Showing posts with label SAVAGES. Show all posts
Showing posts with label SAVAGES. Show all posts

Thursday, 29 January 2015

STRANGE GRAINS - D&Difying 'The Art Of Not Being Governed'

This is everything I could easily D&Dify from 'The Art of Not Being Governed' by James C. Scott.

Yeah! Free to question your civilization-centered discourse!

My god Robert E Howard would fucking love this book. I half suspect he came back from the dead and wrote it.

“How can I wear the harness of toil
And sweat at the daily round,
While in my soul forever
The drums of Pictdom sound?”



"Some subjects were no doubt attracted to the possibilities for trade, wealth, and status available at the court centres, while others, almost certainly the majority, were captives and slaves seized in warfare or purchased from slave-raiders."

(He never actually proves that its over 50%)

1. So ALL cities are over 50% slave populations, don't really see that expressed much in D&D.



"Virtually all hill peoples have legends claiming that they once had writing and either lost it and it was stolen from them."

"The Lahu, for their part, speak of once having known how to write their language and refer to a lost book. They, in fact, have been known to carry papers with hieroglyphic marks which they cannot read."

"Seven villages came together on the same mountain and swore to jointly oppose their Tai overlord. The oath was written on a buffalo rib, which was then solemnly buried on the mountaintop. Later, however, the rib was stolen, and "that day we lost the knowledge of writing and we have ever since then suffered from the power of the _lam_ [Tai overloard]"

2. Language and writing are actual treasures that you can actually seize and if you do then that people loses that language and loses that writing. It's a high level treasure and to either take or return a language from or to a people is a high-level quest.



"Thus precious commodities such as gold, gemstones, aromatic woods, rare medicines, tea, and ceremonial bronze gongs (important prestige goods in the hills) linked peripheries to the centres on the basis of exchange rather than political domination."
..

"aromatic woods, tree resins, silver and gold, ceremonial drums, rare medicines."

3. Ceremonial Gongs as quasi-currency based on prestige. (This also brings up the possibility of certain tones as a kind of currency.)



"To cite the most celebrated instance, Hsinbyushin, after sacking Ayutthaya in 1767, brought back as many as thirty thousand captives, including officials, playwrights, artisans, dancers and actors, much of the royal family, and many of the courts literati. The result was not just a renaissance in Burmese art and literature but the creation of a new hybrid court culture."

4. We have come for your artists. Wars declared specifically to abduct or commandeer the artistic cultural cores of city states, adding them to your own. Biggest culture wins.



(Scott does not go much into the attractive or generative power of art, probably because its something civilisation does well and the whole book is basically about civilisation being a bit rubbish.)

"Perennial manpower concerns favoured easy assimilation and rapid mobility and, in turn made for very fluid permeable ethic boundaries..... The manpower imperative was everywhere the enemy of discrimination and exclusion"

6. Moving up quickly in the City-State. So far, so D&D.



7. Another interesting thing that comes up later is hill peoples having permeable ethnic boundaries and an 'ethnic bandwidth' rather than a set race or culture – pretty interesting compared to the D&D race and culture selection process. You could start play with a diagram or something of your potential ethnic expressions, knowing multiple languages and able to shift your expression according to the circumstances.

Story Gamers would *love* this. I can almost sense the RPG.NET thread that is offended that all games aren't already like this. “I mean for god’s sake its 2014! Hasn't Mike Mearls read Scott?! God I am so tired of educating people on this.”



"The altitudinal dimension, however, was reversed, with the Inca centres at higher altitudes and the periphery being the low, wet, equatorial forests whose inhabitants had long resisted Inca power. This reversal is an important reminder that the key to pre-modern state-building is the concentration of arable land and manpower, not altitude per se."

8. In the Scottian analysis GRAIN=STATES and that’s basically it. Anywhere you can grow grain and communicate easily ends up being a state, where you can't - its barbarians. (This is over-simplifying, but not by much).

So all you need to do is work out where the arable land and communication channels are - that’s where your kingdoms will be.

So if you invent a new strange kind of grain that, for instance, grows under sheets of ice, or propagates in clouds, then that’s where the Cities are. So you just design your world starting from the phenotype of the grain and working on up and the stranger the grains then the stranger the world.



9. Scott also regards new crops as political factors which change societies by shifting the balance of power between peoples in the way they are grown. Which they are really. Potatoes are political and you could have a D&D game where the first potato is the treasure sought or set in a tumult as a new crop sweeps across the land and re-writes the agricultural power structure.



Each Dwarf is a state, or the memory of a state.
The deep memories of the Dwarves mean that what seems like dourness is actually heroic wrestling with deep history and struggling towards life.



"..this was especially so at the core and when the kingdom faced attack or was itself ruled by a monarch with grandiose plans of aggression or *pagoda-building*." - my italics

10 Insane Pagoda Building projects that bankrupt kingdoms., an entirely real thing I knew nothing about till now

"The late eighteenth-century mobilizations of Burmese King Bo-daw-hpaya (1782-1819) in the service of his extravagant dreams of conquest and ceremonial building were ruinous to the kingdom as a whole. First, a failed invasion of Siam in 1785-86 in which half the army of perhaps three hundred thousand disappeared, then a massive labour requisition to build what would have been the largest pagoda in the world, followed by mobilizations to repel the Thai counterthrust and to extend the Meiktila irrigation system, and, finally another general mobilization for a last and disastrous invasion of Thailand from Tavoy sent the population of the kingdom reeling."



"Despite their syncretism and incorporation of animist practice, Therevada monarchs, when they could, proscribed heterodox monks and monasteries, outlawed many Hindu-animist rites (many of them dominated by females and transvestites), and propagated what they took to be "pure" uncorrupted texts.

11 Transvestites in the hills doing animist rites.



12 Apes are simply men who became apes for political reasons. If you make certain political choices and end up in exile then you just become an ape. Therefore all apes have strong political views which are very important to them and this depends on the kinds of Ape.



13 There is an empire of cooked men. To join it you are forced into a pot and boiled. You come out like boiled meat but alive. As you rise through the hierarchy then you are cooked in more and more intensive ways. The Emperor is carbonised. No one wants to be cooked so the Empire keeps grabbing people to cook them. The punishment for not grabbing enough guys is to be promoted.



"While a grain-growing population whose granaries and crops were confiscated and destroyed had no choice but to scatter or starve, a tuber-growing peasantry could move back immediately after the military danger had passed and dig up their staple a meal at a time."

14 Potatoes of rebellion. Potatoes, and all tubers are banned by law, symbols and tools of rebellion and enemies of the state.



15 Some tribes avoid state control by taking off their heads an burying them in jars to make themselves useless slaves. They feel their way around by touch and retrieve their head once the agents of the state have passed. Others are simply out of focus, you can't really see them clearly up close, you can at a distance but the closer you get the more blurry they are.



"Another response to the pressure to create a political structure through which the state can act is to dissimulate - to comply by producing a simulacrum of chiefly authority without its substance. The Lisu of northern Thailand , it seem, do just that. To please lowland authorities, they name a headman. The Potemkin nature of the headman is apparent from the fact that someone without any real power in the village is invariably named, rather than a respected older male with wealth and authority."

16 There are no goblin chiefs or kings, and actually no Goblin government, and no Goblins. ‘Goblin’ is just a name that the people trying to kill them gave them, they don’t really recognise it, but the Goblins pretend there are and set up false kings to fight and die for false nations in order to confuse those who would control them.

Goblins don’t act chaotic because they are dumb or crazy, it is a political choice.



"The more turbulent the social environment, the more frequently groups fission and recombine, the greater the likelihood that more of the portfolio of shadow ancestors will come into play."

17 The Shadow Ancestors, in a D&D world, would be an active force rather than a mere reaction or creation of the living. Different groups of ancestors of different descents pulling the actions of their descendants one way or another depending on their power. Wars fought to re-arrange ancestral power.



"The Lisu, aside from insisting that they kill assertive chiefs, have a radically abbreviated oral history. "Lisu forgetting, Jonsson claims, "is as active as Lua and Mien remembrance." he implies that the Lisu chose to have virtually no history and that the effect of this choice was to "leave no space for the active role of supra-household structures, such as villages or village clusters in ritual life, social organizations, or the mobilisation of peoples attention, labour or resources."

18 Radically forgetting tribes. How far can you push that? Ancestor free tribes, then further away, one-year tribes, then in the reaches of the deeps, the one-day, impossible even to understand as they remember only for one day.



Under Scottian analysis, dispersed egalitarian communities create religious structures based around individual charismatic figures and has a kind of 'wide-low' spiritual world with the numinosity dispersed into lots of little places and things, centered hierarchical stratified societies create religious structures based around hierarchy and institutions and a spiritual world that is as ordered and pyramid-shaped as the society.

18 These gods and spiritual worlds are actually real and rather than man creation them, it really depends what kind of god or system you end up under. The Hierarchal god wants people to build empires and actually makes people do that, the animist network wants people to disperse and not form hierarchies and so makes people do that.



"Egalitarian, acephalous peoples on the fringes of states are ungraspable. To the command "Take me to your leader" there is no straightforward answer. The conquest or co-option of such peoples is a piecemeal operation - one village at a time and perhaps, one household at a time - and one that is inherently unstable. No-one can answer for anyone else."

"They are millenarians, forever generating warrior leaders, sects, 'white monks', and prophets, all persuading themselves that the Karen kingdom is, once again, at hand. Animists talk of the coming of Y'wa, Baptists of Christ, and the Buddhists of the Arrimettaya, the future Buddha. Somebody is imminent, Toh Meh Pah is coming, something will happen."

19 We can apply this stuff to Orcs and Gnolls if we like. It makes sense that a group with a very flat hierarchal structure would 'auto-generate' prophets and millenarian figures when it needed to operate on a wider scale. An interesting thing is how commonly these prophets bring together peoples from different ethnic groups and how often they are not core members of any of those groups but kind of 'barbarian-cosmopolitans of mixed backgroupd or mixed education or just full-on outsiders. Which fits quite neatly into a D&D game.

It also creates the idea of Orcs as merely Democratic Men. Extremely Free men.



Here's some more Robert E. Howard for comparison:

" What united the rebels was the belief that the python-god, a shared highland deity, had returned to earth to inaugurate a golden age. The dieu-python would destroy the French, and hence all taxes and corvee burdens, while those who followed the ritual prescriptions would enter the golden age and share French goods amongst themselves."

No, sorry, that was Scott. Like I said, hard to tell apart.

"Stepping back from this historically deep and remarkably widespread incidence of millenarian activity, there is a realist school that would regard the entire record as an abject failure of essentially magical solutions."

....(p_o)....


There is so much more in the book than this but there are limits to the notes I will take when I am doing this for fun. I might still try doing a proper actual review of the book because it is worth it.

Friday, 3 October 2014

HOARD OF THE THINGS

So, treasure in SAVAGES isn't treasure. None of the PC's (except Thieves and Human-Obsessed weirdos) really care about it in the same way Adventurers would. Treasure for Savages is food and days spent alive and maybe status and burning a village of elves or a sword that doesn't break.

But they have treasure, because the work in a dungeon. And their boss has treasure. So why do they care?

I wanted players to start the game with great heaps and piles of gold and then have to fight to keep it. What could be more pleasurable than having a hoard? What more satisfying than simply keeping it? Playing Midas, going into the cave and running your fingers through the piles of silver and jade and looking at all the statues and artifacts and scrolls and mysteries and knowing that all of this is yours. Yours forever.

And I wanted them to generate the hoards they guard as part of their character, like generating dungeons and the landscape around them. The hoards should be good and special in some way. Which lead me to ask, what is the poetry of a hoard?

It is the story that it tells, or hints at. Treasure is just history worth preserving. so the question we should ask of a mighty hoard should be 'how does it pierce through time?'

The weight of the gold pressing against time itself, so when you guard gold you are guarding slow time, preventing it from being employed, preventing entropy and change, preserving the world, time holds itself still around a great treasure.

You should get a heavy rep if you manage to stop anyone taking your treasure. Well, not a reputation, but an anti-reputation. You become the blank spot on the map. The part where it says 'here be monsters' that's you. The Place From Which No Man Returns.

And the more treasure you can accumulate and not spend, the more fully you can slow down the world, so the whole thing becomes about stasis, slowing down, preserving the long slow cycles of the world against the rage for order and organisation.

So another way treasure must be assessed is the danger of losing it, the extent to which it will accelerate human development and expansion. And visa versa, this is why you take treasure off humans. Not to own gold, but to cripple economies and cultures. The more you can steal from humans the more their economy slows down, the more cultural capital you can destroy, the harder it is for them to manage their disparate minds and the more fractured they become, obviously, the more magical items you can take off them, the less they can use against you.

So I jammed together these very awkward experimental tables to help generate hoards from the Monsters perspectives. These would be used in a game of SAVAGES where the PCs occupy the centre of a map and on the edges are numerous human cultures, all gradually pressing in, ejecting thieves and adventurers like spores.

Currently its really more of a sketch idea than a workable system. The tables should interrelate and feed off each other and there should be more options and more 'chunky' options for specific artifacts ways it relates to the overall system.

Ways to define a hoard.

1. How does it pierce through time?
2. How much time does it guard?
3. How will its loss accelerate human development and expansion?
    a. Financially.
    b. Culturally.
    c. Magically (reality altering)


1. How does it pierce through time?

1. Days.
2. Months.
3. Years.                                                            (Someones probably really pissed off that you have this.)
4. Decades.                                                      (Knights might still come after this)
5. Centuries.                                                     (Henry VIII's crown)
6. Origin of Current Culture.                               (Excalibur.)
7. Height of Ancestor Culture.                            (Roman, Greek)
8. Origin of current ethnicity/nation/racial group. (Probably Indo-European/Babylon for us.)
9. Forgotten Ancient Culture.                            (Example might be the briefly-imagined feminist Iron Age before horse-riding-swordsmen-ruined-it)
10. Age of Heroes/Origins of Gods                    (Zeus/Hercules/Typhon origins if-they-were-real)
11. Outer/Other/Aberrant/Should-Not-Exist        (Brainmelting Lovecraft stuff)   
12. Primordial or Elemental Origin                      (ie langauge of Fire, First Ice, Laws of Stone)


2. How much time does it guard?

This is the strangest one, I am not sure yet how this will actually work, or if it can actually work. I will keep chipping away at it.

Maybe nothing new is created around it or nothing is lost around it. Maybe it keeps the consequences of that distant time away and stop them compiling with the present. Or that the more Treasure you keep, the slower your turns go and the more time you have to react to stuff

1. Dreamlike Passing Of Days.
2. The Forests Refuse To Yield.
3. An Age Without Discovery
4. Wars But An Echo.
5. Slows Death To A Crawl.
6. Keeps Back A God.



3. How will its loss accelerate human development and expansion?


A. Financial

1. Live Fast, Die Young. Adventurers get rich, famous, more will come.
2. The Company. New Adventuring company set up. All further Adventurers better resourced, equipped and trained.
3. Thieves Ennobled. Adventurers promoted to nobility/elite. Each now heads small armed force based on speciality. Add new armies to the map.
4. National Rebirth. Base culture can renew all armies and settlements for free for a certain number of years.
5. To Big To Fail. banking system renewed, credit everywhere, all human factions get a boost.
6. A New Empire is Born. Introduce a new human faction with low population but full coffers. Base its culture on the Adventurers that survived.

B. Cultural Boost

(A load of the cultural change from the retrieval of ancient treasures will be broadly invisible to the SAVAGES players, the only way it effects them directly is how it changes the actions of the enemy, not their internal culture. But yeah, if someone brings Excalibur back from a dungeon, that's  a big fucking deal.)

1. Buccaneering Spirit. All base culture forces and settlements gain morale, lose fear of the Other (i.e. you), for limited period.
2. A String of Victories. Base culture inwardly unified, gains belief in manifest destiny of frontier, diverts more resources to settlement.
3. First Among Equals. Rival human factions a bit scared of base culture, will not fuck with it unless attacked.
4. The New Cesar. Rival human factions very scared of base culture, will seek alliance/appeasement.
5. Touch of the Divine. All human populations convinced some serious shit is going down with base culture. Other settlements start spontaneously converting.
6. The Power Of Gods. Base culture now wields unquestioned divine sanction. All other human cultures must test morale. If failed they become vassal states to the base culture, now operate as its limbs.

C. Reality Altering

1. By This Axe! Introduce single supercool magic weapon into setting in enemy hands.
2. The Affairs of Wizards. Base culture now has shitloads of Wizards everywhere.
3. The World Beyond. Base culture now aware of/has access to other realities/plains. Intelligence and mobility improved but resources diminished by the same extent as they gain ambitions in the Other Spheres.
4. Moving Mountains. Base culture can now forgo other actions to move lakes/mountains around on its turn.
5. Time and Space. Can rewind time/move capital/send agents to past.
6. Gone Melinbone Way. base culture effectively neutralises self as expansionist force as brainfractured/decadent/invading mars.

Monday, 29 September 2014

Dungeon Poker for SAVAGES



So I titted around for ages trying to build a method by which the players could build a dungeon home for SAVAGES. But I couldn’t even remember how Microscope worked and so I fell back on the old ‘dungeon poker’ method.

Let’s see if I can fit the rules onto a sheet of A4.

Get paper, (A3 would be good so people can get sloppy) and something to draw with (coloured markers would be good, or pencils as you can rub them off). Gather all the SAVAGES players round in a circle with the map in the middle.

Tell them a dungeon needs two things, at least one way in or out, and a place hardest to reach. Everything else is up to them.

Deal out cards as if for poker (the five-cards each kind).

Everyone plays a hand of poker. The highest hand goes first. They get the map. The cards they play decide what they can draw.

Kings are magic. Magic areas, weapons, any kind of magic you want.
Queens are treasure. This can be any treasure you want.
Jacks are traps.
Aces are secret rooms and secret doors.
Jokers are whatever the holder wants them to be.
Each Number Card is either a room, a corridor linking that many rooms or that many HD of monsters.

HD from different suites of cards cannot be combined in the same monster or the same type of monster. Monsters from cards with different colours are always potentially-opposed factions.

The player with the best hand draws their stuff on. Then the second best, and so on.

Cards are set aside when a hand is played. When everyone has played a hand, deal again and play again. Do this until the pack runs out or the dungeon is done. If the pack runs out but everyone agrees the dungeon is not done, shuffle the pack and keep going.

You can add to peoples stuff, if someone leaves a room empty then you ca put something in it. If they have a door and you have a Jack, you can make it secret, but you can’t reverse or override anything anyone else has done.


Optional rules:

Play as characters.

Before you start the players can decide they are going to be ‘characters’. These are generally not literal embodied individuals, they are the forces which would shape a dungeon.

Here is a slightly crappy d12 list.

1. Will of the Dwarf Lords
2. Emissions of the Black Mire
3. Scrapings of the Dragon Grizule
4. Memories of the Awful Dead
5. Faith of the Deep Elves
6. Wrath of the Barrow Lords
7. Workings of the Goblin King
8. Tombs of the Cyclopean Things
9. Worship of the Outer Ones
10. Architects of the Sunken City
11. Fear of the Bandit Lord
12. Dreams of the Tectonic Elementals

So while they are drawing rooms and deciding what to put in, each player tries to think about what their particular ‘part’ would have done. What kind of treasures they would have accumulated, how they would have created corridors and rooms, what traps they would have built and what monsters would remain.

So the Will of the Dwarf Lords would have left behind straight, planned corridors and rooms. Simple refined gold and worked gems as treasure, the traps would be big stone blocks that fall and the monsters would be Dwarven ghosts and skeletons and golems.

That way the whole thing kind of makes sense, or at least the Same themes repeat.




Players can bet

This adds extra complexity, and I am not sure what they would bet on.  Plus the player with the biggest hand already kind-of wins. Probably you could fit in some kind of nega-win power-exchange story game stuff in here if you want to.

Tuesday, 9 September 2014

Life is a Horror Movie, be the Monster

(This is just me thinking out-loud about what a full SAVAGES game would look like.)

You get XP for surviving. Every day you live, you get 100 xp.

If you have a thief in the party and they steal stuff, you all share the XP for that. But otherwise money has little real value. That’s why you leave it piled up in rooms. You take things that have use.

You start with no food and no water. The fatigue and food rules are the same as in 5e but moved to the front of the book as they are more important.

You begin in the middle of a map instead of on the edge. Maybe you need to explore the map or maybe you already know whats in it and played a part in creating it, still not sure about that one.

Around the edges of the map are single 'dark' hexes. These all hold different human communities. Each human group is based on a particular human archetype. Tang China, Conquistadors, Zulu Empire, Mongols, Crusaders etc. This gives each one different powers and abilities.

If you do nothing and no not attack each hex, they grow. Some grow fast, some grow more slowly and are more heavily fortified. Some, like the pseudo-Mongol one, move around quickly. 'Explorer' hexes can turn up randomly on river banks and shorelines.

You must attack them to stop them growing. Each culture works differently so you have to find out how to fight it. Some are highly centralised so if you take out the main guy then they fall apart and don't come back for a while. Others are faith-based so you have to destroy the religion. Whatever it is, you have to find a way to stop the culture growing.  (Just killing everyone should always work, but there are a lot of them.)

There is never enough time to stop them all.

In these situations, villages and fortifications take the place of Dungeons in a normal game. Like mission one is 'take down the village of Homlet'








Where would you attack first?



You get XP for retarding or removing human cultures, but they would have to be specific rewards for each culture so PCs were incentivised to think of cunning solutions for getting rid of them.

So your map ends up looking like the spokes of a wheel gradually infiltrating into 'your' territory.

To take out a human culture completely, or at least retard it for generations, you need to go for their capital city. That's like a level 20 mission. Orcs fighting a city is like humans fighting Cthulhu.

As well as fast-growing humans there are Elf hexes and Dwarf Hexes. These don't grow, they just stay in place and cause you trouble. They are hard to get rid of and provide a jumping-off point for Adventurers.

Burning Rivendell is a high-level mission.

If you have a Dungeon, its one the group creates themselves at start of play. Some kind of microscope-lite game, or a points-buy system. That way it bonds the players to the space, it becomes 'theirs' and they will want to defend it. Its somewhere you can go to be in *slightly less* danger but sometimes adventurers will try to come in and take your stuff and you need to trap and kill them.

A bunch of Orcs and Goblins trying to take down a high level adventuring party is a bit like humans trying to take down a Kaiju, you have to separate them, wear them down and take them out.

I am not sure what to do about the Dungeon 'Boss'. Having a scattering of individual high-level monsters around may make the forces of chaos too powerful, but it gives you someone to get missions and stuff from, and who will also threaten you and make you do stuff. Also, other peoples dungeons are not necessarily allied to you so you can still invade those and do what any normal D&D party would do.

Plus other tribes of non-humans are not necessarily friends so subverting, destroying, evading or commanding them could be a mission.

Also everything that is dangerous to adventurers, ie Trolls under bridges, spiders in the forest, is still dangerous to you, unless you know those particular Spiders or that particular Troll.

The whole thing should be kind-of inside-out from a normal D&D game. Instead of being free agents, you possibly have a boss. Or maybe at least one of you does. Instead of having some food and money and nowhere to stay, you maybe have a whole dungeon you can use that you know every inch of because your player helped to build it, but you have no money and no food at all so you are starving to death from day one.

Instead of starting from the edge of the map and going in towards the unknown centre, you start at the partly known centre and do stuff towards the edge. Instead of gradually getting a larger world and being able to explore more, you are gradually hemmed in as those black human hexes proliferate and work themselves deeper into the wilds.

You never stop having to get food and you never stop getting attacked but enemies are also food so that solves that problem.

Whole thing would be like a weird mix of Microscpe, Apoclaypse World, 5e and Blood Meridian.

Friday, 5 September 2014

Experimental Character Generation Document for SAVAGES

I had a big whiney rant about what the D&D people should do with 5e. Reddit hated it, others pointed out that it was just World Of Darkness for D&D, which was kind of true.

Nevertheless, this is the (sort of) OSR! We are pledged to never give a fuck about what anybody says and to simply go straight ahead making  things without worrying too much about whether it would be any good or even if anyone cares.

So that is exactly what I have done.

Here are the experimental character generation rules for an alternate version of the free D&D 5e pdf where YOU PLAY THE MONSTERS*.

It is awkwardly hacked together and the Fighter and Thief class are pretty much just straigh rips from the free PDF. I ripped off guys who did the A5 condensed versions as well becasue I used them a lot.

(The Picture is by Scrap, click on it to get the PDF.)

https://drive.google.com/file/d/0B6McpfI_lhIZZUs1eDZCVHJxbmM/edit?usp=sharing


*Except who are the monsters really hmmmm*?

*Still you. You fucking eat people.

Wednesday, 3 September 2014

MAN background for SAVAGES

MAN

You know of Man. The ant people. Those who come in many shapes and shades, and always dying. Others think them weak, because they are weak, slender, quick to starve or bleed, but you have been captured by them and escaped, or watched them carefully from the edges of their towns, or taken some and kept them, seeing what they do. You know there is a hideous strength in man. A beserk rage for 'order', like the armies of the ants, but vaster and more powerful. Men are weak but Man is strong.

Skills: History, Insight
Languages: Other than the group language and/or your tribal tongue, you may choose two human languages. You can also read;

Equipment:
A book (non-magical) of whatever subject you wish,
A plan of a particular human settlement, on human skin,
The holy symbol of a human faith,
The Toy of a human child.
A bag of human 'money' a handful, you don't know how much by their count. (Unless you roll 'Money' below.)

d8 Expertise. You have learnt a thing they do, and can do it too.

1 Religion. You know the creed of a human faith, enough to persuade the gullible that you are an unlikely convert.
2 Money. Apparently valueless things have meaning to them. You can ask the DM for the price in gp of objects you find.
3 Politics. Man-Tribes are big, but many. Sometimes they hate each other more than they hate you.
4 Families. They value the small ones. Bond-pairs value each other, sometimes enough to deal if you have one.
5 Tactics. They fight like they build, lots of little pieces making one big thing.
6 Strategy. Big man-tribes are like big animals. Sometimes you don't need to win, just make them tired and confused.
7 Magic. They get it from books, it runs out each day, if they can't sleep, or have no book, they have less magic.
8 Technology. You understand how a mill works and could take apart a lock.



Feature: Man-Tongue. You can talk like they do and understand them easily (though this is not the ability to mimic the sound of a human speaking, that requires a persuasion or performance roll.) You have some idea what they want and the inner logic of their actions. With the DMs consent, when dealing with any human thing relating to your speciality, you may add your proficiency mod to any roll. (Other SAVAGES find you talking like a Man very suspicious.)

d8 Personality Trait
1 I try to work things out carefully and explicitly into related chains of action before I act.
2 I sometimes speak knowledge that comes from dead paper. Others find this creepy and impressive.
3 I keep 'explaining' things or asking others to 'explain' what they mean.
4 I try to find things out even though the things are not useful.
5 I worry about the consequences of things that I do. Not just tomorrow, but many tomorrows away.
6 I wear fragments of human clothes and uniforms and am always adding to or changing the things I wear.
7 I wear fragments of humans and am always adding to or changing the things I wear.
8 I keep talking about places I have never seen and times I have never been.

d6 Ideal
1 Avoidance. If we avoid contact they will attack each other and forget us. Or something will kill them.
2 Fun. So much to destroy! And eat! And destroy!
3 Escape. We have to find some place they cannot follow us.
4 Cultural Theft. Steal their power and make it our own.
5 Enslavement. They will make good slaves once they are broken.
6 Genocide. They all have to die. All of them.

d6 Bond
1 I must preserve my tribe whatever the cost.
2 I must rule my tribe whatever the cost.
3 The Men know something that could destroy them, I must steal that knowledge and use it.
4 I must stop the men expanding their hives of stone and wood into the free lands. Not one inch more, they must burn.
5 They killed my people, took everything, I will teach them pain.
6 I need to keep this group of freaks together and alive as I have nowhere else to go.

d6 Flaw
1 I secretly cradle the fear that Mankind is somehow superior.
2 I am far too confident in my ability to understand them.
3 I can never stop with just one, I have to eat another one, then another..
4 I am obsessed with observing them without their knowledge.
5 I have dreams where I *am* one and they trouble me.
6 I am secretly utterly mad with a deep hatred for them which explodes unpredictably at the wrong times.

Tuesday, 2 September 2014

FIRE background for SAVAGES

FIRE

You know fire. Maybe you were born in fire, burnt by fire, maybe it comes to you in dreams, or you just really really like fire. FIRE.

Skills: Investigation, Intimidation

Tools: Anything that makes fire;

Equipment: Six torches,
A big bag of kindling,
3 jars of stolen lamp oil,
Chunk of cauterised Troll Meat.
Tinderbox,
Either a simple weapon OR 3 flasks of Gunpowder.

d10 FIRST BURN.

1 A Druids grove, they tried to cut down the trees to save the rest. Failed.
2 An Elven tree village, they fell burning and lit the dry grass where they hit.
3 Forced herd of burning swine into a dwarven mine. It collapsed.
4 My own tribe while they slept. (Whoops, haahahaha.)
5 Crammed Halfling family into their own oven. Delicious.
6 A Temple full of Human Knights, barred the doors, baked them in their own armour.
7 Myself by mistake. Kind of messed-up looking now, still you live and learn!
8 The entirety of the plain to the south, got a little out of hand there. Dry season.
9 A wizards tower, piled up wood at the base and lit it like a match. The fireworks!
10 Boiled a pool full or water nymphs. Steam nymphs now!

Feature: You are really good at burning things! You can always add your proficiency bonus when trying to set things on fire. You are also resistant to natural non-magical fire. With the DM's agreement you can also add your proficiency bonus when dealing with things that are *on* fire. You like to set your weapons on fire and it doesn't always go that badly.

d8 Personality Trait
1 I judge people by how easily I think I could set them on fire.
2 If someone is in trouble, I’m always ready to lend help. So long as that help includes fire.
3 When I set my mind to burning something, I follow through no matter what gets in my way.
4 I like to cover myself in patterns made from the ash of things I have burnt.
5 Unusually, I prefer to cook my food, especially when it's still alive.
6 I'm spiritually worried, yet fascinated by, things that don't burn, like ice. Or teeth.
7 I like to wear burning tapers about my person to create an impression.
8 I get bored easily. But there's usually a solution to that nearby..

d6 Ideal
1 Combustion. It's getting as many things as possible *on fire* at the *same time*, gotta hit max burn.
2 Destruction. The maximum amount of material things destroyed, that’s what matters.
3 Ash. To reduce everything to that cold, grey plain. Silence, Peace and fragments of bone.
4 People. You only burn the house to get the people inside to run out. Then burn them. It's people that really matter.
5 Beauty. It's the impression the fire *makes* really, its an art form.
6 Justice. I should never have to face it. The most important thing is that I get away clean.

d6 Bond
1 I remember the burn for every scar I have, and am looking forward to more.
2 I'm really happy to find anyone willing to tolerate me and will try not to burn them alive.
3 I get flashbacks whenever I see fire, they're great.
4 I've always dreamed of seeing the greatest city on earth, and burning it down.
5 I really want to travel to the Plane of Fire.
6 It's change that matters in life. Everything has to change. Preferably into something smaller, and blacker, and deader.

d6 Flaw
1 I treat burning flames as NPC's, will listen to them when they 'speak' and will have relationships with them.
2 I really don't like travelling in the dark without fire, even thought I can see quite well.
3 I believe my soul is a fire inside me and am fucking terrified of water, especially large volumes.
4 If you leave me owning, or wearing, anything that *can* be turned into kindling, it *will* be turned into kindling.
5 I will totally do whatever I'm told by the first fire daemon, or fire elemental I see. I LOVE THEM!
6 I might be resistant to fire but I really believe I'm IMMUNE.

Sunday, 31 August 2014

DUNGEON background for SAVAGES

DUNGEON

Skills: Stealth, Intimidation;
Tools: One type of Gaming Set, Locks;

Equipment: A martial weapon, formerly human owned,
Keys to the doors of a certain underground place,
A set of dice made from human bone,
Chainmail with the sign of your Earth Lord,
A lamp with candle that burns slowly with a low, red flame.

d8 Your Former Boss. (You speak their language and they may even remember your name, or at least what you look like, maybe.)

1 A Wyrm Of The Sky
2 One Of Those Without Breath
3 A Maze-Minded One
4 A Man, burning in the flame of knowledge, driven out.
5 A Thief-King
6 A Soul-Taker
7 One Most Hungry
8 One-Ten-Strong

Feature: a Crew and a Womb. You have done service for an Earth Lord in one of the Wombs of the Earth. A Dungeon. There is a dungeon somewhere you know well. You are familiar with its guards and paths, they know you there. There is a reason you left, work with your DM to decide what it is. You know how far humans can see in the dark, less than you. You know how to stack outside a door before you break it down and that an area is never safe unless its patrolled on a regular basis. You also know to defend in depth, lure superior numbers into choke points and take them from the side.

d8 Personality Trait
1 I always obey the pecking order, and expect it to be obeyed.
2 I actually know what a schedule is, and can keep one.
3 I won't sleep without a sentry watching and get VERY ANGRY when they fuck up.
4 Nothing can bore me, I can wait and wait and wait.
5 I understand doors, locks, bars and chains. I like to be well protected from the outside world.
6 I get hyper-vigilance while resting and keep expecting someone to burst in.
7 I take prisoners, and I don't always eat them.
8 I kill the wizard first. KILL THE WIZARD FIRST!

d6 Ideal
1 Jobs. Do your fucking job and shut the fuck up about it.
2 Earth. Protect the earth from which we are made, stop the others getting into her.
3 Dark. Be the dark between the stars, light comes and goes. Darkness is eternal.
4 Place. Controlling places is good, know a place, make it yours.
5 Deep. Stay low, come from below, sleep in the earth, burn any structure above ground.
6 Master. Find the most powerful Lord, help them kill the rest.

d6 Bond
1 They stole a treasure from a place I protect. I will get it back.
2 They aced my boss, now I have his Phylactery and he won't shut up.
3 They killed my crew, I'm going to hunt them down, one by one.
4 Why should I not be the Earth-Lord, and rule my own maze?
5 Do to them what they did to me, break in, steal and kill. This time where they live.
6 I will eat the sun and make the world dark.

d6 Flaw
1 I can't hear for shit, even a battle taking place in the next room.
2 If something fails, I'll probably just try it again, and again and again and again.
3 I put way to much trust in anybody wearing a robe and a dramatic hat, waaaaay too much.
4 I get really confused if presented with more than one or two possible choices at a time.
5 I have a dangerous amount of confidence in my own plans and traps.
6 I found out about alcohol and I really really really really like it.

Thursday, 21 August 2014

DREAMS background for SAVAGES

DREAMS

You know dreams are another world where many things can be seen and known. You pay attention 
to your dreams and remember what you do there. The knowledge will guide you in this world.

Skills: Insight, Arcana;

Equipment:
You have scratched on your skin a map of a place you saw in dreams. It is somewhere you will 
go.

A set of bones, which you believe will answer questions when thrown (counts as arcane focus)
OR a dream catcher made from human bone and hair (this prevents the Nightmare result).

A handful of poppy seeds. Enough to knock someone out if eaten or drunk.


d8 What kind of dreams do you have (You may roll each night if you wish.)

1 Violence
2 Journeys
3 Meetings with the dead
4 Another life as an animal or man
5 Flight
6 Nightmare
7 Other worlds
8 Magic

Feature: Sometimes you can learn real things in dreams. Once a game, if it makes sense with 
type of dream you had that night, you can sense a simple piece of nearby hidden information. 
A hidden motive, hidden door, the location of a object or some other simple thing. Major 
world-changing information will probably not be revealed.


d8 Personality Trait
1 I touch people when I wake up to make sure that they are real.
2 I always look for patterns in apparently random things.
3 I’m always afraid of ghosts and spirits, except while I'm actually looking at one.
4 I will ask you about your dreams, and talk about my own, at length
5 I’m always looking for a new stimulant or opiate.
6 I seem unfocused around important things and intense about minor matters.
7 I am followed by voices in wind, the rush of water or the buzzing of flies.
8 I’m convinced that people are always trying to steal my secrets.

d6 Ideal
1 Understanding. I would know why things are as they are.
2 Revenge. I see the faces of my dead people in the night, they call for blood. 
3 Oblivion. I want to lose myself.
4 Transcendence. I would step into full into the world of dreams in full.
5 Power. I have been shown a future where I rule, I will fulfil it.
6 Secrets. I will ferret out them all.

d6 Bond
1 If I dream a place, I must go there.
2 I have an ancestor calling me to find their bones.
3 I work to appease the spirit of a particular natural place or feature.
4 My life is dedicated to preserving the deep places, where dreams come from. (Dungeons.)
5 I’ve been shown my people’s survival depends upon a people not my own.
6 I dream of a particular face, when I see it, one of us will die. Then a new face will come.

d6 Flaw
1 I am extremely credulous when it comes to other people intuition.
2 I blame people I know for what they did in dreams I had.
3 I know this world is not the real one and does not truly matter.
4 I treat coincidence like magic and magic like mere trickery.
5 I talk in my sleep and spill both secrets and hidden opinions.
6 I won't turn left, I have to turn 270 degrees right to go 90 degrees left.

Sunday, 17 August 2014

BEASTS background for SAVAGES

BEASTS

You have learnt something of beasts you know they are NOT JUST FOR EATING!

Skills: Animal Handling, Nature;
Languages: Of one natural beast;
Equipment:
A whip or goad,
A saddle and reins,


Feature: You have a beast.
If Orc a large Boar, if Gnoll a Hyenadon, if Goblin a Giant Spider, if Mantis Man a Friendly Swarm
Your food requirements are now TREBELED


d8 Personality Trait
1 I need to smell someones droppings before I know if I can trust them.
2 I whisper all my secrets to my beast.
3 I know beasts know more than me, attend to what they do and let them guide my path,
4 If hungry I will drink the blood or ichor of my beast, and sometimes if not hungry.
5 I 'talk' to animals I find by imitating their movements and sounds.
6 I refer to friends by the name of their spirit animal, which I can always sense.
7 I am obsessd with finding tracks and never leaving any of my own.
8 I must show beasts extra respect as death may watch me from their eyes.


d6 Ideal
1 Taming. To tame a beast, to make it answer as a limb answers, this is best. (Lawful)
2 Riding. Wind and speed! To fly like the falcon over the earth! This is best. (Neutral)
3 Knowing. To understand the beast, know it as you know yourself, this is best. (Lawful)
4 Becoming. To be it from within, its flesh yours, your blood its own. Yes! (Chaotic)
5 Stealing. A stolen beast is always better. Steal! Take the beasts you need and laugh! (Chaotic)
6 Hunting. To be poised like a spear in the hand, to know, to see, to strike! (Any)


d6 Bond
1 I know we are the Spirits Beasts, when one wishes to ride us, we must allow it.
2 I sleep, eat, live and die with my beast. If it dies I shall die next to it.
3 I will ride the fastest, the largest, the fiercest that there are! All will know me!
4 I know this beast is the spirit of an old friend.
5 I was raised by these beasts, I live for them, more loyal to them than my own kind.
6 I seek the Animal Lords, one day I will despose one and take its place.


d6 Flaw
1 I had other friends before this, but my beast was hungry, what could I do?
2 I secretly think I am a beast trapped in this flesh, I seek means to free myself and return to what I am.
3 I think my beast is my master and await its secret orders.
4 I harm my beast when I am angry.
5 I HateFear my beast, I control it becasue I fear it, as I fear them all.
6 I do things with my beast that no-one should do. No-one knows (yet).



Boar
Armor Class 10
Hit Points 22 (3d10 + 4)
Speed 50 ft.
STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 2 (-4) 10 (+0) 6 (-2)
Senses passive Perception 10
Languages —

Charge. If the Boar moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Actions:
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (3d4 + 3) slashing damage.



Hyenadon
Armor Class 12
Hit Points 19 (3d10 + 3)
Speed 45 ft.
STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3)
Skills Stealth +2
Senses passive Perception 10
Languages —

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 14 (2d10 + 4) piercing and slashing damage.



Giant Spider
Armor Class 14 (natural armor)
Hit Points 26 (4d10 + 4)
Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3)
Skills Stealth +7
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10
Languages —

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).



Friendly Swarm
Armor Class 12 (natural armor)
Hit Points 22 (5d8)
Speed 20 ft., climb 20 ft.
STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5)
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned
Senses blindsight 10 ft., passive Perception 8
Languages —

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain hit points or gain temporary hit points.

Actions
Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm’s space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

Thursday, 14 August 2014

SHAMAN Class

SHAMAN Class

HD: 1d6

WEAPONS: Any Wood, Bone, Teeth., Stone. No metallic. (Including arrow tips.)

Saves: INT, WIS;

Skills: 2 from: Survival, Nature, Insight, Performance, Medicine, Animal Handling

Equipment:
(a) a Jawbone Club or (b) a Flint Knife;
(a) a Component pouch or (b) An Enemies Shrunken Head (Arcane Focus); 
(a) Crazy Piercings or (b) Tricked out Mad Tattoos or (c) Disturbing Scarification


SPELLCASTING

When you sleep you go to where the spells are, you hunt the spells. The spells try to get away but you catch them pretty easily becasue you are a SHAMAN. Finding the right ones can be hard though. The longer you sleep the more spells you can hunt. The higher your level the deeper into that place you can go.





When you sleep or meditate to get spells, roll a d6. Go to that number at the bottom of the chart, this is where you start. A cantrip will be here with you. You can catch the catrip if you want, put it in your head, write it on your spell sheet.

For every hour you meditate or sleep, you can travel along one black dotted line to a place where a new spell is. Whenever you reach a new spell, you can put it in your head and write it on your sheet. When you wake up, you can use that spell whenever you want, then its gone back to the hunting ground. When you sleep, all of your spells escape and you have to look for more.

So if you sleep for eight hours, you can hunt eight spells.

BUT. There is a catch. Some spells don't like each other. If you have two spells in your head connected by a dotted line, thats right next to each other, then you have to roll on the Shaman Madness Table once for each line.

So if you go to sleep as a level one Shaman for eight hours and hunt eight spells, then you will have seven madnesses the next day. This is why Shamans are so crazy. You can avoid madneses by not having spells that are connected by dotted lines in your head at the same time. But this means you get less spells.

As you get better as a Shaman you can go deeper into the dream lands to hunt more powerful spells.

From levels 1-4 you hunt in the Plains. From level 5 you can also hunt in the Forest, at level 11 you can also hunt in the Hills and at level 17 you can visit the Mountain for the most powerful spells.

You always start at the bottom though, with a d6 roll.


Lvl 2: A number of times per day equal to your level, any spell you have caught may be cast as an illusiory version of itself.
Lvl 3: ---
Lvl 4: Ability Score Improvement.
Lvl 5: You may now hunt in the Forest.
Lvl 6: Your cantrips deal half Damage even on a Save.
Lvl 7: ---
Lvl 8: Ability Score Improvement
Lvl 9: ---
Lvl 10: add your Int Mod to your Evocation Spells'Damage.
Lvl 11: You may now hunt in the Hills.
Lvl 12: Ability Score Improvement
Lvl 13: ---
Lvl 14: You may halve the number of madnesses (rounding up) that you must take after hunting spells.
Lvl 15: ---
Lvl 16: Ability Score Improvement
Lvl 17: You may now hunt on the Mountain
Lvl 18: You can choose where you begin your hunt on the bottom row.
Lvl 19: Ability Score Improvement
Lvl 20: Instead of beginning on the bottom row, you may drop a d4 on the chart and begin where it lands.




Sunday, 27 July 2014

5e SAVAGES Hunter Class

So my four classes for SAVAGES were going to be Fighter, Thief, Hunter and Shaman. Fighter and Thief should remain relatively unaltered. Shaman is a mish mash of Cleric and Magic User. Here is my first attempt at a Hunter Class.


HD d8
ARMOUR Any non-metallic
WEAPONS Simple, Simple Ranged, Martial Ranged, Shortsword, Scimitar, Trident, Whip, Bolas.
SAVES WIS, CON
SKILLS Three from, Animal Handling, Insight, Nature, Perception, Stealth, Survival, Medicine

EQUIPMENT, choose either

a Net              or b Whip
a Mace           or b Trident
a Blowgun       or b Sling
a Hunting Trap or b Spyglass
a Manacles      or b Caltrops

A Trident or Whip can entangle if you use it. It requres an opposed roll between you and a hit target to maintain this.

Bolas, thrown (30/120) d2 Damage, entangles as net, one target only.


Tracking
In a natural environment you can track creatures. This is either a WIS or INT roll to which you add your proficiency bonus.

The total amount rolled is the distance you can see into the past. The first digit is the number of words  the DM must use to tell you what you have found. If you find anything at all the DM must always give you a direction.

So if some Orcs have passed in the last ten hours and you roll '13' the DM would simply say 'Orcs, North'. If you roll '35' the DM might say 'Five Desperate Orcs, North'. 


Trapping
When the environment allows it, you can build traps. Describle the actions it will take for you to build one to the DM. You roll using either yout INT or DEX, whichever is higher, plus your proficiency bonus.

The total of your roll is the difficulty for the target in spotting your trap.

The DC is 10+ the die size of the damage you would like the trap to do. So a d3 damage trap has a DC of 13. A d10 damage trap has one of 20. It takes minutes equal to the die size for you to build the trap.

Roll with disadvantage to trap anything at least two size catagories larger or smaller than you.

If you take the full time required you roll the DC check yourself. If you are cut short by any period, the DM rolls the check and does not tell you the result until the trap is triggered, spotted, or fails.


Lvl 1:  Tracking and Trapping.
Lvl 1: You count as having Stealth if you are in a natural environment, hiding and still. If you already have Stealth, take advantage on the roll under these circumstances.
Lvl 2: Birdsong. In a natural environment where birds are present, your passive perception check includes up to a mile radius if you have it in sight.
Lvl 3: Add an extra attack if at least one of the weapons you are wielding entangles.
Lvl 3: Climbing no longer costs extra movement.
Lvl 3: Add your DEX or STR Mod to the distance covered with a Running Jump.
Lvl 4: Ability Score Improvement
Lvl 5: Beastmaster. You gain the ability to tame and train the following creatures. If Orc - Boars & Dire Boars. Gnoll - Hyenas, Hyenadrons and Trolls. Goblin - Wolves, Worgs and Spiders. Mantis Man - Giant Insects. The creatures must be found, captured, tamed and fed in-game. You can naver have more than HD worth of creautures equal to your CHA bonus tame at any one time.
Lvl 6: Expertise. One more Proficiency.
Lvl 7: Entangler. Enemy saves against your entangling attacks with disadvantage.
Lvl 8: Ability Score Improvement
Lvl 9: You know what the weather will be like tomorrow.
Lvl 10: Ability Score Improvement
Lvl 11: Monster Language. Learn one monster language and add your Prof bonus to any test you ake to communicate with them.
Lvl 12: Ability Score Improvement
Lvl 13: You can now track incorporeal creatures like ghosts.
Lvl 14: Blindsense 10'
Lvl 15: Proficiency: Wis Saves
Lvl 16: Ability Score Improvement
Lvl 17: You can calm or tame any natural unintelligent creature with half your HD or less. Only one at a time. They may not obey but will not attack.
Lvl 19: Ability Score Improvement
Lvl 20: You can track Death. If Death has passed nearby you can follow her path and find those recently dead. Be aware, if you overtake Death and find the target alive, the real target may be you.

Saturday, 26 July 2014

Savage Races

ORC
+2 CON 
SPEED 30
VISION, you have darkvision
SKILL(S) Intimidation
ADVANTAGE on any save caused directly by man.
WEAPONS Simple bludgeoning weapons
LANGUAGES Orc, Savage Common

CARNIVORE. You can farm beasts and prefer to eat those or hunted game.

FEATURE Hard to kill. You roll Death saving throws with Advantage.

Race Base Height Height Modifier Base Weight  Weight Modifier
Orc           4'8"               +2d6            110 lb.     × (2d4) lb.

You grow an half an inch and add d6 pounds every level. If you grow to over 8 feet high, change your size to Large,

AGE 3d6
Average lifespan 40 years

SUB RACES
    
You are  BRUTAL ORC (+3 STR)
You can never raise your INT by any means. It never go above what you roll in character generation.

You are CUNNING ORC (+1 STR)
You are proficient with Simple ranged weapons and have the Stealth skill.
You understand, but do not speak another common racial language. Orc, Gnoll, Goblin, Human Common, Elf, Dwarf or Halfling.




GOBLIN
+2 INT 
SPEED 35
SIZE Small
VISION, you have darkvision
WEAPONS Simple Light Melee Weapons
LANGUAGES Goblin, Savage Common

OMNIVORE. You can survive on almost anything.

FEATURE You can move through creatures one size larger.

Race   Base Height Height Modifier Base Weight  Weight Modifier
Goblin          2'7"        +2d4                   35 lb.        × 1 lb.

AGE 4d6
Average Lifespan 50 years.

SUB RACES

You are a CREEPY GOBLIN (+1 DEX)
You gain proficiency with blowguns, nets and whips.

FEATURE Hamstrings. If you inflict lethal damage on a humanoid creature  one size larger than you and are holding a bladed weapon, you may convert this into a slash that cuts their hamstrings, crippling them but leaving them alive.


You are a TRICKSY GOBLIN (+1 CHA)
You know two more languages of any race, and can imitate the voices of those races to a fair degree.
You are skilled in Performance and Deception.


GNOLL
+2 STR
SPEED 35
ADVANTAGE You roll against fear with advantage if a failure would mean letting down your group or exposing them to danger.
WEAPONS You are proficient with Polearms, Swords and Leather Armour.
LANGUAGES Gnoll, Orc, Goblin, Troll

CARNIVORE. You actually prefer eating intelligent creatures.

FEATURE Smell. You are skilled in Perception when it comes to smell. If you gain the Perception skill from any other source your bonus when you smell is doubled.

Race Base Height Height Modifier Base Weight  Weight Modifier
Gnoll     6'6"                +2d6               130 lb.     × (2d6) lb.

Average lifespan 35 years


SUB RACES

You are a HUNGRY GNOLL (+1 CON)
Like most Gnolls, you like eating more than you like killing
Your speed is 40. You are proficient with the longbow.
You have a Halberd OR a Longbow with 3d8 arrows.


You are MURDERING GNOLL (+1 INT)
Also called a 'Flind'. Unlike most Gnolls you like killing more than you like eating.

You have a Unique Gnoll weapon called a Flindbar, in which you are proficient. This is a pair of chain-linked iron bars which you spin at high speed. With this weapon you can attack twice per round for d4 damage. In addition any target of equal size holding a one handed weapon must make a DEX save or have their weapon torn from their hands.

This weapon is a sign of high status amongst Gnolls and other Gnolls will respect it, if not you.


MANTIS MAN
+2 DEX
SPEED 30

CARNIVORE You seldom hunt other intelligent races for food. You do find Elves utterly delicious though.

  • You never wear armour.
  • You never need to sleep.
  • Your antennae mean you take no penalty for fighting at close range in darkness.If unarmed you can attack five times, four claw attacks and a bite attack.
  • If holding a weapon you can attack with the weapon and a bite attack. You can only ever hold up to two weapons.

You always begin at two years old. As you get older more of your natural abilities become active. This happens as you age, not as you level up.

AGE  ARMOUR  CLAW/BITE DAMAGE    SPECIAL ABILITY
  2           13                         d2               
  3           13                         d3                                   leap
  4           15                         d3
  5           15                         d4                                venom
  6           17                         d4                           dodge missiles


LEAP You can leap 20 feet straight up or 50 feet forward. You cannot leap backwards.
VENOM This bite causes parylisation for rounds equal to the extent by which the victim failed their save.
DODGE You can dodge physical missiles by successfuly rolling your unmodified DEX against the To-Hit roll.

LANGUAGE Neither your strange mind or your insectile jaws are well constructed for understanding or using the language of others. In a time sensitive situation you must make a standard INT roll use or understand spoken language.

Race          Base Height Height Modifier Length Length Modifier Base Weight  Weight Modifier
Mantis Man     6'6"              +2d6              10             2d6               130 lb.         × (2d6) lb.

Average lifespan 35 years.