Wednesday, November 10, 2021
swarms of slimy bugs!
Monday, August 2, 2021
The Smoldering Grove
3 (12hp)/1 stam/0 focus/0 humanity
Defense: shriek in pain.
Armor: 3 - slime
Stalk any in the muck and look for opportunities to sneak up on land. Fears fire.
1 (10hp)/2 stam/0 focus/0 humanity
Defense: Dodge
Armor: 1 bark
Knows: about the druids and the watcher.
When asked about the Watcher of the Forest. Poor beast. Her fur once decorated my bark. When they fed her my fruit... you can see it in her eyes. The weight of reality was never meant to be carried by pristine beasts such as her. I suppose the tragedy of it all has driven her mad.
1 (3hp)/1 stam/2 focus/0 humanity
Spell: An Elk's tongue with ignite (target burns for sum once, then dice each round until chanting stops)
Defense: shriek in pain
Armor: -
Begins to chant and ignite the one who looks most flammable, then rushes in with dagger.
1 (25hp)/5 stam/3 focus/0 humanity
Armor: -
Attacks:
- leathery wings - fly briefly
- flaming eyes - see humanity through obstructions
- slime legs - move slowly, but across walls if you like
- inner eye - increased perception, never surprised
- changeling mind - gain d3 madnesses and bits of lore
- claw - lose a hand and gain a claw (as a sword)
Monday, July 26, 2021
Learnable Enemies for Through the Veil
The suffering inherent in death is enough pressure to purify a soul like diamond or to crush a man. Even those souls of such caliber to pass through the Veil and retain some of their humanity cannot bear the weight of it forever. Their hearts twist and souls diminish. Their body is left. Acting out pain and violence.
This fate is not merely for the Undead which populate the Veil'd World, but all beings who walk in these shadows. Everything is consumed in the end when the flames goes out.
Mindless, semi-predictable enemies are a cornerstone of the Souls experience. They reward careful attention and reading the telegraphing wind-ups of enemies is a skill a player can develop. This is why I have learnable enemies as a design goal. We'll use husks. You can tell a husk by empty eyes, slack jaws, and murderous intent. Constructs and other barely soul'd entities will behave similarly.
In our system, we can differentiate attacks by the number of stamina dice used and defensive moves are already nicely divided into Dodge, Block, and Parry. These are plenty. We will just choose the number of stam the husk likes to use to attack and its preferred defensive maneuver.
Something like this:
Stowaway
Lurkers near the shore of souls, trapped or perhaps drawn to the rushing current of souls passing through into the Veil'd World. Some of them may have had hope that they could make it back across on the ferryman's barge. You can see how that worked out for them.
2 (9hp)/2 stam/2 focus/0 humanity
Attack: 1 stam claws/unarmed
Defense: Dodge
Armor: -
Stalks travelers in the shadows hoping to hide amongst them and be taken to wherever they are going. It must be better than here.
Combat, then is simple for a GM, but can still be dangerous and interesting for a player. Consider an encounter with a few of these Stowaways.
"You notice a humanoid shadow stalking you from just beyond your torchlight."
!!!
"Uh, I pause, draw my sword, and approach."
"Two hands lunge forward from the dark toward your throat! 1d6 damage to you."
I block! 3 plus my armor of 1, 4.
"the hands grasp at your shield. No damage."
"I stab! 1d6, 4 damage."
"As the emaciated husk leaps backward you finally get a good look at them, rags cover a mummified body and empty eyes. Dodge roll of 3. You deal 4 damage."
So after the first round, you have performed both of this husk's typical actions. But the player doesn't know that necessarily. Does the husk attack with 1 dice all the time? Does it have another attack? Does it change strategy after its initial ambush attempt? Does it change behavior when there are more of them? All good questions yet unanswered. After an encounter or two, they will know what to look for and be ready.
More complex husks are possible. Not much needs to be added to make it much harder to figure out just what a husk will do.
Pilgrims once walked a path between the Standing Stones, providing maintenance at the holy sites and collecting alms from the sympathetic. I'm sure some of them are still wondering about.
1 (5hp)/1 stam/2 focus/0 humanity
Spell: prayer beads with light, hymnal with bless (+1 to rolls ongoing).
Defense: Dodge
Armor: -
Walks the path, collecting alms. Will enrage if refused.
So now a monster which will spend a few turns casting spells before switching behavior. Let's push the concept a bit to something more dangerous.
Those Stones are important. There's something about them. Can't remember why. They are guarded though. Black riders want something to do with them. Maybe they could tell you.
2 (9hp)/4 stam/1 focus/0 humanity
Charge: curved glaive (3 stam) while mounted, rides at distance until stam returns.
Attack: glaive (2 stam) if dismounted
Defense: Parry with all current stam
Armor: 2 black robes and chain
Landing hooves are the only warning. Will keep all others away from the Stones.
The enemy's behavior for two phases (mounted, ground) summed up in a few lines. Also, quite dangerous as I bet a few cautious PCs will be tempted to attack without risking much stamina initially to test the waters, only to be parried into oblivion. Fun!!
The tutor lectures all day. His class is open to anyone. He teaches through example and will mirror the equipment and stats of a single PC and challenge them to a 1:1 duel. Then he will kick their ass.
Thursday, April 18, 2019
The Figurante: for Harry Clarke Bestiary Project
6 - a panel of critics
7 - an achemist who wants to capture the essence of true love
INVISIBILITY rules, spells, scenario
Merry GLOGmas to you @inconspicuousal Invisible creatures push the limit of what most rule sets can handle and get handwaved wit...
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Merry GLOGmas to you @inconspicuousal Invisible creatures push the limit of what most rule sets can handle and get handwaved wit...
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You've Activated My Trap Card (GLOG Class: Duelist) The summoner archetype has a major flaw in turn-based games and even more so in TTRP...
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You are anointed by God to deliver your people and lead them to true faith. It is an odd situation when the gods are the ones your people mu...




