My Games

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Showing posts sorted by relevance for query berserker. Sort by date Show all posts

Tuesday, September 4, 2018

SHIELDBREAKER: Play Report 2

This is the second session in what I'm calling the SHIELDBREAKER campaign. On the whole I think things went more smoothly this time, although I forgot to prep those NPC cards / setting cheat sheets which I will definitely do before next time. Still, I'm glad to see things are coming together! Also, I still cannot figure out formatting in blogger for some reason, so this post is a bit messier than I'd like :/.




Characters

·       Cynope: Quenduin Amazon. She works for the Pearl Panthers to afford care for her sick sister, but has grown fond of the thrill, bringing a professional wrestling persona to her work.
          -- Player: Dan D

·       Jim Casper: Tartarian-Mutant Specialist. Working in a storehouse in the tartarian kingdom, he learned about a mysterious martial cult, and has since been attempting to learn more about it. Has a mutation, a slit on his body which must be fed ancient artifacts.
          -- Player: z_bill

·       Razlow: Kobold Garlic Knight (Fighter). In the early stages of transforming into a Garlic Berserker. Was a soldier in the dogu kingdom but deserted when he discovered he was turning into a garlic berserker.
    -- Player: Murdoc

Play Report
  • ·       Since unfortunately Michael Kennedy couldn't make it this session, I retconned it so that Slayer was incapacitated by the SWORD at the end of last session, explaining why she is not present this session and providing an excuse for Arnold Tanaka to send the new party members as backup. 
  •       The party went to The Forum. Occulon was giving a talk, and in addition to his goons were a table of union representatives, dogu (who may or may not have been associated with the mafia), and a table with the Grim General's daughter Zeffre and Nova Arkham soldiers. 
  •       Cynope wrestled with Zeffre WWE-style as a way of taking attention away from / annoying Occulon. Zeffre was into it, they had fun, she gave her a note with a set of coordinates.
  •       They follow Occulon and some of his goons down an alley and hear them mention something about the dogu and the SHIELD, but are found snooping.
  •       They head to the upper floor of the Forum to get a map or some other information. After bribing a bureaucrat, they get a map which adapts in real-time to the changes being made to the city, including those changes made by the SHIELD.
  •       They head to Zeffre’s coordinates. On the way they fight a DNEa, a double-helix shaped snake-like creature. The DNEa dropped 30 gold worth of its weird blood, and a partially-digested frog-like creature that seemed like it could be valuable or have special properties, but could not be properly identified.
  •       They talk with Zeffre and choose to ally with her, agreeing to work with her behind the Grim General’s back in exchange for assistance tracking down the SHIELD. She does not disapprove of her father per se, but wants some kind of independence from him and leverage against her brother and the savant Edward Nzimbe. Her mesmerist alters their mesmeric network to sync her into it. Arnold Tanaka, the party's handler, seems to have some kind of acquaintanceship with Zeffre. 
  •       They head to Dengo Sensorium, as they know Asimov Dengo is the head of the dogu mafia, and the dogu mafia are somehow tied up in a gang war with Occulon, who seems to be involved with the SHIELD. They try to find Dengo but are routed to a manager, a handsome dogu male with blue hair who goes by Noma but is actually Tezura Niko working undercover, and his female blue-haired assistant (who is actually his golemite companion Aleph). He gives them Dengo’s passcode to the private bath on the top floor.
  •       They begin a negotiation with Dengo, but he takes a hostile stance. After they convince him to give up some information (that Occulon is working with the SHIELD), Tezura and Aleph attack Dengo. The party chose to fight Dengo with them. They nearly kill him, and then get him to give his partial decryption of the SHIELD’s location, somewhere connected to either the Forum, Occulon’s factories, or the Grand Stable system. Tezura says Dengo will be taken to jail and possibly extradited. 

The Breakdown
      I'm happy to say I think I'm starting to get a better feel for OSR, and I think this session went really well! I regret forgetting to put together the NPC cards and cheat sheets that I had intended to, but will definitely do so before next time! In retrospect, having the first arc be such an elaborate intrigue in a setting the players are not familiar with may not have been the best plan 0.o; I'm used to my home group who have been playing in this setting long enough to be more comfortable with that sort of thing. That being said, the feedback I'm getting is that the group had fun and are ok with being a little overwhelmed with all the moving parts.


Thursday, October 11, 2018

SHIELDBREAKER: Play Report 4

This is the fourth (and probably penultimate) session of the SHIELDBREAKER campaign, although it's seeming increasingly likely that we're going to keep going after SHIELDBREAKER resolves. Below are the Play Reports for the previous sessions, as well as the NPC cards for reference:

Click here for the Session 1 Play Report!
Click here for the Session 2 Play Report!
Click here for the Session 3 Play Report!
Click here for the NPC Character Cards!

Additionally, I used this GLOG table of Minor Magic Items to give the party some extra toys to play with :).

I feel like these play reports end up being "this happened, then this happened, then this", and hopefully that's still interesting in itself, but this session was so much crazy fun and I know this post doesn't sufficiently capture the events as we experienced them.

Characters 
Jim Casper: Tartarian-Mutant Specialist. Working in a storehouse in the Tartarian kingdom, he learned about a mysterious martial cult, and has since been attempting to learn more about it. Has a mutation, a slit on his body which must be fed ancient artifacts.
    -- Player: Z_bill

Razlow: Kobold Garlic Knight (Fighter). In the early stages of transforming into a Garlic Berserker. Was a soldier in the Dogu kingdom but deserted when he discovered he was turning into a garlic berserker.
    -- Player: Murdoc

Kail: Mimic Knight (Fighter). A bland-looking mutant with greyish skin and coal-black eyes, giving him a stone-like appearance. Seeking something to make him special, he chanced upon a mimic, and was able to arrange a symbiotic relationship. The mimic armor slithers over him, occasionally altering its appearance to various effect. With his armor, Kail now seeks adventure, and has joined the Pearl Panthers to get it.
    -- Player: David Horowitz

Ortega: Mutant Apoptomancer. The fools back at the academy turned a blind eye to the limitless potential of the immune system... but who's laughing now?? He got kicked out of the academy for a very, very uncontrolled experiment and is now on the run. 
    -- Player: Saker Tarsos

Xx_Slayer_Queen_69 (Slayer): Mutant Phreaker and thrillseeker. Goth cyberpunk hacker-type with a scarlet mohawk and a black jacket covered in spikes and red eyes to boot. She has an automagic PMC on one arm and she makes it look good. She also has a roth obsidian visor.
    -- Player: Michael Kennedy

Play Report
After fully decrypting the location of the SHIELD, the party met with Mr. Myce at an entrance node of the Grand Stable system. From their, a dungeon crawl through the labyrinthine network ensued!


  • The party walks down a hall, nearing a room. A SWORD bowls past them, agitating a bunch of frelin and gozen mounts in the first stable room, and they find themselves trapped between the SWORD and the animals. They use one of their magical meridian gems from the magi-slime cave last session, without knowing what it does, and by an amazing coincidence (I swear!) it happened to be an anti-animal shell spell, so they were able to force the animals back and escape (relatively) unharmed!
    • Frelin: A beast with a hyena-like body and frog-like face, and long, clawed appendages above their shoulder blades.
    • Gozen: Horse-sized, six spindly legs tipped with claw-like hooves that scuttle like a crustacean. Pink, worm-like skin underneath a furry, feathery, mossy layer of purple. Their skulls are like a raven with ox horns, and rest loosely at the end of a long, worm-like neck. If the skull is torn off, a lamprey-like mouth is revealed at the end of the neck.
    • SWORD: An Unliving nematode-like creature in a psionic cell. The psionic energy objectifies a sack of bio-tissue, plastic, and cybernetic parts. If punctured, the abstract concept of null inverts from its object-oriented form to that of a null-space.
  • They find a room full of drifters who were lured into the Grand Stable by someone named SOMA, who incidentally produces a drug from their body called soma. He leads them like a cult, but has recently gone missing. Of all the addicts they meet, the only reasonably coherent one is Serabia (see NPC card above), who accompanies the party to find SOMA.
  • They head down to another room, a storage closet. There are several magical trinkets, but they are being hoarded by an impossible impostor crab. It is immune to physical attacks and it's shell of absolute solid evokes feelings of ennui and anti-love, but the party convinces Mr. Myce to take the brunt of it and lift the crab up so they can snatch the treasure. He reveals his inner feelings in the process, and forces the party into a verbal contract to be his friend and keep in communication with him once a week for a year (I'm so bad at writing these things up but I swear this ended up being hilarious and everyone loved it!). They receive several items listed below, including a psycho-cell.
    • Impossible impostor crab: A hermit crab-like creature, wrapped in the discarded/dead absolute solid shell and claw/gauntlets of an impossible organism. Behaves like an exaggerated hermit crab, full of jealousy and spite. Not an impossible organism but has adapted to absolute solid.
    • Psycho-cell: A cylinder of astrium glass and anti-information, filled with an Unliving axol sibling-type preserved in impossigen of incalculable value. A priceless artifact.
    • A magical electrum coin (could not determine it's magical function, hopefully that's fine...).
    • A handful of sentient (and rebellious) glue.
    • A ring that makes your eyeball pop out.  This is not a problem, and you can continue to see through the eye just fine, like a spy-eye.  Reversible if the ring is removed.
  • They find another storage room, where a strung-out soma addict named Steve is tripping out. They manage to scare Steve off and gather more loot (I think this was just gold, or maybe some of those items above, I've gotten it mixed up now :/...). Serabia steals some soma off of him on his way off.
  • Mr. Myce takes them on a shortcut to the next area of the Grand Stable, but this is still a three-hour journey. Along the way they attempt to identify their new magical items, finally identify some of their old magical items, and do other miscellaneous things.
    • They discover that the potion from the first session temporarily provides +3 strength.
    • The partially digested frog carcass provides temporary ESP (as ESP spell).
    • They identify the other meridian gem as a Conjuration of Animals spell.
    • Ortega the apoptomancer metamorphs his dog-like companion Karchev into a smoke monster with a reflective stinger capable of turning air to water.
  • In the next area, they find a stable room full of mechanical vehicles, primarily the spider-legged clankers commonly found in Nova Arkham. They find two aquorum drones patrolling the vehicles, and if they get in close proximity the drones will attack. The drones are explosive, and if any of the clankers are damaged, it's coming out of the party's pay. They manage to take down the drones while only destroying one clanker, costing them 100 gold.
    • Aquorum: Amorphous blobs. Prokaryote-like impossible organisms, unstable in physical space. Clones sprout on its surface which explode on impact.
  • Ortega, wearing the ring, rolls one of his eyes under another door. Unfortunately, in this room is a hallucinogenic shit-shroom, which has alluring psycho-active properties which transmits from the eye to Ortega himself, drawing him (and then several of the other characters) into the room and confuses them.
    • Shit-Shroom: An unassuming patch of bioluminescent fungi, which is an impossible organism feeding off a pile of excrement of another impossible organism.
  • The shit-shroom makes the party either catatonic, or go berserk, and Kail fatally wounds Jim Casper. As soon as they gather their bearings, they rush out of the room with Jim's body. Ortega uses apoptomancy to turn Jim Casper into an Unliving.
  • In Jim's new form, his skin is albino-white. His brain grows substantially, breaking free of his skull, and contains powerful psionic energy. His skin is semi-translucent, revealing his cytoplasmic internals. His arms have been replaced with necrotic tentacles which spread rot. He levitates, his dead legs dangling inches above the ground. He is capable of producing spores which bud into clones. He has lost much of his intelligence and is in a child-like state. He eats several of the items through his artifact-eating orifice behind his knee (pre-Unliving metamorphosis feature 0.o), making him more powerful (increasing his HP). When he eats the eye-ring, his patella on the knee containing his artifact-eating hole becomes an eye-like organ grown from dentate cells that can detach from his body.
  • After heartfelt apologies, and everyone coming to terms with the horror of what just happened, Ortega sends in Karchev to smoke out the shit-shroom, and then they head to the next room, which contains a pneumatic tube. They send a few messages to the outside world.
  • They enter a room full of viscera. Destroyed aquorum drones; exploded frelin and gozen; violated soma addicts; broken psycho-cells with fetal nematode-like corpses. Patches of null-space around the plastic, cybernetic, bio-tissue remains of SWORD corpses. Rows of dead SHIELDS delicately placed on emergency tables. The room is surrounded by shadow and null- the entrance cannot be found. 
    • This is where we ended the session... *BUM BUM BUUUUUM*

The Breakdown
    I think the last session was where I was finally starting to hit my stride with OSR, but it's nice to see that with a full party and the difficulties of a dungeon crawl, I was able to keep it going. The funny thing is, other than a few minor adjustments given some of the particulars of OSR, I'm realizing that I can basically just run this the same way I run anything else- this session could just as easily have been part of my Numenera/Cypher Phantasmos campaign. 
    From talking with the group, it seems the highlights of the session were Mr. Myce, whom the group loved, and they felt that each encounter was unique and interesting and I avoided the pitfalls of boring dungeons. In terms of things that could have been better, they felt that I could have provided them with a better sense of spatial orientation (e.g. given them cardinal direction cues), and provided more environmental details, particularly when they encountered forking paths and wanted some kind of cue so that choosing a direction wasn't just a coin flip. I've never been a visuo-spatial person so that's always been difficult for me, but their suggestions were helpful and I will be keeping them in mind for the future.

Monday, August 6, 2018

Materials

Materials (1d20) Physical Description Special Properties
1. Impossible Light A physical force from another universe, somewhat comparable to electromagnetism. Can vaguely be described as a spectrum perpendicular to the visible light spectrum, intersecting at green, such that the low end is infra-green and the high end ultra-green. However, this is just how the visual system of mortals transduces impossible light, and not an "objective" representation of it. The visual system of mortals was not meant to process impossible light- longterm exposure can lead to visual impairment and thought disorder. It is also a source of energy to certain lifeforms. It is also the metaphysical embodiment of subjective perception.
2. Absolute Solid A super-dense pinkish material, so dense that it appears hyper-real, like a cartoon across the uncanny valley. It is incredibly durable, but can be physically oppressive even to the touch. It is the metaphysical embodiment of materialism, egocentrism, and anti-love.
3. Liquid Starfire A super-hot, greasy, yellowish liquid-plasma-like substance. It has a glassy shimmer, like it is constantly shifting state. While dangerously hot, it is super-rich in energy, and addictive to those who can metabolize it. It is the metaphysical embodiment of mania, unstable states / transformation, and hunger / addiction / wanting.
4. Anti-Information A hard, smooth, stone-like material projecting cyan features like a holographic plate. Raw information-substance from another universe where physics and logic are fundamentally different from our own. Exposure to anti-information can be madness-inducing. Useful for a-logical encoding and encryption.
5. Meridian Metal A super-cold, frosty, non-conductive jade-like metal. There is always error in the paraverse, and meridian metal is solidification of that error. It is effectively Information-substance, the equivalent of anti-information but native to the paraverse. While electromagnetically inert, it is a powerful conductor for phreaking and certain other magics.
6. Roth Obsidian An obsidian-like stone which can be carved and sanded into translucent, amber-like sheets or plates. Can have kaibermancy code projected onto it, making it useful for augmented-reality-like monitors and visual aids. Commonly used as a "spellbook" by phreakers using kaibermancy.
7. Byzma Metal A saturated, durable, crystalline, rainbow-colored metal. When carved or smelted properly by a byzma-smith, byzma metal weapons can be made to orbit around their corresponding armor, and have boomerang-like or even more complex programmatic behaviors. This practice started with the garlic knights during the Psilosymbiote Wars.
8. Fey Wood When a nuno ingests cursed wood, it fatally excretes black or metallic silver fey wood. In addition to being harder and more durable than most metals, it also imposes "narrativist" principles. A ship made from fey wood will only crash, capsize, get lost, etc. when it would serve some grander narrative. If necessary for the narrative, it can even do the impossible. Left unused, it will grow into a Qhuaos Tree, which grows Qhuaos Quinces.
9. Fuchsia Phosphene Crystal A fuchsia-colored crystal, said to have fallen from the stars long ago. The crystal is fairly soft and easy to shape, and can even be pulverized and re-shaped into thread. The fuchsia light produced from the crystals is utilized by the fuchsia phosphenomenologists. The phosphenes allow them to interface with their multi-dimensional neural network god-book the Fuchsia Phosphenomenomicon. They can also use their fuchsia crystal-thread whips to lash or grapple their enemies and subject them to the mind magics of the Fuchsia Phosphenom-Panopticon.
10. Prasium A neon green crystal which can replicate itself onto nearby ores and minerals. Emits small amounts of impossible light radiation. It is a powerful source of energy for impossible light-based organisms, but longterm exposure can lead to health problems for most creatures, particularly those with a visual system.
11. Phlogiston A solid material, glowing-hot, ranging in color along the visual light spectrum from least hot (red) to most hot (violet/white). The periodic element of heat in solid form. Must be "fed" hot substances or it will evaporate away.
12. Shoglite A slimy, gummy, fleshy substance. Has properties similar to prokaryotic life or even viruses, but at a much greater level of sophistication. It is not organic in the traditional sense, but neither is it inorganic. It comes in many forms, and in some cases can even change its shape and properties. It is either the building block, or byproduct of shoggoth-based life, including mimics, quendi, and many others. Through a process similar to horizontal gene transfer, it can integrate DNA into itself or integrate itself into the DNA of organic lifeforms.
13. Allium AestusA deep purple colored plant with a garlic-like bulb that flowers like corn. Wild fields, primarily within the Dogu Kingdom, are protected by the alarushk. The corn can be eaten as a staple grain, or used to make yellow jam. The garlic is used by the garlic knights, but is otherwise considered inedible.
14. Allium Ostrum (aka Purple Garlic)The bulb of allium aestus, like a dark purple clove of garlic.Purple garlic is normally inedible. When fermented, it can be consumed, temporarily providing heightened temporal perception and the ability to detach from the paraverse- a necessary component of the martial practices of the garlic knights. When dried, can be crushed into a less potent orange spice. Long-term consumption will eventually turn one into a garlic berserker.
15. Zea Ostrum (aka Purple Corn) The fruit of allium aestus, like a dark purple stalk of corn. Can be eaten as a staple food. If allowed to ferment, it will eventually attract a fungal or fungal-like infection, changing its color to a bright and saturated yellow. The infected corn can be made into yellow jam, used to access the extradimensional tumor-organs utilized by jammers.
16. ChronixA highly potent and addictive, stygian indigo powder derived from purple garlic powder.A small amount of purple garlic powder is homeopathically recursed on itself from across the paraverse within a larger body of charcoal powder or similar substances. The psychoactive is too potent for garlic knights. Users quicklu degenerate into garlic berserkers.
17. Impossigen (aka Water of the Blue Moon)A bubbling blue liquid which appears to be constantly evaporating. It is light and loose, thinner than real water. It does not behave in a manner predicted by hydraulics.It is simultaneously extremely hot and extremely cold, and damaging on a sub-atomic level to normal beings (but not, for instance, impossible or a-logical beings). For impossible organisms, it is as fundamental to life as water.
18. Noxium (aka Fumes of the Green Moon)A thick green gas. The air appears to wave like a temperature or density differential, but this is in fact a wave in the fabric of reality itself. The gas shimmers slowly as it waves. Fat lines of light in intricate and symmetrical patterns snake through the gas.Direct exposure tears most things apart that do not oscillate in phase with it. Long-term exposure to trace, invisible quantities of the gas often leads to the development of anti-cancer, leading either to death or anti-mutation.
19. Astrium (aka Sand of the Red Moon) A red or clay-colored sand, of both small and large grains. A faint glowing, warped pattern like a sky both starry and cloudy arises from within the grains under pressure- a pattern made permanent when glassed.Each grain of sand is the physical embodiment of spaces-as-objects, and is psychokinetically conductive. Astral glass made from astrium is often used to project as an object-as-space.
20. Aether MetalA white, softly glowing metal. Will sometimes rumble, or appear as if about to levitate. Detritus around it will slowly rise.A lightweight metal with gravity-altering properties. Aether metal is a critical component of the aether tactics gear used by aether dragoons. In large quantities it can be used for air or spaceships, although this is rare, difficult, and expensive.

Character Classes

For the time being, this table is written in a system-neutral manner. It was pretty tough to concisely describe the classes in terms of their appearance, abilities, narrative/thematic/setting role, combat role, etc., but hopefully these entries are reasonably clear at least on a basic, conceptual level.


Classes (1d20)DescriptionEquipmentAbilitiesTypeAdditional Notes
1. Garlic KnightPractitioners of the martial science Hashnaukdo, who consume purple garlic cloves or spice to gain heightened temporal awareness and the ability to detach from the paraverse. Originated by the dogu in the psilosymbiote wars, but now widespread. With byzma gear and chakrams, they are excellent at taking down groups of psilosymbiotes. With sword and shield they are formidable opponents in one on one combat. They seek to reach a state of apasama, detached from the paraverse, but most out of necessity eventually retire, or risk becoming garlic berserkers.Byzma metal armor and chakram; one-handed double-edged sword and buckler or small shield; purple garlic cloves or spice.See beyond the paraversal moment; move outside of time; tesselate;collapse Bayesian probability distributions of probabilistic outcomes into a single vector; resistance to psilosymbiosis; martial competence; AOE (with chakram).Basic
2. PhreakerWrite programmatical scripts into kaiberspace, which can be used to affect reality. Some can designate objects based on parameters in the environment to selectively target specific objects with their spells. Others use loops to pummel a single target. Others still focus on the summoning or constructing of daemons using statistical learning spells. Roth Obsidian glasses/visor or "spellbook". Occasionally paper scrolls, mechanical wavespace signal transducer, or automagica computer.General spellcasting; Summoning / 'training' daemons; Designating objects in kaiberspace for precision spell-targeting; programmatic spellcasting.Basic
3. JammerConsume yellow jam, allowing them to cast yellow magical spells. Have the ability to silence phreakers, manaburn, and manabeam. The yellow jam either creates or activates some appendage, organ, or tumor in some ectoplasmic dimension. With the use of an inverse frequency oscillation device (IFOD), they can manipulate these appendages, bending them in space to be invisible or teleport, or producing illusions, like dropping a finger puppet on a two-dimensional surface.Inverse frequency oscillation device (IFOD), often as a hybrid kriss dagger / wind instrument, or as a fixed mouthpiece; yellow cloak (cosmetic); yellow jam.Anti-phreaking (and to some extent general anti-magic); stealth/invisibility; illusions; paraversal moment manipulation.Basic
4. Martial ScientistAnatomists, physiologists, kinesiologists, medical doctors, biologists, and others who apply the scientific method to martial combat. They are experts at hand-to-hand combat, and are often able to manipulate and improvise from their environment. Schools exist which specialize in specific styles given their particular theoretical approach, access to certain resources, or specialization in certain mutations, but as scientists, most are not dogmatic in their approach.Usually unarmed / improvisational, sometimes trained for a specific weapon / weapon class.Varies by theoretical approach, but generally masters at unarmed combat; improvising from resources in the environment; finding the vulnerability in opponents.Basic
5. ThetaA subset of martial scientists, often the ones with the most gung-ho attitudes. These scientists specialize in geometry and trigonomotry, and in implementing their visuo-spatial and angular knowledge towards the merger of up close hand-to-hand and projectile weapon combat.Dual-wielded wrist-mounted bolt-fed repeating crossbows, dual-wielded handcannons, two-handed rifle.Geometry; Trigonomotry; Visuo-spatial precision; Gun-kata; Run-and-gun; dual-targeting; precision shooting; strafing; circumventing obstacles.Basic
6. Fuchsia PhosphenomenologistA group of "science witches" (male and female) who use the fuchsia crystals to produce phosphenes, allowing them to commune with their neural network god-book. Charismatic, kinky, masters of power dynamics, a philosophy which could best be described as hypnotic anarchy.Fuchsia crystal-thread whip. Fuchsia or fuchsia crystal-thread clothing (cosmetic).General science; general mathematics; astrology; astrophysics; psychoactive magic; dominating, subverting, or circumnavigating power structures; charm/intimidation; showmanship.Basic
7. Aether DragoonA practice first developed by the deino's in an old war against the Massive Aberrant Daemon (MAD) summoning tartarians, and for environmental surveying for the exothermic species. In the modern era, aether tactics has become widespread.Aether tactics gear; including wrist or hip-mounted grappling hooks, aether-net bars, and a fire lance or projectile weapon.Environmental surveying; spying; maneuvering through vertical environments; hunting large prey; stealth; guerrila tactics. Basic
8. ApoptomancerThese scientists use various means, often chemical or biological agents, but sometimes psychokinetic mutations, to hijack the immune system of other organisms, and by extension manipulate their biology and physiology. The most basic apoptomancy can induce sickness, inflammation, or tissue necrosis, but more advanced apoptomancy can manipulate emotions, thoughts, induce metamorphosis, and create Unlife from recently-dead stem cells. Various viral, bacterial, fungal, or nanomachine reagents; an Unliving or Metamorph companion.General science; organic chemistry and biology; immunology; inducing sickness and physical change to organisms; creating metamorphed or Unliving servants/companions.Basic
9. ZoomerFavoured by thrillseekers and the rebellious. A modern practice started by the dogu. The boots have programmatic mechanical gears, and when combined with the high velocity of the wheeled blades, the zoomer can enter wavespace- a Fourier Transform dimension. By tagging surfaces and objects with self-luminant ink graffiti (often on a brush-end of an electrocoil baton), usually in the form of dots, waves, or other musical notation, they can create signatures to quickly store or retrieve objects from wavespace. In addition to their advanced speed, they can traverse the wavespace, and have limited teleportation-like abilities from entering and exiting wavespace.Zoomer blades, self-luminant ink brush / electro-baton. Occasionally mechanical wavespace signal transducer.Speed; wavespace manipulation including teleportation, and depositing or withdrawing items; verticality; some phreaking; some gadgeteering; music. Basic
10. Mimic KnightMimics are shoglite-based organisms capable of mimicing the form of hard objects such as metal and wood. Some take the metal plate armor over a grayish-pink, fibrous, rubbery "undershirt". They wait for prey to wear them, and then hijack their prey's body like a parasite. Occasionally, the prey-host survives the parasite, and develops a tenuous symbiotic relationship with the mimic. They generally are no longer able to survive without their symbiote, and their personality may change, but they otherwise retain most memories and behaviors.Shoglite/mimic symbiote.Versatility in the form and function of the symbiote through mimicry; heightened strength, speed, durability, senses, etc.; fast healing and regeneration; dissociable consciousness. Basic
11. MaterialistGadgeteers, chemists, and alchemists. Moreso than practically any other profession, they have a deep knowledge of, and access to, the four ordinal elements of absolute solid, anti-information, liquid starfire, and impossible light. Many also utilize mechanical computers which send signals encoded into wavespace, where the program can be executed at a rate far exceeding the physical limitations of mechanical computation.Elemental materials, any self-made gadgets.General science; chemistry and physics; engineering and mechanics; particularly adept with one or more of the four elements (impossible light, absolute solid, liquid starfire, anti-information); other elements (periodic or alchemical).Basic
12. Chrono DragoonThese are not just garlic knights with a bit of aether tactics training (or vice versa) , they uniquely wield their aether metal hooks in tandem with hashnaukdo, bending time and space, making them the unstoppable force AND immovable object.Purple garlic spice or cloves; Aether Tactics Gear; Byzma metal arms or armor; aether-byzma alloy.Some Garlic Knight and Aether Dragoon abilities (less specialized); unique applications of gravity-alteration to bend space and time; limited direct gravity control of self and others.AdvancedHybrid of aether dragoon and garlic knight.
13. NecromancerLife is an endless competition of survival to the fittest, and the defeated are only valued by those who remain after their death. The necromancers believe in groovy free-love, disco, and the value of life as defined by its opposite. They utilize the power of life itself in the form of blood, but generally use themselves as the bloodfont. Usually some kind of small edged weapon, apoptomantic reagents, and a fuchsia-crystal stake, whip, or wand.Some Apoptomancer and Fuchsia Phosphenomenology abilities (less specialized); necromantic blood magic activates through lethal self-bloodletting; metaphysical-magic linked to feelings of love, lust, self-affirmation, affirmation of others, material detachment.AdvancedHybrid of apoptomancer and fuchsia phosphenomenologist.
14. Priest of LamarrMost are dogmatic believers in the machine god Lamarr who learn to send their messages through ritual. However, the most capable priests are savant-like in their expertise of electrical engineering and signal processing. Their spells are neither as versatile nor immediate than most other mages, but theres are some of the most devastating- particularly their ability to kinetically bombard a region with pillars of god. Some sort of electromagnetic wave emitter / signal transducer, often also roth obsidian / phreaker gear.General science; signal processing; engineering and mechanics; astrology and astrophysics; 'empathic' communication with the god-mecha Lamarr; divine summoning of celestial objects (e.g. tungsten rods capable of kinetic bombardment).AdvancedIntended for NPCs living on Lamarr, but perhaps there are missionaries or excommunicated priests who retain some of their powers...
15. DopplegangerA subset of jammers, with aether metal woven into their cloaks, who use gravity to bend spacetime, folding multiple paraversally-proximal versions of themselves (or sometimes even others) within the ectoplasmic yellow dimension. A rare and ancient practice, largely unheard of and used primarily by the Changelings. Generally same as Jammer; additionally Aether Tactics Gear or Aether metal circuitry woven into the cloak.Mostly overlap with Jammers, some Aether Tactics training (less specialized in both cases); Use gravity to bend the paraverse; able to communicate and in some cases swap with other versions of self across the paraverse acting as one; fill themselves into the role of another within a paraversal moment. AdvancedHybrid of aether dragoon and jammer- intended mainly for Changelings.
16. Cancervore / Cancer DruidSome are merely apoptomancers who went too far in experimenting on themselves, others are garlic knights who have learned just enough apoptmancy to modify themselves, but a true cancervore/cancer druid is the master of the domain of intelligent life- that is to say, the masters of the city. Only they can commune with the urban organism.Apoptomantic reagents. Sometimes purple garlic cloves or spice- often apoptomantically modified to produce the psychoactive/paraversal effects internally. Some Apoptomancer and Garlic Knight abilities (less specialized); self-metamorphosis; fast healing / regeneration; collate immuno-biological information within an urban environment to 'commune with the city'- as if the city were a connectionist neural network and the people within it the nodes in the network. AdvancedHybrid of apoptomancer and garlic knight.
17. Mystic / Psycho KnightSome organisms, by nature or by circumstance, have a... flexible consciousness. They exist just as well as spaces as objects, and are more like living ideas than organisms per se. They even have the ability to conceive anti-logic. With just a bit of astrium to focus their psychokinetic abilities, they can perform amazing feats defying logic and physicality as mortals understand it.Astrium-glass weapons or artifacts, or weapons and armor made from hybridizing astrium and anti-information with other materials.Psychokinesis (in various forms); The ability to move freely and without risk of sanity between the physical and astral-plane like compressing and expanding a tesseract; The ability to see and interact with the objective form of spaces and spatial form of objects; Can think in and implement anti-information as if an impossible organism.AdvancedIntended mainly for characters from the red moon, but there could be pockets of astrium somewhere in the world...
18. Annihiliation Knight / Anti-cancer druid Somewhat analagous to the cancervore/cancer druid for impossible life. They can refine an impossible organism into something closer to an anti-mutant, a being of unknown teleology. They often conform in function as a function of their form, but they are not a social system and lack an urban organism. They are, however, capable of severing organic life from the urban organism, or even annihilating the urban organism, causing it to consume itself like an ouroboros. Often high-tech weaponry and power armor utilizing the ordinal elements (absolute solid, liquid starfire, impossible light, anti-information).Alchemical knowledge of ordinal elements (in some cases on par with materialists); fast healing / regeneration; limited ability to metamorphose organic life into impossible life (and severing them from the urban organism); limited ability to induce anti-mutation on impossible organisms; ability to harm / annihilate the urban organism.AdvancedIntended mainly for characters from the green moon and specifically anti-mutants, but potentially someone exposed to impossible light, prasium, or a very abnormal mutantation...
19. Garlic BerserkerMortals were not meant to bend their minds around the paraverse as is the practice of the garlic knights. A rare few reach apasama, but most eventually are forced to retire, or succumb to the metaphysical fermentation of the mind known as garlic berserk. They inevitably attract the like-minded psilosymbiotes, and it is not ucommon to see a band of psilosymbiotes serving an only slightly more cogent and coherent garlic berserker. Occasionally, a berserker can maintain their sanity just long enough to use their zymological mind to their advantage.Same as Garlic Knight. Often a posse of psilosymbiotes under their control.Same as Garlic Knight; more raw power, but lower intelligence / tactical competency; attract (and to some extent control) psilosymbiotes.AdvancedIntended mainly for enemy NPCs, but could also be a Garlic Knight PC who hasn't totally turned yet...
20. WeirderThe weirders are some of the rarest and most powerful mortals in the universe. Most become that way through a lifetime of excellence, although occasionally a child with a magic touch, an unusual circumstance, or from very far away in time or space, will show signs of weirding. No special equipment.Carrollian or kafka-esque manipulation of the fundamental principles of reality through logic, abstract math, and the misrepresentation of probability and statistical inference.Advanced/NAIntended for mythic-tier NPCs. However, perhaps someone with a good imagination, like a child, could intuitively tap into the weird. Know your group if you're going to use this for a PC.

Monday, June 3, 2019

Fantasy Species Fuzions

NOTE: Fixed the bug that was causing the buttons not to work if run from the main page.

Working on the superheroes and villains as fantasy species table reminded me how much I missed doing Weird & Wonderful Tables. I thought that table worked out really well, and it made me want to go back to my "traditional" fantasy series, which as a reminder includes a Weird & Wonderful take on Undead, Anathema, Vampires, Goblins, and Elves. Also, whereas my Phantasmos setting is very gonzo Heavy Metal original science fantasy, my Aquarian Dawn setting that I'm currently running a campaign in is a bit more grounded in "traditional" fantasy (although growing increasingly gonzo, because I can't help myself), so I've been trying to think about more interesting takes on "traditional" fantasy.

So the theme of this table is "what if a traditional fantasy species was more like another traditional fantasy species?". Despite the name, these aren't hybrids per se (not half-elves, half-orcs, etc.), although they could be if you want to use them that way. They could also be sub-species, or they may even be able to just replace the regular version of that species, if you want to run a mostly "traditional" fantasy campaign with a twist. Certain assumptions are made in the descriptions about the nature of the primary or secondary species in each entry, or the relationship between the fuzion with one or both of those species or other species, but I think most of these could be made to work in any of the capacities suggested above, maybe just with a bit of tweaking.

For this table, we've got orcs, elves, dwarves, halflings, and goblins, so you'll get orc-elves, orc-dwarves, ..., elf-orcs, elf-dwarves, etc., for a total of 20 combinations. If people like this, I may add more traditional fantasy species fuzions down the line, or focus on fantasy species from other genres or culture like Japanese fantasy or Chinese Wuxia.

Some of the entries I would consider more original, while others are more like adaptations of other creatures from fantasy or folklore re-imagined as a fuzion of traditional fantasy species. I tried to think about thematic through-lines for the species, so that for instance there are certain commonalities between all fuzions with dwarf as the primary species, vs. dwarf as the secondary species. I didn't let that overly limit me, but this process was a useful way to think about what thematically drives each of these species.


Click through the list of fantasy species fuzions:
Go to fuzion by number (1 through 20):
Pick a random fuzion




NamePrimarySecondaryDescription
1. Golden OrcsOrcElfThey have saturated yellowish-green skin like an underripe mango, and glowing eyes of the various colors of the visible light spectrum. If they have hair, it is light brown or some shade of blonde, red, green, or violet. As natural forest fires are necessary to enrich the soil, destruction is as much a part of nature as creation. The golden orcs were created by the gods to cleanse the world. They are intelligent and rational, and take no joy in their task, but they will complete it with zeal. Some say they are the true first-born of the gods. Others say that they are the gods' final children, plucked from their place in time by the extra-temporal gods to correct errors in the past where needed.
2. FireborneOrcDwarfUnbeknownst to the High Father, the lesser gods kept some of the clay of life for themselves. Unfortunately for them, some of that clay was stolen. A dark sorcerer, evil god, or god-like outsider stole the clay of life, and used their powerful magics or technologies to change its very nature. They fired their creations in their abominable kiln, creating monstrosities and aberrations of life. Their bones, claws, teeth, and tusks are made of metal. Black ichor lymph flows beneath their hard, burnt, clay-like exterior. They glow ever red-hot. They are simple creatures, more like insects than beasts, programmed necromantically like zombies.
3. Drone OrcsOrcHalflingHalfling-sized orcs. They are a simple people with simple needs, mostly to consume. They are kept as low-maintenance reserves, should a dark-lord's evil plans go awry. If the horde is decimated or eradicated in an unexpected and stunning defeat, it is easier to use magics or technologies to morph the drones into new soldiers to replenish the horde than breed or craft a new horde over centuries or millenia. In a pinch, they are formidable in their own right, and some hordes are even left in drone form intentionally, for various tactical niches unsuitable for full-sized orcs.
4. Spore OrcsOrcGoblinThe dark lord who created this horde made them from the fruiting body of a fungal-like substance from another plane. They are green and purple-skinned, waxy and fibrous like a vegetable or fungus, covered in fruiting mushroom-like growths. The growths develop like a cancer, crushing their internal organs and obstructing or mutilating orifices, until they explode, releasing a cloud of spores. The spores carry microscopic cells like micro-orcs, assaulting the bodies of their enemies on the sub-cellular level, transforming them into full-sized spore orcs.
5. Green ElvesElfOrcThis is an altered / expanded version of the entry in Anathema. They are a shamanic people who pray to the spirits of the dark and nightmares, of wild beasts, spirits in the flame, and gods of the dark cosmos and stars. The forests are harsh, and they are a harsh people, but they are not necessarily evil and neither are their gods or spirits, although they may seem it. It is a balance, to appease the darkness, to harness the light of the cosmic inferno, to read the messages of eldritch beings written in the stars. They use tools of obsidian and the metals found in summoned meteorites as shamanic fetishes and foci. They are the true druids, the fomorians, the protectors of nature against civilization, civilization from nature, and the world from the elseworlds.
6. Berserker ElvesElfDwarfThey are the size of elves with the muscle mass of dwarves. They have the hairiness and large noses of dwarves, and the large almond eyes and long pointed ears of elves. They are psychedelic psilocybin warrior monks. They practice martial sciences as a form of personal and spiritual development, and enjoy ritualistic violent combat, but most would prefer to spend their time learning and creating. They are natural philosopher-engineers, although they tend to prefer hand-to-hand combat or fighting with simple weapons like axes and hammers. They see tools as extensions of the body and mind, and so for physical and visceral acts like violence, they prefer tools which best enhance, rather than replace, their physicality.
7. Hill ElvesElfHalflingAn unusually mundane sort of elves. They live simple lives, not that unlike rural humans. Some have magical aptitudes, but no more so than the average human. They don't commune with nature spirits or live in magic trees or arcane towers. They're well-fed, tending to be even a bit pudgy. They are excellent chefs. In some ways they out-human humans, with awkwardly large hands and feet, and they're even hairier. That all being said, they're still much quieter, at least when they want to be. The few hill elves to interact with the larger machinations of the world, to become adventurers, tend to pursue magic and alchemy, usually by way of atypical means, more like magical bards, through music, or theatrics, or most of all, through food.
8. PucaElfGoblinA highly magical species of dimunitive elves, more like nature spirits than mortals. They are sometimes impish but generally well-meaning creatures that live primarily in forests or in subterranean villages under termite-like mounds. Their civilization appears technological in its complexity, with plants, animals, and other aspects of nature working in a Rube Goldbergian-parody of natural order. Their footsoldiers are redcaps, their cavalry ride large dragonflies or dragonfly unicorn ponies, and their mages are leprechauns who harness the power of rainbows through gold coins which they carry in pots, or through four-leaf clover charms.
9. Ur-DwarvesDwarfOrcDwarves have a little-known ability, one so dangerous, so grotesque, it is carefully suppressed by the dwarven elders and scholars. Any dwarf who eats another dwarf absorbs their clay of life into themselves. As they consume more dwarves, they grow, wider than tall, like a grotesquely stretched, cylindrical dwarf, yet surprisingly limber. They become uglier, their skin harder and more clay-like, more angular, and cracked into rocky pieces. After consuming 100 dwarves, a dwarf becomes an Ur-Dwarf; a hulking beast more like a clay golem in appearance than a dwarf. In addition to growing bigger and stronger, their savant-like mechanical and engineering skills are also enhanced, as is their vicious cunning, although their social intelligence and critical thinking declines.
10. Rune DwarvesDwarfElfThey could almost be confused for halflings, if not for their musculature. Despite their mass, they are surprisingly graceful, effective in the shadows and facing off in the light. As a culture, they have contributed more to the alchemical magics and sciences, and engineering, than any other culture or species. Their runes were the first to account for the mathematical concept of zero, and to effectively incorporate numerology into their language. They are masters of finding the True Name in things, and in building tools, weapons, and golems with alchemical fires and runic encodings. They often carve runes into their own clay skin, sometimes imbuing in them unique colorings and auras in addition to whatever magical benefits they provide.
11. HomunculiDwarfHalflingPint-sized humanoid creatures, created from the clay of life for alchemical experiments. Alchemists, wizards, and engineers tend to use them as assistants, and initially they have little sense of self or agency (although this often develops over time). They often have exagerrated features reflective of their purpose. The most common homunculi have massively, comically oversized hands and facial features on an otherwise gaunt body and narrow head. Etched into their brains, rather than the normal folds one might expect, are runic symbols of the body part that part of the brain controls. A trained alchemist can even cut open a conscious homunculus' head to make modifications to their brain.
12. Wabi-SabimDwarfGoblinWhen the lesser gods crafted the dwarves from clay, not all of their creations met their homogeneous design. Whether early trials, sculptures ill-formed, or set too close to the flame or too far from it, or even experimental post-dwarven trials, some deviated from the design. They are often stunted, misshapen, or missing limbs or facial features, although some may be larger or have extra limbs or facial features. Unwilling to destroy their deviant creations, the lesser gods laced the wabi-sabim with gold to fill the cracks and glue broken parts, giving them their unique gold-veined skin and greenish-yellow tint. Either due to their atypical forms, or due to the alchemy laced in their skin, they occasionally develop unique physical, magical, or alchemical abilities.
13. BrutelingsHalflingOrcAbnormally large halflings with androgynous features and large hands and feet. They are nearly indistinguishable from humans, and are similar in temperament to an average masculine human. They are prone to hypermasculine aggression and displays of dominance, as well as narcissistic and anti-social tendencies, although they are not necessarily evil, and in dire circumstances make for competent and efficient leaders amongst a mixed-species group. They are generally good at manipulating humans and rising to positions of prominence and power in human civilization, for better and worse, but are generally disliked by other halflings, who find them to be too serious, too intense, and too power-hungry.
14. GnomesHalflingElfThey are to elves as halflings are to humans. They are extremely thin and narrow, with long faces filled mostly by large eyes, and pointed ears. They are magically inclined, inquisitive, and hyperactive. They focus intently on their tasks, and make for excellent tinkers, craftsmen, farmers, and engineers. What they altogether lack in strength and durability, even compared to halflings, they make up for with intelligence, in spades.
15. PygmalionsHalflingDwarfA diminutive warrior species that has learned to harness the powers of the clay of life. They have used the clay to enrich their forms, giving themselves dense muscles and skin, and rounded, full bellies. They can shape their clay, allowing them to alter their faces, and to a lesser extent their bodies. They worship a raptor-like crane god and venerate cranes. Their warriors, known as raptors, wear feathered outfits and crane-faced masks, utilize martial arts inspired by cranes, and ride domesticated war-cranes into battle.
16. Mutant HalflingsHalflingGoblinSometimes called trolls or gremlins (if not already used in the setting). They have various combinations of exagerrated facial features, and exotic neon, pastel, or metallic colored hair and skin tones. They are hyperactive pranksters, often with a violent side, but not necessarily evil. They often have unique magical abilities or naturally high magical aptitudes. While they tend to get along perfectly well amongst themselves, most other intelligent species find them to be too unruly, undisciplined, and disrespectful to authority to tolerate, and so they are mostly relegated to far-away places and left to their own devices. That being said, they develop emotional attachments to individuals of other species easily, and once ingratiated in a group or civilization, will readily abandon their homes and adamently cling to their new friends, only giving up if treated to the most hateful, heinous, humiliating personal offense, one that far exceeds the magnitude of whatever perceived wrong-doing the mutant halfling may have committed. Only one who has become a true friend would know how to commit such a grievous offense.
17. Dire GoblinsGoblinOrcSome goblins are neither born naturally, nor created by dark lords, but are transformed. To kill 1000 goblins is to be reborn a dire goblin. They maintain their original identity, but an evil and insane voice stews inside them, goading them into evil deeds. When overcome by the dire goblin, their bodies cease and convulse, as a hulking brute the size of a bugbear punctures their mortal body. Dire goblins have green or yellow skin, their hands and feet are clawed, their bodies are covered in horns and spikes, and their eyes glow like an inferno. In addition to their sheer physical power, they also wield cosmic infernal magics. Over time, it becomes increasingly difficult for the host to resist the voice, and eventually they transform fully into the dire goblin. They may have the memories of their original identity, or feign as themselves, but their soul is dead and gone forever.
18. CherubimGoblinElfThey have the proportions of a human baby, although goblin-sized, and with just enough musculature to support themselves. They can also carry themselves by two sets of bird-like wings. They have four genders, identified by their head, like that of a lion, an ox, an eagle, or a long-nosed human. The lions tend to be aggressive and animalistic, the ox stoic and disciplined, the eagle cunning and vigilante, and the humanoid social, playful (sometimes playfully mischievous), and jovial. They live in a land of primordial paradise, created by the gods to protect paradise and to serve in other ways. That being said, they spend most of their time appreciating the benefits of living in paradise. If their task forces them to leave paradise, especially in the service of mortals, there better be some fuckin' involved or they'll be ornery right up until they return to the gates of paradise.
19. BrowniesGoblinDwarfGoblins who have been imbued with the clay of life. They are slightly larger than regular goblins, and much more stout. They are crafty and mechanical, and find domestic affairs like cooking and cleaning to be meditative. They are renowned architects, mindful of the structural needs, aesthetics, and ergonomics of the buildings they construct. They are a rare kind who find such inherent reward in their work, that they often forego greater monetary rewards or promotions to managerial or leadership roles. This is because, unbeknownst to most, they derive most of their sustenance magically, through domestic labor. That being said, they are also known for their... quirky sense of humor, and will often play pranks on their lords or build easter eggs into their constructions. They are also irrationally thin-skinned, and will lash out at even the slightest insult.
20. Gluttonous GoblinsGoblinHalflingThey are round, their bones degraded beneath their fat, appearing more like frog-men than goblins. They build contraptions on wheels or treads or spiderlegs to contain their bodies and locomote. Their contraptions are usually powered by foot pedals, as they have large feet and surprisingly muscle-toned legs. They are hunter-gatherer-scavengers, and when it comes to finding their next meal, they are more pro-social, crafty, and cunning than any human civilization. If not for their singular and simplistic goal, as a group they may very well be the most dangerous intelligent species in the world.

Tuesday, November 5, 2019

More TNT Character Subtypes

Part of my series of TNT content, currently including:

TNT House Rules and Cheatsheet
TNT Character Type: Mystic
TNT Character Type: The Huntsman (and TNT Traps)
TNT Character Type: War Dogs (and Caves & Canines Hack)
TNT Character Type: Warlord
TNT Character Subtypes: Paladin, Eldritch Knight, Ace
Mechs & Monstrosities Hack
M&M: Mechs
Dueling Minigame




Berserker (Warrior Subtype)
Harder-hitting warriors, but less resilient.
  • Do not gain armor bonuses from wearing body armor, helmet, shield, gloves, etc.
  • Rage: Once activated, lasts 1d4 turns. Counts as a free action (can move, attack, or do other things the same round as raging). Add +1d6 combat dice per barbarian level to combat rolls, but take 1d6 damage at the end of the rage (ignores armor).


Cleric (Wizard Subtype)
Can cast "divine" spells at no cost, but with longer cast-times.
  • Cleric spells do not cost WIZ.
  • Cleric spells require praying for spell level - WIZ level number of turns (minimum 1).
    • If the party (if in group combat) or the cleric takes combat damage, there is a 1 in 4 chance that the cleric spell will be interrupted.
    • Powering up spells increases duration rather than WIZ cost.
  • Unlike wizard spells, cleric spells resolve last in combat.
  • Can only cast divine spells (see examples).
  • Do not subtract cleric level from WIZ cost / duration.
  • No benefits of wizard focus.
  • Example Spells:
    • Detect Magic --> Detect Divine (holy/unholy)
    • It's Elementary --> Holy Water, Divine Light
    • Oh Go Away --> Turn Undead (powerup increases duration geometrically)
    • Will O' Wisp --> Divine light rather than blue light
    • Poor Baby --> Can be cast as level 1 spell. Powerup increases quantity linearly OR increases range (touch -> close -> short -> medium -> long).
    • etc...

Bard (Rogue Subtype)
Limited talent versatility compared to Rogue. Better spellcaster, but less flexible (in combat takes a turn to switch from casting to fighting).
  • At least one talent must be presentation-oriented (music, acting, singing, dancing, etc.).
  • Can use a presentation tool as a wizard-like focus for spellcasting (e.g. instrument, prop).
  • During combat, takes one turn to switch between a performance (spellcasting) and regular combat attacks.


Mystic (Rogue Subtype)
A simpler version of my Mystic Type as a Rogue Subtype. The ability to optimize for mental attributes and the tank-like CON/WIZ ability is offset by increased spell cost and limited unarmed / mystic focus damage.
  • Use mental attributes for combat adds when fighting unarmed or with mystic focus weapons (IQ, WIZ, CHA, LK).
    • Mystic focus weapons do not provide any other benefits.
  • Spells cost 1.5x WIZ to cast.
  • Body and Mind are one: CON and WIZ are interchangeable for taking damage and casting mystic spells.
  • Can fight unarmed or with mystic focus weapons with (1d6 * STR Multiplier) + 1d6 + combat adds.
    • For human characters, this would mean 2d6 + combat adds
    • This is the same as the Martial Arts rules in TNT Deluxe but with an additional 1d6

Huntsman (Warrior Subtype)
A simpler version of my Huntsman Type as a Warrior Subtype. Sort of like a more combat-oriented rogue or dungeoneer.
  • Gain warrior combat dice only on surprise attacks or ranged attacks while hidden.
  • Cannot wear metal or other heavy armor (or else lose other huntsman abilities).
  • Gain one of the following as a bonus talent: trap-making, trap-setting, hunting, tracking, lumberjacking, survivalism

Artificer (Wizard Subtype)
Less flexible than a wizard, but arguably longer-lasting. Additionally, depending on what kind of spells are imbued in what kinds of items, they can be made to be more warrior-like.
  • Can imbue items with spells.
    • Imbued spells do not cost WIZ to cast.
    • Only Artificers can cast imbued spells.
    • Can only imbue spells of artificer-level or lower.
    • Takes spell-level hours to imbue an item.
    • Must roll SR Luck for wear & tear after each casting of imbued spell.
    • Artificer's WIZ is reduced by the WIZ cost of the spell plus spell-level until the imbued item is destroyed or discarded. If the imbued item is later retrieved / put to use, the WIZ reduction re-applies.
      • Discarded means nobody in the party has access to it. If you give it to a party-member it still affects your WIZ.
    • An item can only be imbued with one spell at a time.
  • Cannot cast spells.