Monday, October 29, 2018

Holiday Interlude 2018 #1 - Headless Horsemen

Image Source: https://en.wikipedia.org/wiki/Headless_Horseman

Since this has become a Wednesday blog (except on days where I screw up my schedule), and since this Wednesday happens to also be Halloween I figure why not lean into it a bit....

Previous Holiday Interludes

Headless Horsemen

Headless horsemen are undead creatures that ride coal blac steeds which themselves are spectral in nature. Headless horsemen are vengeance bound either to slay all the living relatives of those who beheaded them, or to fulfill the requirements of their last earthy goals. Headless horsemen will often pursue their targets doggedly within their range which is often geographically limited by way of running water, a common barrier against undead. Most headless horsemen will have a false head made of a pumpkin or similar which burns with ghostly, hellish flames and can be thrown as a weapon.

DCC/MCC
Init +4; Atk Cavalry Sabre +3 melee (1d8+2), Pumpkin Head SP, Steed Trample +1 melee (1d7), Steed Kick +1 (1d8); AC 14; HD 4d8; MV 50’ or teleport 100' as an action; Act 1d20 & 1d16 (steed); SP Pumpkin Head: The horseman can throw their pumpkin head once per night tp to 50' dealing 2d8 explosive damage within a 10' radius (DC 12 reflex for half); Undead; Immune to blinding and critical hits targeting the head; SV Fort +3, Ref +2, Will +2; AL L.
Cypher System
Level: 5 (TN 15)
Health: 15 • Armor: 1
Damage: 5
Movement: Long
Modifications: Might saves as level 7, immune to blinding & attacks affecting the head.
Combat: In combat the rider will attack with a saber for 5 points of damage. Once per evening it may also throw it's pumpkin head up to short range; the head explodes for 5 points of damage within immediate range. The steed may also attack as a level 3 creature for 3 points of damage with a trample or kick attack.
Interaction: The horsemen cannot be bargained with and will attack without fear. They may be defeated by crossing running water or by destroying their original body.
Use: Headless Horsemen are often found haunting sites of battle or guarding a specific location for a powerful necromancer (who likely created it).
Loot: A defeated horseman will leave behind it's pumpkin head, a level 5 cypher than can be thrown up to short range dealing 5 points of damage within immediate range. This is not found if the horseman uses it instead.
GM Intrusion: The horseman pulls a pistol or musket and fires a shot at up to long range at level 4 for 6 points of damage.

Wednesday, October 24, 2018

The Alphabet of Outer Beings - W is for Worship

Image Source: https://www.deviantart.com/wickard/art/Worship-703918944

W is for Worship

Patrons usually see their followers as tools, they perform tasks and get tiny glimpses of true magical power in return. Deities and gods however require the worship of their followers. For these beings the tiny amount of magical energy they gain from each and every follower who worships them feeds and sustains them. It forms the basis of their own divine power in a relationship that can be said to exemplify the adage that "the sum is greater than its parts." Depending on the deity they may have very specific requirements for worship, or at the least, preferred methodology that their mortal adherents show their devotion.

Table W1:  Worship (roll 1d20)
  1. No uniform system of worship
  2. Personal prayer 2d3 times per day
  3. Daily Informal Mass (led by a monk or nun)
  4. Monthly Sacrifice (see S is for Sacrifice)
  5. High Holiday with Festival (see F is for Festival)
  6. Weekly Informal Mass (led by a monk or nun)
  7. Monthly Festival (see F is for Festival)
  8. Daily Reading of fates (see O is for Oracle and P is for Prophecy)
  9. Weekly Formal mass (led by a priest or cleric) with Communion
  10. Daily personal prayer 
  11. High Holiday with Reading of fates (see O is for Oracle and P is for Prophecy)
  12. Monthly Formal mass (led by a priest or cleric) 
  13. Monthly Formal mass (led by a priest or cleric) with Communion
  14. Daily Formal mass (led by a priest or cleric) 
  15. Weekly Formal mass (led by a priest or cleric) 
  16. Monthly Reading of fates (see O is for Oracle and P is for Prophecy)
  17. Monthly Informal Mass (led by a monk or nun)
  18. High Holiday with Sacrifice (see S is for Sacrifice)
  19. Roll again twice and combine
  20. Roll again three times and combine

Wednesday, October 17, 2018

The Alphabet of Outer Beings - P is for Prophecy

Image Source: https://www.deviantart.com/folkenstal/art/The-Elder-Scroll-Replica-opened-482156541

P is for Prophecy

Prophecies are predictions or foretelling of things to come. Often prophecies come in the form of cryptic , almost riddle-like, visions of the future through magical or divine means. These prophecies are difficult to interpret as they are often vague and the details as such that they could be fulfilled in multiple ways, or that the true intent of the prophecy is only made clear in the moment of it's coming to fruition.

In RPGs prophecies can be difficult to work with, and even more difficult for Judges to write. This will not write a prophecy for you, but instead give you a series of common pieces that you can string together in the rough structure of "A [adjective] [subject] will [verb] a [target] in [location]" or similar. The Judge is encouraged to roll when needed and parse together a prophecy that makes sense, or doesn't, or better still makes sense in more than one sense. A "groom will be slain by a crown" could be interpreted more than one way, a man to be married will be killed by a king/queen, or it could mean a groom (as in for horses) will be slain (as in will cease to be himself) by a crown (placed on their head when they gain control of a monarchy).

Table P1: Adjectives (roll 1d8)
  1. Albino
  2. Tyrant
  3. Innocent
  4. Pure
  5. Corrupt
  6. Lost
  7. Poor
  8. Wise
Table P2: Subjects (roll 1d10)
  1. Child/Son/Daughter
  2. WarriorHero/Champion
  3. Wizard/Sorcerer
  4. Demon
  5. Herald
  6. Father/Mother
  7. Prophet
  8. Marked
  9. Bride/Groom
  10. King/Queen
Table P3: Verbs (roll 1d12)
  1. Slay
  2. Find
  3. Release
  4. Become
  5. Born
  6. Perish/Die
  7. Be slain
  8. Bleed
  9. Sacrifice
  10. Replace
  11. Destroy
  12. Assemble
Table P4: Target
  1. Crown
  2. Weapon 
  3. Kingdom
  4. Book/Tome
  5. Gate
  6. Curse
  7. Temple
  8. Power
Table P5: Locations (roll 1d12)
  1. Direction:
    1. East
    2. West
    3. North
    4. South
  2. Water:
    1. Ocean/Sea
    2. River
    3. Lake
    4. Waterfall
  3. The Old Kingdom
  4. The Great City
  5. Jungle
  6. Steppes
  7. Wastes/Wastelands
  8. Below the earth
  9. Island
  10. Canyon
  11. Desert
  12. Mountains