraceptive, proconceptive, or contramenstrual. These are universally-accepted trade goods, and can be redeemed for favors, mundane items, and information. This spell can also be invoked for the safe delivery of an infant.

Mending
R: Touch T: Object D: 0
An object made of stone, clay, metal, wood, or fiber can be repaired, restoring it to the state before it was damaged. The size of the object that can be mended is dependent on the [dice] invested.
  • 1D: Can be held in the hand.
  • 2D: Can be held in both hands.
  • 3D: Waist height.
  • 4D: As big as a person.
 Using this spell a second time on the same object carries a 1-in-6 chance of breaking the object completely, increasing by 1 each time it is mended. Complex items (clockwork, etc) begin with a 3-in-6 chance of breaking upon casting.

Produce Flame
R: 40' (when thrown) T: self D: as below
Creates a flame of [sum] damage. The size of the fire is determined by the dice invested:
  • 1D: candle (STR 10, lasts for one hour)
  • 2D: torch (STR 30, lasts for fifteen minutes)
  • 3D: fire (STR 40, two hands, lasts for five minutes)
  • 4D: inferno (STR 70, two hands, takes full turn to cast, movement speed halved, cannot be thrown, lasts for one minute)
Liberally inspired by Mateo's pyromancer.

Identify
R: 20' T: Object or creature D: 0
Effect depends on the [dice] invested.
  • 1D: Caster reveals the common name and mundane properties. If the target has been changed by magic, and the potency of the enchantment. Mundane properties and names are revealed (ex: "this is phosphorus, it can burn underwater."
  • 2D: Caster can determine the above, as well as what kind of magic was used. Advanced mundane properties are revealed 
  • 3D: Caster can determine the above, when it was enchanted, and the effect of the enchantment. 
  • 4D: Caster can determine the above, as well as who created the enchantment.
  • 4D + physical piece of target: As above. Learn the true name of the target or of the original caster. 
Locate 
R: 100' + [sum] x 5 T: Object or creature D: Concentration

The caster can determine the specific location of the target for as long as they can maintain their concentration.
  • 1D: general noun (ex: dog)
  • 2D: specific noun (ex: my dog, Old Yeller)
  • 3D: vague or immaterial (ex: love, help)
  • 4D: paradoxical or impossible (ex: solidified time, a devil's conscience)
If you have a piece of what you are trying to locate, you will be able to know its exact location at the time of casting, no matter what the range is

Hidden Language
R: Touch  T: Surface  D: 10 hours
The caster may inscribe a message in a language that has been forgotten by grown-ups. It may be read only by the very young, the incredibly old, the simple-minded, and other witches. If 2 [dice] are used, the writing will be permanent.

Piercing Look
R: Eyesight  T: Creature(s) whose attention you have D: 0
Target must make an immediate morale check at -4. Gods help them if it is accompanied by the Crossing of the Arms and the Tapping of the Foot.

Spare the Dying
R: Touch T: Creature D: [dice] hours
The target, upon hitting death's door, can cling to life for [dice] hours, so long as they are not injured again. The caster must save against poison each hour or take 1d6 damage from shouldering the target's pain.

Magic Circle
R: As drawn T: Spirit D: Until broken
A circle is marked out on the ground which may hold and bind a spirit of [dice] HD or less. Using this will negate any reaction bonus you might have with the Folk and impose a further -1 penalty.

Gain +1 [dice] if the circle is made with salt, iron flakes, or other substances anathema to the spirit.
Gain +2 [dice] if the circle is inscribed with the target's true name.

Call Upon the Folk
R: 100'  T: Folk  D: 0
The local Folk appear to you, and you gain + [dice] to your reaction roll when conversing with them. No bonus is granted when dealing with malicious spirits. Summoning a specific being requires one of the following:
  • The location is strongly associated with a particular entity 
  • [sum] > 15 and knowledge of the entity
  • The Folk's true name is known
    Augury
    R: Touch T: Creature D: 0
    In reading the entrails of sacrificed animals, you look for an omen of what is to come. You have a [dice] x 10% chance of successfully foreseeing a future event or gaining a piece of knowledge (ex: "there is a settlement in the next cave"), plus 1 [dice] per hit die of sacrificed creature or hour spent cloud-watching. Even if successful, omens will often have multiple potential meanings.

    Speak with Dead
    R: touch T: corpse or other remains D: 10 minutes
    You can communicate with ghosts and lingering spirits. The quality of spirit is determined by both its age and the [dice] invested in the spell.
    • 1D: the ghost is silent, and mimes out a repeating loop of a single moment
    • 2D: the ghost speaks a little and is no longer locked in action, but remains linked to its event
    • 3D: the ghost knows who it was in life, and can move about its home freely as a normal spirit
    • 4D: the ghost is at its most autonomous, bearing jumbled but significant memories of life
    Ghosts are imprints of an individual, and so do not possess all of that person's knowledge, nor are they able to provide incredibly specific information unless it was incredibly important to the target.

    Third Eye
    R: Eyesight T: Self D: 10 minutes
    The witch is able to see things as they are, not as how they are believed to be. With her third eye open, the witch is able to see things as they are, not as how they are believed to be. She may see through illusions, identify secret doors, see spirits that have hidden themselves, and detect lies.

    Mishaps

    1. Take 1d6 damage.
    2. Grass dies, flowers wilt, milk spoils in a 50' radius.
    3. Vomit cobwebs, hair, and tomato juice for 1d6 rounds.
    4. Familiar vanishes for 1d6 hours.
    5. Bleed from forehead for 1d10 hours, freaks everyone out.
    6. Transformed into a cat for 1d6 hours. You can still cast spells.

    Dooms 

    1. A bleak mood lingers on you like grease on fingers. Your reaction malus is doubled for 24 hours.
    2. A witchhunter demon has been drawn to your scent. It cannot harm you directly, but it will follow you for three days, dealing mental strain damage through its attacks. If damage > WIS, the witch must save vs fear - on success, fight/flight/freeze. On fail,you will be rendered too strained to make any normal action at all until the days have transpired.
    3. You've gone too far on the outside, cut your ties to people, lost the things that keep you grounded. You've gone bad, a hag of the worst kind.
    This doom can be avoided by pulling the millstone-in-the-pond trick in Clearsight Lake, or by delivering an accurate omen to a king and watching the fallout to the end.


    Wednesday, February 7, 2018

    Class: Adipomancer


    Are you ready, kids? Aye aye, Auntie Maya! I can't heaaaar you! AYE AYE, AUNTIE MAYA!

    School: Adipomancer

    Perk: You gain +2 AC for every unburnt spell die past the first. Your unarmed attacks do 1d6 damage.

    Drawback: Each unburnt spell die counts as an encumbrance point and takes up an inventory slot. You can only regain burnt spell die through consuming an additional ration's worth of food.

    Cantrips:

    1:You may spend a ration to gain advantage on a reaction roll.

    2: You may enter Mountain Stance. You cannot move while in this stance, but gain +4 to saves vs being knocked over and your unarmed attacks do 1d8 damage.

    3: You can burn any number of spell dice at will, to no additional effect.

    Spell List:


    Belly Drum
    R: Touch  T: Self  D: 0
    Cuts current HP in half, provides that many points in additional damage that may be split among subsequent attacks.

    Aura of Warmth
    R: Touch  T: Self  D: [sum] hours
    The caster is immune to cold environmental conditions and takes half damage from freezing attacks for [sum] hours.

    Cannonball Dash
    R:50'  T: Self  D: 0
    The caster barrels ahead at great speed, doing [dice] + [sum] damage to all targets in their path. Targets may make a save vs being knocked down.

    Fist of Burning Spice
    R: Touch  T: Self  D: [sum] attacks
    The next [sum] attacks will ignite flammable material on contact.

    Metabolic Overdrive
    R: Touch  T: Self  D: 0
    Recover [sum] HP.

    Gravity Pull
    R: [sum] x 5 feet  T: Object or creature D: 0
    The target is pulled in a straight line towards the caster. By choosing to burn a die (an additional die if one was already burnt), the caster may make an attack after casting.

    Black Well
    R: Touch T:Point D: [sum] hours
    The caster creates a stationary black sphere that can store [dice] pounds of material (orinventory slots). Secret training of the adipomancers permits them to carry this within their mouth, but they cannot speak or eat during this period. Items can be released from the Pit at will, but this will dissipate the spell.

    Become Delicious
    R: Touch  T: Creature of [dice] x2 HD or less  D: [sum] varies
    As written by Skerples: "Target creature smells and tastes delicious for the spell's duration. The smell radiates 20' in calm air, but can spread via wind or leave a trail. Sentient creatures can usually resist the urge to eat the target without a Save, but animals and other ravenous creatures must Save or select the spell's target as their primary attack target. Insects will be attracted to the target for the spell's duration. The target may Save at the end of each duration interval to negate the effects. 1 [dice]: minutes, 2 [dice]: hours, 3 [dice]: months, 4 [dice] years. This spell can also affect dead creatures."

    Gravity Wave
    R: < 30'  T: Self  D: 0
    The caster can either repulse or attract loose objects and creatures of [dice] HD or fewer, within a radius of their specification. Repulsed bodies will be pushed to the edge of the area of effect.
    Sweet and Sour Palm
    R: Touch  T: Creature  D: 0
    The target is launched back [dice] x5 feet when hit. The attack deals acid damage and will leave a burning red handprint.

    Pudding Bomb
    R: Touch  T: Self  D: 5 minutes
    The caster creates [dice] lipid simulacrums of themselves. These creatures have 1 HD and can explode for 1d6 damage. Unexploded bombs will be reduced to an inanimate puddle if they travel more than 100' away from the caster, or as time runs out. The caster retains remote control and awareness of all bombs. All dice spent on this spell count as burnt.

    MESHI MESHI MESHI MESHI MESHI ORA!
    R: Touch  T: Creature  D: 0
    Burn a spell die: gain an additional attack this turn. Die explodes on a 6.

    Mishaps

    1. Spell die only return on a 1-2 for 24 hours.
    2. Paralyzed for 1d6 turns.
    3. Take 1d6 damage.
    4. Struck with incredible hunger, spend a turn eating a ration.
    5. Burnt spell die do not reduce encumbrance for 24 hours.
    6. Bizarre and obtuse cravings for 1d6 days. Save vs magic at end of period, permanent on failure.

    Dooms

    1. Your appetite flees you. You cannot regain burnt die for 24 hours.
    2. Food tastes utterly disgusting for 3 days. You must pass a save vs poison to eat a meal.
    3. You permanently lose your faculties of taste and hunger, and may no longer eat additional portions.
    This doom can be avoided by preparing and consuming a dish of True Angelfood, or by fasting for ten days and nights.


    Final notes:


    This is an adaptation of Connor W's lipimancer class, now flavored as a monk because fat jolly monks who also know kung-fu are awesome.

    This class is absolutely designed to work with Skerples' Monster Menu-All and the cooking rules from Occultesque

    Yes, I know that Maya is actually ripped as hell and just uses layers of clothing to make herself look fat. I will use any excuse I need to.

    Using GLOG for magical martial arts was a great idea.


    Saturday, February 3, 2018

    Barber-Surgeons



    When you were a boy, your father would cut your hair with the same iron scissors he used to shear the goats. They were frightening to look at, but never once did he slip. He'd tell you stories he'd picked up from the hobos in town as his shears went snip - snip - snip... you can't remember many of them now.

    But you do remember when he stopped. It was during the summer your little sister was born that your father kept his shears on their peg and took you into town to visit Mr. Jameson. The little bell above the door jingled as your father entered, and as you followed you had your first glimpse of the world of men. Those were the days where your father and men like him were as gods to you, and you sat in that black leather chair overjoyed at the thought of their approval. You were in on the secret now, a pilgrim who had taken the first step towards becoming a grown-up.

    Years later, when you were no longer a boy but not yet a man, you strode into that shop with fuzz on your cheeks and a pocketful of pennies and ordered a shave with a straight-edged razor. Mr Jameson smiled as he always did, and the men gathered there commented on how fine you'd grown up, and your father tried to read the newspaper with his new spectacles. He didn't have much need for haircuts anymore, so he came for the good company.

    Years later, you went away. You went to the city, got an education, met a girl, gave her a ring and a promise and your heart. She cut your hair, and you were happy.

    And then the letter came. Your father was a dead. A stroke. Nothing to be done.

    You wept then, and your lady wept with you. Before your tears had dried, you donned your hat and jacket and took the swiftest route home. It didn't feel real, even as you stepped through the door you knew each grain. To see your mother half broken, to see your sister married, to see a house that you knew was missing a person...it wasn't real.

    When you had run out of tears you went into town, went back to the barbershop, ordered a shave and a haircut. Mr. Jameson had long gone grey, and the men you'd known as gods in your youth were creased and tired. The smiles were muted, their words quiet. And you knew, at that point more clearly than anything, that you would join them. You had become a man.

    ***



    Anyone who claims that wizard is the opposite of witch is probably a wizard themselves. This is false (and the claim is usually attached to some nonsense about dancing around with no drawers on), and everyone living outside of academia knows that the real opposite of a witch is a barber. Women have witches, men have barbers - this is the way of things, and it has been a mostly-agreeable professional rivalry for a good long while.

    Barbers, like their counterparts, are an integral part of small town life and an indispensable resource for dungeon hobos, providing medical services and a social gathering space. Barbers don't have any sort of magical craft as part of their trade, but to make up for that they usually have some sort of formal, degree-producing learning. They are not doctors, they do not receive doctorates (big city doctors get right pissy if you imply to the contrary), but they do know how a body works.

    Barbershops that offer medical services to hobos will have a sign hanging from the pole bearing a sword and shovel tied together by red thread.

    Quartet rehearsal is usually on Wednesday evenings.

     

    Barbershop services

    Prices are listed on a silver standard.
    • Shave and a haircut - 2c
    • Hot towel - 1c
    • Bleeding (cures sanguine) - 1s, -1 HP
    • Lancing (cures choleric) - 2s, -1 HP
    • Draining (cures phlegmatic) - 2s, -1 HP
    • Purgative (cures melancholic) - 3s, -1 HP
    • Leeches (cures sanguine) - 3s,
    • Tooth pulled - 1s / tooth
    • Wounds dressed and stitched - 5s
    • Surgery - 1g
    • Large animal veterinary services -  1g - 5g
    • News and rumors - Free
    • No questions asked -Varies

     

    Playing as a Barber


    Barbers are specialists, with the following skills and items.

    Medicine 3 (Used to identify and understand illness and injury.)
    Languages 2
    Local Lore 2

    • Razor (d2)
    • Knife (d4)
    • Vial of shaving cream
    • Comb and scissors
    • Bottle of medicinal whiskey
    • Cutter's Kit 
      • Needle and thread
      • Pliers
      • Scalpel
      • Bonesaw
      • Forceps
      • Tourniquets 
      • 3 bullets
      • A biting-cloth 
      • Ether (5 doses, 10% chance)
      • Syringe and morphine (1 dose, 5% chance)

     

    Wound Treatment, Surgery, and Infection


    Basic wound treatment heals d6 HP. It cannot recover negative HP or treat fatal wounds. There is no chance of infection if the wound has been cleaned and the tools have been sterilized.

    Surgery restores d4*d6 HP, and can be used to recover negative HP and treat fatal wounds. There is a base 1-in-6 chance of avoiding infection, which goes up by one point for each of the following circumstances.
    • The wound has been cleaned
    • Tools have been sterilized
    • Operating area has been sterilized
    • Low distraction environment
    • Patient has passed save to avoid panic

    If this check is failed, the patient must make a save vs poison at -4. Upon failure, the wound becomes infected - the patient will only gain half of the HP from the surgery, will take 1d6 damage per day, and all rolls and saves will be made at a further -2 penalty. The patient may make another save against the infection once per day.