Tuesday, May 15, 2018

L5R - Random Locale Generator

Just a little warm-up randomizer, one that I haven't actually any need of but might be useful for those planning on running some Legend of the Five Rings, Bushido, or other kung-fu Asiatic adventure role playing game. The names for the locations are all pretty basic, so you can get something like The Castle of the Pale Oak, or something wild like The Tainted Lands of the Pink Exorcist.

Follow your kokoro. If you need to come up with a place on the fly for an old sensei to send his students, this might prove useful.It is exceptionally bare bones, but it is just a warm-up to get me going on other writing.


Samurai Setting Locale Generator
d30Part OnePart TwoPart Three
1Village ofthe FallenRiver
2Port ofthe ListlessForest
3Temple ofthe BountifulWolf
4Castle ofthe GloriousExorcist
5Town ofthe CelestialCrane
6Dojo ofthe FloralLion
7Fortress ofthe BoundlessDragon
8Cursed Hamlet ofthe GreatCrab
9Citadel ofthe WalledPhoenix
10Teahouse ofthe AncientSteed
11Roadhouse ofthe LonelyTurtle
12Shrine ofthe SplendidSun
13Plains ofthe PaleHeavens
14Forest ofthe BlindMists
15Mountain ofthe YouthfulBlade
16Island ofthe YellowMirror
17Camp ofthe RedPeaks
18Ninja Village ofthe ImperialDog
19School ofthe ExquisiteLeaf
20Halls ofthe PinkShell
21Ruins ofthe BlessedLovers
22Tower ofthe LuckyCoin
23Prison ofthe ThunderousCove
24Monastery ofthe DustyButterfly
25Steppes ofthe BrokenScorpion
26Marsh ofthe MollifiedFortune
27Lair ofthe HowlingDeity
28Library ofthe PenitentTides
29Mines ofthe HonorboundMoon
30Tainted Lands ofthe DrunkenWarrior


Tuesday, May 8, 2018

Race-as-Class: The Wose-man

The Wose-man
Requirements: Strength, Constitution & Dexterity 12+
Prime Requisite: Strength
Hit Dice: d10

Saw this image, felt inspired.
by Steven De Waele 

You are one of the hidden folk, one of the elusive wose-men who have lived in the mysterious and unpopulated forests of antiquity. Your kind avoids confrontation when it can be helped, but you know well how to defend yourself and your territory when a threat comes your way. Threats come your way more now than ever before; your woods are rife with wretched monsters, hordeling goblinoids, and destructive men whose ambitions outweigh their respect for the nature of the world.

Perhaps this is why you’ve taken up with some mannish thugs and vagabonds; though they are easily distracted by gold and vengeance they fight many of the same enemies you do. Their weapons and armor are of fine make, though they clatter about without any grace. They think you are simple, possibly scary. Simple is not bad, scary can be useful.

Wikipedia.

You stand tall, nearly nine feet but quite possibly ten. Your hands, your pelt, they smell of wild garlic, old dirt, and ancient meat. Your skin is black, brown, red; your pelt is matching; though with age it fades towards grey or is overcome with mossy green. Your eyes are like globes of blood and darkness, hiding an intelligence and capacity for tactics that would make clear that none should ever have trespassed in your domain.
Special Abilities
Arms & Armor: Wose-men have thick hair that feels like the matted mane of a horse, tough as leather and carrying an unpleasant smell when breathed in deeply. Wose-men go unarmored, but provided they are not shaved of their pelt, they have AC equivalent to leather. Wose-men can make use of shields, clubs, stones, spears, slings, and other primitive weapons.

Stench: A wose-man can once per day secrete its stench, causing all living creatures within 30 feet to make a Constitution save or become sickened for 1d6 rounds; suffering a -2 penalty to hit anything in the direction of the wose-man. Grappled victims during a secretion must Save vs Poison and suffer a penalty to any task for the next 24 hours. Wose-men can track any object or individual who has been slathered in its stench at a rate of 4-in-6, losing a 1-in-6 for every day passed since the original slathering.

Wose-might: The hands and feet of a wose-man are huge and brutal. If a wose-man grapples an enemy, their attacks deal 1d6+STR modifier in damage. If the wose-man has an enemy grappled for more than one round, they can easily toss them away, dealing 1d10+STR modifier in damage. Wose-men can also throw large items as a Hill Giant can, but they must pass a Strength save to first lift any great stone or fallen tree.

Hidden Men: Wose-men are masters of blending into the wilderness, hiding-in-plain sight at a rate of 4-in-6 while in woodland environments. Wose-men who hollar and hoot while hidden can make their sounds appear to originate from any direction they choose, as though by ventriloquism.

Born Forester: Wose-men can identify wild plants at a rate of 1-in-6, notice huntsmen traps at a rate of 2-in-6, and find a decent place to sleep at a rate of 2-in-6.

Definitely vibing some Stupid Rat Creatures

Drawbacks
Uncivilized: Being literal wild-men, the wose-men are not welcome in polite society. They are seen as primitive, savage, monstrous, and uncouth at the best of times. Wose-men suffer a -2 to all reaction rolls with civilized individuals, and they are utterly unable to find hirelings willing to serve them loyally unless they have been directly saved by the actions of the wose-man or they are wose-men themselves.

Fire’s Foe: Wose-men were never civilized and made properly mannish, as such fire is not their oldest and greatest ally. It seems to scorn them for their savagery. Wose-men struck by fire suffer an additional point of damage and have a 50% chance of catching fire (likely due to their oily stink which saturates their hair). Wose-men being threatened with fire suffer a -2 penalty to their morale.

Other Notable Things
Languages: Wose-men speak the complex language of Ormm, named for the guttural clearing of the throat they make before letting out a series of grunts, hollars, and ullulations; often punctuated with drumming upon trees. Animals can understand the rough concepts being spoken, but only other wose-men understand it entirely. Wose-men can understand intent behind a common mannish tongue, though they can only speak a few words of it at best.

An adventuring wose-man can speak a number of words in the common tongue equal to their Intelligence + Wisdom attributes. Have fun piecing together other character names via this situation.

Vision: Wose-men suffer sensitivity when exposed to direct sunlight outside of a forest, as they prefer the shadowy groves of woodland terrain. Wose-men can see adequately through fog and can see in moonlight as though they possessed a torch.

The Wose-man
Level
Breath Attacks
Poison or Death
Petrify or Paralyze
Wands
Spells or Spell-like Devices
1-3
13
10
8
12
13
4-6
10
8
6
8
10
7-9
7
6
4
6
8
10
5
4
2
4
6

The Wose-man
Level
Experience
Title
Hit Dice (d10)
1
0
the Skunk Ape
1
2
2,100
the Shaggy
2
3
4,250
the Savage
3
4
8,500
the Wose-man
4
5
17,500
the Tall Strider
5
6
35,000
the Wild Man of the Woods
6
7
70,000
the Long Strider of the Woods
7
8
140,000
the Lord of the Woods
8
9
275,000
the Greyman
9
10
450,000
the Greenman
+4 HP Only
I know one of my players, specifically my roomie, would play one of these. Because he's a filthy degenerate who loves to mock my fear for Bigfoot.

Monday, May 7, 2018

Yoon-Suin Homebrew: The Frog Sage & Spells

This class is used by one of my players, his character is named Truon, she's an extremely elderly woman who was born into the role of a Frog Sage but kidnapped and sold into slavery to the Yellow City at a very early age.This is also how I deal with spells; namely a character knows a number equal to 1+WIS Modifier + INT Modifier; and instead of gaining more spells as they level they have to perform research / spend money in meditation at a temple to gain more spells. Spells also, at least for the Frog Sage, require the use of Reagents & Ritual to be used. Other classes that cast spells don't always need Reagents & Ritual, but this one does. Truon has terrible stats so she's just rocking Grappling Tongue as a spell, and she's used it to decent effect.

Pete drew this, albeit not for this class; but you'd be surprised how hard it is to find a frog-ish sage.

The Frog Sage
Requirements: Wisdom 10
Prime Requisite: Wisdom
Hit Dice: 1d4
It is held by the Goma people of the River, that the first creatures born into creation were frogs. The mother-father deity Gomakhunn breathed frogs into existence when the world was split between water and air, and in jealousy the other gods cobbled together creatures to serve them but none could have mastery of both worlds. You occupy a role of great importance within the Goma society. You are a Frog Sage, an inheritor of divine secrets, a speaker to that which croaks and that which chirps.
Arms & Armor: The Goma People rarely wear anything heavier than rattan or wood armors, meaning they wear light armor. Shields are uncommon. A Frog Sage knows how to make good use of daggers, spears, and blunt weapons.
Spell-casting: A Frog Sage knows a number of spells equal to 1+WIS Modifier + INT Modifier, and must have reagents to be able to cast said spells, though they may cast said spell as many times as they wish provided they have the supplies. Frog Sage spells must come from the following domains: Amphibians, The River, and Monsoons.
Frog Servants: A Frog Sage has a number of frog servants equal to their level. These servants are simply mundane frogs but they can perform minor actions of frog-like intelligence for their master. If a Frog Sage meditates under flowing water they can see through the eyes of their frog servants. If a frog servant dies, a new one arrives as soon as the Sage is in a place where frogs might be found.
Amphibian Blood: Frog Sages can breathe through their skin like a frog, effectively allowing them to breathe underwater for a number of minutes equal to their Constitution score. Frog Sages are viewed by frog-men, froghemoths, and other frogs as being a frog; albeit one in clothing and of strange girth and voice.
Languages: A Frog Sage will always know Lamarakhi, as their people are native to its lands. Frog Sages of well-traveled intelligence (INT 10) will also know Haludi and its Pidgin. Frog Sages can speak to frogs, though frogs are not smart enough to have much to say.
The Frog Sage
Level
Breath Attacks
Poison or Death
Petrify or Paralyze
Wands
Spells or Spell-like Devices
1-3
16
12
14
15
12
4-6
14
10
12
12
10
7-9
12
8
10
9
8
10
8
6
8
6
4
The Frog Sage
Level
Experience
Title
Hit Dice (d4)
1
0
the Aspirant
1
2
1,500
the Frog Cultist
2
3
2,750
the Goma Clansman
3
4
5,500
Devotee of Gomakhuun
4
5
11,250
Sage of the Mother-Father
5
6
22,500
Keeper of the Holy Riddles
6
7
45,000
the Guru of the Deep River
7
8
90,000
the Drowned Dvija
8
9
190,000
the Keeper of the Drowned Ashram
9
10
290,000
the Reflection of Gomakhuun
+1 HP Only

Amphibians Domain Spells that have to do with newts, frogs, salamanders, et cetera. Tried to make them flavorful and weird utilities.
Amorphic Secretion  - Open wounds on a target begin to secrete a foul smelling mucus membrane, healing 1d3+the Caster’s Level in Hit Points, but forcing the target to also make a Constitution Save or become sickened for an equal number of rounds. This power could be used to regrow limbs (taking 1d6 days of daily casting), but said limbs would appear amphibian in origin.
Reagents & Ritual: Caster must spit amphibian or eel slime mixed with clay powder into the wound or upon a stump.

Resonation Sac- The Caster is able to inflate their throat like a frog, knocking anyone around them a few feet back by the instantaneous burst. If the caster also attempts to speak, they can create a painful reverberating vibration that deals 1d4 damage to anyone within 15’ of the caster who can hear the resonation.
Reagents & Ritual: Caster must have consumed tea brewed with a frog in the pot within a day prior to casting the spell.

Secrete Poisons - The Caster or a target may enter a meditative state for 1d3 minutes, during which any foulness in their systems: drugs, alcohol, poisons, venoms, et cetera; leak from the individual and coalesce on the surface of their flesh. For a number of hours equal to the caster’s level, this foul substance remains on the surface of the body. Those who strike at the flesh with teeth or claws must Save vs Poison or become infected with the contagion.
Reagents & Ritual: Caster must use human or predatory bile to draw a second tongue and mystic runes on the brow of the target prior to meditation.

Mud Torpor - The Caster or a target can enter a state of suspended animation for a number of days equal to 1d10+Caster’s Level, during which any disease, parasite, or natural ailment is similarly paused in time. Natural recovery of Hit Points may occur as normal, and the target may awaken whenever they desire.
Reagents & Ritual: The Caster must anoint the intended target in muds of red, grey, and brown.

Adaptation - The target of this spell is able to shift their features, be they facial, bodily, sexual, et cetera into another superficial form. The effects of this adaptation last until the target is bathed in a river.
Reagents & Ritual: Target must consume an amphibian and submerge themselves in a river.

Exceptional Leap - The target of the spell is able to leap up to 150’ in a single leap, 300’ with a running start. Attacks made while leaping (such as charging an enemy, or trying to impale someone with a spear) increase their damage to the next dice degree (d8 to d10, d10 to d12) and gain the Caster’s Level as a bonus To Hit. This enchantment lasts a number of leaps equal to the caster’s level.
Reagents & Ritual: The Caster must slather their legs in ashen mud before leaping.
Befoul the  Flesh - The touch of the Caster causes the flesh of the target to burst into necrotic warts which deal 1d3 per Caster level in damage. If a target takes at least 10 damage they must Save vs. Poison, a failure causes an additional 1d3 Charisma damage to the victim as frogs explode from the wart pustules.
Reagents & Ritual: The Caster must have used henna made from a toad to paint their hands within the last week. Each casting requires a reapplying of the henna.

Darter Expulsion - The back of the Caster explodes open, releasing a plague of poisonous darter frogs which scatter out in a 15’ cone. The frogs distract any enemy caught in the blast, giving them a penalty to Hit equal to the Caster’s level for 1d6 turns. Anyone caught in the blast must Save vs. Paralysis or fall prone into a seizure for 1d3 rounds.
Reagents & Ritual: The Caster must either scarify their backs, tattoo frogs upon their backs, or claw up their own backs prior to casting the spell.

Grappling Tongue- The Caster can extend their tongue up to 30’ out as though it were an additional limb, as functional as an arm or hand. If the tongue is cut, the spell immediately ends. Strangling an enemy with the tongue or grabbing something grants a bonus To Hit equal to the Caster’s level. The Caster is able to speak normally with this tongue, and it lasts for an hour.
Reagents & Ritual: The Caster must bite the tongue out of a frog or toad or swallow an entire salamander.

Camouflage - Target’s flesh takes up the texture, coloration, and temperature of the substance held by the Caster, lasting a number of hours equal to the Caster’s level. Unwilling targets may Save vs. Spells.
Reagents & Ritual: Caster must hold a handful of the substance the target is camouflaged as.

Yoon-Suin Appendix G: Explained List of Suggested Traditional Monsters Found in Yoon-Suin - Part 1.

I've been dealing with existential dread, so here's some very late Yoon-Suin Encounter tables and an attempt to incorporate the Yoon...