Wednesday, May 29, 2013

A Grimm Endeavour

I have fallen for the show Grimm, and fallen hard.  So for today's post, I'm translating a few elements of the series to the Blueholme Prentice ruleset!



The Grimm

Humans born with the strange ability to pierce the illusions of skinchangers, this race has taken a solemn vow to protect mankind from the beasts that would hunt them.

Class: Grimms may be any class, though they prefer Fighting Man.
Hit Die: All Grimms roll 6-sided dice for HP.
Grimm sight: Grimms will instinctively pierce the illusions of Wesen, Doppelgangers, and other shape shifters, seeing their true form on a roll of 1-2 on a six-sided dice.







 


Wesen

A unique breed of shape shifter, Wesen are creatures that shift between human and bestial forms.

Class: Wesen may be any class.
Hit Die: All Wesen roll 6-sided dice for HP.
Woge: The transformation that allows Wesen to attain their bestial forms. A number of times per day equal to their character level, a Wesen may shift to their bestial form, gaining the respective bonuses for their species. This transformation lasts a number of rounds equal to the ones-digit of their constitution score (for example, a Wesen with CON 15 is capable of maintaining their bestial form for 5 rounds). Example species are listed below:

Bauerschwein: The Wesen's hair thickens, becoming bristly. Their features become porcine, with stubby tusks sprouting from their snout. In this form, the Bauerschwein's Save vs. Poison improves by two, and they gain the ability to track by scent.

Blutbad: The Wesen's teeth and nails sharpen, their features becoming more wolflike.  When in this form, the Wesen's speed doubles and they gain two claw attacks doing 1d3 damage each. These attacks may be used in the stead of the Wesen's normal melee attack.

Damonfeuer: The Wesen's skin thickens into scales, turning a ruddy red color while horns sprout from their brow. Daemonfeuer Wesen gain a breath attack with the following statistics: Fire Breath - Straight Line, Range 15 ft, damage 1d6+1 Fire. This attack two rounds between uses for the Damonfeuer to produce another burst of flame.

Mellifer: The Wesen's eyes bulge, becoming inky black while their mouth transforms into a bee's mouthpieces. These insect-form Wesen produce a dangerous venom that is secreted from their claws. On a successful attack, the Melifer inflict 1d4 + poison damage.




So there you have it, a pair of races, I might create more items as time and TV permit.









































Monday, May 27, 2013

Memorial Day Mementos

It's been said by smarter, more capable men that if we forget the past, we're doomed to repeat it. My prayers are with the soldiers who have fought to protect what they hold dear, and to the families who won't see their soldiers return. It might be irreverent, but today I offer up artifacts themed around our troops, honoring their sacrifice and memory.



Cincinattus' Duty



Also known as the Blade of Peace, this slightly curved shashka exists somewhere between saber and straight sword. Guardless, its curved pommel is worked into the head of an eagle. Inscribed across the blade in fine, minute script, is an ever-growing list of names, names of people who have fought and died to defend the people they love. 

When sheathed in its simple wooden scabbard, the blade radiates a circle of protection against evil (chaos) as per the spell. Lacking a cutting edge, the blade functions as a club in combat. When drawn, the Blade of Peace evidences a curious power.  When its tip is drawn through the earth, Cincinattus' Duty creates a tilled furrow, ready for seeding. A single individual in good health may till twice the amount of land in a day as a good team of oxen pulling a plow, turning aside stone and root as easily as if they were soft earth.



Farjourney Boots

A battered pair of boots commonly issued to soldiers marching off to war. Worn and heavily repaired, they bear a small lodestone in the heel of each boot.

Once the possession of a nameless footman in the Eternal Emperor's army, the Farjourney boots have  seen many owners, acquiring their strange magics over time and becoming a lesser artifact. When worn for a day and a night, the boots attune themselves to their owner, learning the secrets of her heart. Wherever they may wander, whatever trials they may face, when the bearer of the Farjourney Boots dreams of home, the boots will guide them. This location is not something consciously determined, the boots instead drawing on memories of what the character truly considers 'home', whether it be a long-favored tavern, their childhood home, or the abode of a loved one. The Farjourney boots guide the bearer through the quickest path, though this is by no means the safest.


Brother's Band

A simple bracelet woven from rough cord, its clasp a simple metal loop and toggle. 

These innocuous baubles are always formed as a set. Worn by brothers-in-arms as tokens of good fortune, the Brother's bands offer a small measure of protectionWhen the wearer of a Brother's Band suffers damage, that pain is felt by all who wear the bands.  Any individual wearing a band in the set may choose to absorb the damage intended for the original target. At that point, the individual's band breaks, becoming useless. No more than 4 damage may be absorbed in this way, with any excess being inflicted on the original victim.



And finally, because today is a day to celebrate the soldier in your life, something lighthearted.


Soldier's Gruel

A slender tube containing a thick, colorless paste, thankfully odorless, the flavor is likened to overcooked bootleather.

The result of gastromantic experimentation, these palm-long tubes constitute walking rations for men on the march. Offputting as they are, each tube contains enough nutrients to sustain a man through a day's march... To unfortunately meet the same meal the following day. Among  many armies, a mythical variant is rumored, one reserved for officers that smells of honey and tastes of chicken. As these tubes have never been unearthed, they remain pure conjecture.






Saturday, May 25, 2013

The Humble Soldiers

This battered wooden box is  held closed by a simple leather strap and buckle, measures two feet by one foot by eight inches, and weighs  5 pounds.. Within are several toy soldiers, neatly placed in their separate compartments. On the interior of the lid, in a child's scrawl, a name is written in charcoal.


Crafted by an artificer in ages long past , the Humble Soldiers are not unique. Several sets were fashioned, given to assorted children as a kindness, and as means to protect hearth and home. When discovered, the box will contain the following: 1d6 footmen armed with pikes,  1d4 archers, 1 mounted knight bearing a standard. Additionally, for each of the following roll 1d20, on a roll of 20, the figurine is present: A Dragon, A Catapult, A wizard riding a unicorn.


When arranged in formation and the owner's name is spoken, the figurines grow and come to life. Answering to the summoner, they will fight to the death defending the summoner and his loved ones. When slain the soldiers return to their figurine form, and cannot be summoned for 24 hours. For each slain figure, roll 1D6, on a 1, the figurine is broken and useless.

When using this item in your system of choice, treat the footmen and archers as hirelings, the knight as a level 2 fighting man, the wizard as a level 1 magic user, the dragon as a young specimen of the Red Dragon species, and unicorn as written in the bestiary provided by your game of choice.