Wednesday, February 28, 2018

The Alphabet of Outer Beings - H is for Holy Symbol


H is for Holy Symbol

Gods are holy, and their mortal worshippers often carry a token, a specific symbol, that summarizes their faith in their deity. These symbols are often stylized and representative of a core tenet of the deity's belief system. Clerics are most often associated with holy symbols as they must channel the divine magic of their deity through a symbol of their faith. Some clerics, especially clerics of war deities, may be able to wield an actual version of their god's holy symbol (if a weapon), or have the symbol emblazoned onto a shield or tabard. This free their hands to hold other items, but such is the exception not the norm.

Non-godly Outer Beings may have a symbol that their followers utilize in many of the same ways. While not technically "holy" these icons are a means for followers to show their devotion, and may aid in the use of channeling magics from their patron.

For each holy symbol roll once on Table H1 and proceed as indicated.

Table H1: Basic Shape of Holy Symbol (roll 1d6)
  1. Animal (proceed to Table H2)
  2. Body Part (proceed to Table H3)
  3. A natural object (proceed to Table H4)
  4. An abstract shape (roll 1d3 times on Table H5)
  5. A tool or object (proceed to Table H6)
  6. Mixed (roll again twice and combine, ignoring this result)
Table H2: Animal Type (roll 1d10 then proceed to Table H7)
  1. Bird, predatory
  2. Canine
  3. Feline
  4. Fish
  5. Bird, non-predatory
  6. Ruminant
  7. Dragon
  8. Horse
  9. Serpent
  10. Mixed (roll again twice and combine)
Table H3: Body Parts (roll 1d10 then proceed to Table H7)
  1. Hand
  2. Foot
  3. Arm
  4. Heart (anatomical)
  5. Head
  6. Eye
  7. Mouth
  8. Upper body
  9. Full Human(oid)
  10. Winged Human(oid)
Table H4: Natural Objects (roll 1d10 then proceed to Table H7)
  1. Tree
  2. Star
  3. Sun
  4. Animal (roll on Table H2)
  5. Flower
  6. Mountain
  7. Water/Waves
  8. Thunderbolt
  9. Leaf
  10. Mixed (roll again twice and combine)
Table H5: Abstract Shapes (roll 1d10 then proceed to Table H7)
This will require a little additional work. Roll 1d3 to determine number of component shapes and then 1d10 for each shape. Combine the results into your new symbol.
  1. Heart 
  2. Square
  3. Circle
  4. Triangle
  5. Star (roll 1d4+3 for number of points)
  6. Crescent
  7. Teardrop
  8. Line (curved/arc)
  9. Line (straight)
  10. Hollow shape (roll 1d6 to determine shape)
Table H6: Tools & Objects (roll 1d10 then proceed to Table H7)
  1. Weapon
  2. Anvil
  3. Helm
  4. Crown
  5. Sickle
  6. Cup
  7. Chariot
  8. Altar (or table)
  9. Flame
  10. Mixed (roll again twice and combine)
Table H6a: Weapons (roll 1d10)
  1. Dagger
  2. Sword
  3. Mace
  4. Flail
  5. Hand Axe
  6. Staff
  7. Battle Axe
  8. Spear
  9. Shield
  10. Paired weapons (roll again twice and combine)
Table H7: Specific Traits (roll 1d%)
  • 10% of symbols must always be a specific color, continue to table H7a
  • 10% of symbols must be made of, or contain, a specific material, continue to table H7b
  • 80% of symbols have no specific traits required.
Table H7a: Color (roll 1d8)
  1. Black
  2. Sickly green
  3. Bright red
  4. Yellow
  5. Royal purple
  6. White
  7. Deep blue
  8. Fiery orange
Table H7b: Materials (roll 1d8)
  1. Obsidian/Volcanic Glass
  2. Metal (roll on Table H7b1)
  3. Jade
  4. Finely polished wood 
  5. Animal Materials (Bones, skins, feathers, etc)
  6. Human(oid) Bones 
  7. Gems (roll on Table H7b2)
  8. Mixed (roll again twice and combine)
Table H7b1: Metals (roll 1d6)
  1. Cold Iron
  2. Silver
  3. Gold
  4. Copper
  5. Lead
  6. Bronze
Table H7b2: Gems (roll 1d6)
  1. Diamonds
  2. Emeralds
  3. Rubies
  4. Onyx
  5. Sapphires
  6. Amethyst

      Wednesday, February 21, 2018

      Nuts & Bolts #148 - Hacking the Cypher System - Skinchangers: The Wolfkin

      Image Source: https://www.deviantart.com/art/wolf-10458909

      The wolfkin are born with the soul of a canine. Stuck between two very different states of being the wolfkin must find a path between their human and animal selves. Contrary to the myths and legends, and despite the appellation, wolfkin can be ensouled with the essence of dogs, coyotes, and even jackals in addition to wolves. Being wolfkin means having to find a balance with the animal inside. Depending on the cycle of the moon the wolfkin was born into that balance may be canted toward the human, the animal, or may truly be an equal share. Regardless each wolfkin can transform from human form to the form of their animal soul and back. Unlike the Hollywood stories of the man-animal hybrid the wolfkin most commonly transforms fully into the same animal type as their soul and can do so at any time regardless of the phase of the moon.

      At Tier 1 you select a moon phase. This indicates the phase of the moon your character was under, and indicates where they have found balance with their animal soul.

      Full Moon
      You were born during the fullest portion of the moon, on or within a few days of true full on either side. Your animal nature is strongest and even in human form you tend to prefer the outdoors and a more natural lifestyle. This does not mean you are savage or uneducated, though this is also possible. Full moon wolfkin tend to act, and react, from instinct and think things over later. Likewise wolfkin of this phase tend to eschew technology in favor of natural abilities and simple tools. To be a full-moon wolfkin is to embrace your animal nature at the expense of your humanity.
      • You have Incompetence in Transformation to Human Form
      • You are Specialized in Transformation to Wolf Form 
      Gibbous
      The gibbous phase wolfkin are canted toward their animal nature, though not as much as full moons. Gibbous wolfkin struggle with their natures, with the animal winning out most often
      To be a gibbous moon wolfkin is to struggle with your humanity and find it often out of reach, or to ignore it in favor of one's animal nature.
      • You have Inability in Transformation to Human Form
      • You are Trained in Transformation to Wolf Form 
      Half-Moon
      Being born during the period of half moon these wolfkin are the most able to balance the two sides of their natures. The half-moon embrace the best of both sides and most easy set aside the worst of each as well. They easily strike a balance between the animal's instinct and man's rationality, the animal's love of nature and man's use of technology. To be a half-moon wolfkin is to be at peace with both sides of yourself.
      • Gain no advantage, nor suffer any penalty, when transforming between man and wolf form , or back.  
      Crescent
      The crescent moon is nearly dark and as such the human side of your soul is the stronger for it. Wolfkin of the crescent moon tend to be less attuned to nature in general, and often view their wolf soul as an inconvenience or a tool, and less a true part of themselves.
      • You are Trained in Transformation to Human Form
      • You have Inability in Transformation to Wolf Form 
      New Moon
      Human nature is your nature. Your wolf self is distant and difficult to embrace. You probably grew up in a big city and seldom spent time in nature as a child. All of this gives you greater centering on the human side of your existence.
      • You are Specialized in Transformation to Human Form
      • You have Incompetence in Transformation to Wolf Form 
      Because I needed a term for character with two negative steps of "training" I brought it up on the G+ group for ideas. Ultimately I liked "incompetence" best as I think it suits the condition the most.
      Incompetence - Like an inability Incompetence represents an area of diminished ability. The opposite of Specialized a character attempting a task for which they have an Incompetence increases the difficulty of the task by 2 levels.
      At Tier 1 a wolfkin character must give up one of their normal Type abilities to that the first rank of Wolfkin. Thereafter at each tier a character may give up a Type ability choice to instead choose from one of the corresponding Wolfkin tier options.

      Wolfkin Tier 1
      • Transformation (1 Intellect) - The Wolfkin transforms from human form into wolf form, or back. This requires a successful Level 3 Transformation roll (and Intellect based Task). The GM should feel free to adjust this depending on circumstances. It is more difficult to become a beast when not in nature, and harder to become a human when in combat for instance. During the phase of the moon corresponding to their birth phase gains an asset to this task. Action to initiate, the transformation itself takes 1 minute.
        • While in the form of a wolf the character gains the following:
          • Movement increases by one increment, the character can move a short distance and still take an action, up to long range without a roll (or with a roll and still take an action), or up to 200 feet with a normal roll.
          • The character is considered to have an asset for all tasks related to seeing in the dark and stealth, and two assets for smell-based perception, and hearing-based perception.
          • The character's unarmed attack becomes a bite that acts as a medium weapon.
          • Pack tactics: The character gains an asset to any task the an ally has attempted this round (including attacks but not including defense). 
        • There are drawbacks to being a wolf however. In addition to looking like a wild animal you suffer the following:
          • The character lacks hands and is unable to activate and use even the simplest of devices designed for hands or requiring fine motor control. 
          • Your transformation does not extend to your clothing or any carried possessions. When you transform back to human you'll be naked. Your personal sense of modesty will determine what happens next. 
        Wolfkin Tier 2
        • Canine Communication (2 Intellect) - For the next hour you can communicate with other canines, being understood, and understanding their replies. They are generally favorably disposed to you (you gain an asset to all such tasks) but are still limited to animal intelligence and understanding. Action to initiate.
        • Faster Transformation - Your transformation is faster, if not any easier, and takes only a single round. Enabler.
        Wolfkin Tier 3
        • Improved Animal - As the tier 3 Howls at the Moon ability, Greater Beast Form (CSR pg. 135)
        • Partial Transformation - With a successful transformation roll when using the Tier 1 Transformation ability you can shift only part of your shape into your animal form. You may choose one of the four animal form bonuses and use that while remaining mostly human in appearance. Your form will shift to accommodate the ability (golden eyes, dogs ears, and a more animal-like nose for senses, quadrupedal running for speed, etc.
        Wolfkin Tier 4
        • Alpha (5 Intellect) - You can call and command up to a dozen canines to form a pack around you. They will follow you as their alpha to the best of their ability. This does not allow you to understand them or issue complex commands (see the Canine Communication ability) but they will follow you and try to anticipate you needs and come to your aid. The pack is made up of up to a dozen level 3 canines, or fewer level 4 canines (as determined by the GM). The pack will follow you for up to 12 hours, or indefinitely if you are their master normally. Action to initiate.
        • Hamstring - As the tier 4 Stealth Flavor ability, Debilitating Strike (CSR pg. 53).
        Wolfkin Tier 5
        • Dire Wolf - As the tier 5 Howls at the Moon ability, Enhanced Beast Form (CSR pg. 135)
        • Go for the Throat (4 Speed) - You know the right time and place to strike for maximum effectiveness. Your next attack deals 6 extra damage if it hits. Enabler.
        Wolfkin Tier 6
        • Unnatural Transformation (5 Intellect) - Instead of transforming into a wolf or a man you transform into an unnatural hybrid. Such creatures are the melding of the best, and worst of both and few wolfkin are willing to attempt such a transformation. 
          • You gain the following:
            • +15 points to your Might Pool
            • +10 points to your Speed Pool
            • +2 to your Might Edge
            • +2 to your Speed Edge
            • Regeneration: Any remaining Recovery Rolls you have for the day become 1 Turn Recovery Rolls
            • Tooth and Claw: Your unarmed bite and claw attacks do 6 damage. 
          • You also suffer the following:
            • Savage Instinct: All Intellect tasks other than Intellect Defense tasks are 3 levels more difficult. 
            • Apex Predator: Any round in which you suffered damage you must make an attack or move full out to get into attack range. Discerning friend from foe is a level 7 Intellect task (the penalties of Savage Instinct are already applied).
            • Horrifying to Behold: Any non-supernatural being witnessing you in this form must make a level 6 Intellect task to resist terror. If they fail they must attempt to flee from you. This includes allies, both human and canine.

        Wednesday, February 14, 2018

        The Alphabet of Outer Beings - I is for Idol


        I is for Idols

        The golden calf, the golden idol of the Hovitos, the statue of Zeus at Olympia. Idols are depictions of a god and worshipped as that god, or a conduit to them. Though any such image may qualify as an idol we are focusing on idols in the form of sculpture or worked materials that represent the Outer Being in three dimensions. These may be as simple as a small wooden carving, or as grandiose as a massive statue in gold and gems.

        Table I1: Idols Primary Materials (roll 1d20 then continue to Table I2)
        1. Obsidian/Volcanic Glass
        2. Marble
        3. Granite
        4. Sandstone
        5. Wrought Iron
        6. Silver
        7. Gold
        8. Bronze
        9. Copper
        10. Brass
        11. Jade
        12. Finely polished wood 
        13. Painted wood
        14. Animal Materials (Bones, skins, feathers, etc)
        15. Human(oid) Bones 
        16. Textiles
        17. Roughly carved wood, or bound branches
        18. Wax
        19. Artificial Materials (plastics, resins, etc.)
        20. Mixed (Roll again twice and combine the results)
        Table I2: Idol Details (roll 1d20 then continue to Table I3)
        1. The idol is encrusted with precious gems.
        2. The idol is aged and weathered.
        3. The idol is covered in dried blood.
        4. The idol is holding a candle or torch. 
        5. The idol is depicted with an enlarged body part appropriate to the Outer Being's dominions. 
        6. The idol is partially encrusted with gems, but noticeably some are missing (roll on Table I2a to determine type of gem).
        7. The idol is holding a weapon of some kind. 50% chance the weapon is removable and usable. 
        8. The idol is tarnished, cracked, eroded, or otherwise showing age and lack of care. 
        9. The idol has been painted, hiding the materials of its construction (roll on Table I2b for color).
        10. The idol's eyes are a large pair of gems (roll on Table I2a to determine type of gem).
        11. The idol is covered in an intricate pattern that mesmerizes the beholder.
        12. The idol's eyes are painted and seem to follow you. 
        13. The idol is extremely angular, with edges sharp enough to cause minor cuts if not careful.
        14. The idol is covered in fresh blood.
        15. The idol is highly polished and well cared for. 
        16. The idol is holds a single large gemstone (roll on Table I2a to determine type of gem).
        17. The idol is in pieces either smashed or disassembled.
        18. The idol is clearly missing something of note (a body part, a weapon, a held item, etc).
        19. The idol is strangely heavy (1-50%) or light (51-100%) for its size. 
        20. Mixed (Roll again twice and combine the results)
        Table I2a: Gemstone Type (roll 1d6)
        1. Diamonds
        2. Emeralds
        3. Rubies
        4. Onyx
        5. Sapphires
        6. Amethyst
        Table I2b: Paint Color (roll 1d8)
        1. Black
        2. Sickly green
        3. Bright red
        4. Yellow
        5. Royal purple
        6. White
        7. The idol has been lacquered with a semi-transparent varnish. Roll 1d6 on this table to determine the color of the lacquer.
        8. The idol is painted accurately to portray the Outer Being.
        Table I3: Idol Size (roll 1d6 then continue to Table I4)
        1. Tiny, 2d4 inches tall. Easily fits in one hand.
        2. Small, 1d10+6 inches tall. Can likely be carried in one hand. 
        3. Large, 1d4 feet tall. Requires two hands to carry.
        4. Very Large, 3d4 feet tall. 
        5. Huge, 1d10+10 feet tall
        6. Enormous, the idol towers 2d4x10 feet tall!
        Table I4: Idol Surroundings (roll 1d20)
        1. The idol rests atop a strange altar.
        2. The idol sits upon a small plinth of rune carved stone. 
        3. The idol is fitted into part of a complex stela.
        4. The idol lays upon the floor at the foot of a smashed altar.
        5. The idol rests inside the emptied chest cavity of a recently slain human(oid).
        6. The idol sits on a shelf surrounded by ritual paraphernalia. 
        7. The idol is encased within a glowing field of magic.
        8. The idol rests in the center of a shallow pool of filthy water.
        9. The idol is surrounded by burning incense and flickering candles.
        10. The idol is covered by a black silk cloth.
        11. The idol is held in the hands of a long dead and well preserved priest.
        12. The idol rests in the center of an eternal flame but is not consumed.
        13. The idol sits discarded and forgotten in the corner of the room. 
        14. The idol is covered in cobwebs and dust in a room long abandoned.
        15. The idol draws all light toward is, seeming to glow within the dim gloom it causes.
        16. The idol is at the center of an active service to the Outer Being it resembles.
        17. The idol floats without any visible means of levitation.
        18. The idol is wrapped in chains of cold iron. 
        19. The idol rests in a shallow pool of fresh water supplied from a small waterfall.
        20. Mixed (Roll again twice and combine the results)