Showing posts with label Planescape. Show all posts
Showing posts with label Planescape. Show all posts

Thursday, 18 April 2013

The Triumphant Return! With Artwork By Tony DiTerlizzi!

So, I've been a little waylaid with illness, work, and hospital trips, so I've fell behind on the blog.

This will not stand!

So, to start us off - some Tony DiTerlizzi artwork, and some art-critique from a man who couldn't get into art school, and so became a scientist.

"Yess, my good gentledwarf, finest Salarian Mind-Wyrms. I ssqueezzed them mysself jusst thiss afternoon. Ffive jink. Or perhhapss the Yithhian crystal is more to Ssirs liking, eh? Only 20 sstingers."
Did you ever need a truly pimpin' Mind Flayer for your Planescape game? Simply add fez. Seriously though, this Ulithard looks like the most perfect trader in the more unusual of magical artifacts in any Planescape/Spelljammer game. DiTerrlizi adds little touches and artifacts of a character who does stuff outside their image (the fez, the useful-looking pouches), that creates a real sense of character - not just some unrealistically-proportioned model in barely-there armour sneering menacingly and swinging the most impractical-looking sword you ever laid eyes on (Wayne Reynolds, I am looking at you so fucking hard right now)... I mean, compare the above with this:
I smoulder with generic rage.
I mean, just fucking look at it. It shares more than a few things with the DiTerlizzi piece, things I applauded not but a few lines ago. For example, those "little touches" that spruce up a piece of artwork, and add character - this guy here has a billion of them. The little rings on his clothes, the weird "many-belts" wrist guards, the dagger and potion on his belt, and the wands at his hip, and his little fire-bird-bat-thing, and his awesome, cool, impractical-looking sword, and...
There's just way too much stuff going on. It distracts from any one of thee elements, making a mish-mash of half-formed ideas about what this character does.

Also, his right hand. Look at it. Look real hard. Hands do not work that way. Like... is that a pinky or a thumb at the right-hand side there? The artist certainly doesn't know. And, for that matter, do pecs or chests ever look like that, barring shit like Marfan's Syndrome? Also, why does he have little clip-clop cloven feet? Dude's ostensibly human, but look how tiny his little feet are!

Now what would a Halfling want with a massive, hungry-looking cobra? I have no idea, but I can think of a ton of suggestions. Firstly, he's clearly in discourse with it - not the feared expression of someone trying to convince it not to eat him. He seems open, relaxed, even - like he's attempting to barter with it. What would a sentient cobra want to buy? Or what could it be selling?
The main reason that I like this is that I plan on introducing a Stygia-equivalent into the next old-school game I run, with full rules for snake-clerics and weird magics based off human sacrifice. Part of that would be the massive snakes rumoured to lurk in the depths of the land - ancient, intelligent creatures, favoured as pets to dark sorcerers. The idea of a race of intelligent snakes has always been pretty cool to me, especially filling the role of creepy conduits to the dark Gods of a forbidding continent. This pic just gives me ideas about how to make them more "humanised".

Apparently, this is a Tasked Genie from the Al-Quadim setting, but to me she looks far too human. Not a bad thing - she demonstrates DiTerlizzi's fantastic fashion sense. Each element of the outfit flows with the rest, and makes for a great Thief-type, "street smart" character. The style fits surprisingly well with the artwork DiTerlizzi would produce for Planescape, one of the most fantastically-illustrated fantasy settings of all time. The mix of neo-Victorian, Renaissance, and a more modern eye towards composition make the DiTerlizzi fashion choices a little dated, but in a charmingly retro way.
 When DiTerlizzi was pulled to illustrate the 2e Monster Manual, it was a breath of fresh air from the somewhat lacking quality of 1st Ed/AD&D's artwork. While they got across more character than later artists, the less than professional quality of the art made the whole game feel a little... gonzo
DiTerlizzi, however, brought both character and great technical talent together, to create an almost fairytale feeling to the game. Take, for example, this Helmed Horror - a classic D&D "trap" monster.

"The room is bare, aside from several suits of armour, all alike."
"I try and see if the suit of armour will fit me, or if I can scavenge some parts of it for myself."
"As you lay hands on it, it turns and takes a swing at you. Roll initiative!"

Now, modern artists will go down the root of an obviously evil suit of ridiculously spiky armour with evil fire pouring out the eyeholes and a gnarly-looking weapon. But DiTerlizzi's take on it has a whole lot of charm. It looks like a suit of armour you might find lying around - and that's the point of the monster. It's not something that looks obviously evil, because then it would be entirely pointless. It's designed to catch you out. A nicely understated piece. It does, however, highlight one of the issues I do have with DiTerlizzi's style - all his weapons are so thin. That sword looks like a rapier/foil, and not a particularly sturdy one at that. Go check more of his art, and count how many of the weapons look like they'll break at a strong breeze.

 This guy is a Sandman. He's a man, made of sand. Yeah. However, Al-Quadim being the weird, Arabian Nights-type place it is, he's also an evil slaver who puts people to sleep before kidnapping them. It saddens me to say that Ive seen weirder monsters, but there you go.
What I like about this guy is that he's pretty much a perfect fit for the Dust Genasi race - from the awkward angles of his head, down to his dour expression and slightly "gritty" texture (DiTerlizzi love him some good linework), he looks pretty awesome.

Now we get to one of my favourite pieces - a linnorm (a massive, dragon-like wyrm from Norse mythology). Where other artists have made them just look like big, ratty, extra-evil dragons, DiTerlizzi's linnorm looks positively ancient, a true ancestor to the great Dragons - something different, yet recognisable. The shaggy hair and almost root-like tail help to add to the sense of age, and the mottled skin looks really good in DiTerlizzi's ink-and-wash style.While they are not as intelligent as dragons, this specimen seems to at least hold a sense of cunning - the hint of a smile and the extended finger make it look like it's just caught some unwary adventurers in a lie, or perhaps is about to reveal some less-than-wanted news. All in, a pretty cool piece.

So yeah - I advise you go check out Tony DiTerlizzi's website, or, if you can get a hold of them, dig out some of his 2nd Ed work. It's awesome and you won't regret it!

Tuesday, 22 January 2013

SHOCK HORROR NEWS - WotC Re-Release ALL THE PDFs

Yep, they're re-released all the old D&D .pdfs, including a whole host of new ones, over at www.dndclassics.com.

At the start of the lifespan of 4e, WotC removed all the PDFs from their website, citing piracy and other issues as the reason they withdrew. 4e's sales suffered, especially as Paizo continued to release PDFs of all the new Pathfinder content.

I, for one, applaud this move - it's good to see that the OSR movement as picked up enough steam to be picked up by a company currently facing a lot of problems and sniping from all corners.

This should be interesting. I expect WotC's stock to rise in the next few months, just in time for the release of D&DNext...

EDIT: Apparently, there are some issues with PDFs people have purchased previously not being available, but WotC are stating that they intend to release the remaining PDFs "in waves"... time will tell if they hold to their promises!

Wednesday, 28 November 2012

Planar Undead: The Heroic Dead of Ysgard

Ysgard is a plane of the joy of battle - great heroes from all over the Multiverse come here, either when they die, or make it here still living to join the never-ending battles that take place here. It is a place of glory, honourable combat, and great heroes, both living and dead.

Sometimes, this never-ending battle can have strange effects on those who fall. The Plane has a slight bias towards Positive Energy - even the direst injuries are healed with great speed, and those who die are simply reconstituted the morning after their death (as if under the effects of a True Ressurection spell). Those who die many, many times may find themselves returning as one of the Heroic Dead - a strange form of Undeath, bestowed by the Plane to those who have proved their valour and glory time and time again.

They appear as themselves, wearing the armour and weapons they used in life (and still just as skilled, too), though they posess a shining, radiant quality. They appear "more" - they are taller, faster, more muscular, a shining example of their species. Their voices echo with power, and their will is unbreakable.

Consider this a "template", to apply to any humanoid (and a few distinctly less so), though other creatures like Dragons might also qualify, if they have proved themselves worthy.

AC - 18, regardless of armour
HD/HP - 8HD/Max HP per die (or more, if the base creature posesses more HD)
Attacks - 2, Favoured Weapon, +4 to hit
Alignment - CG
Special Attacks - the Heroic Dead can exude Positive Energy to Turn Undead as a Cleric of their HD. The Heroic Dead are also resistant to the level draining effects of other Undead, though other Negative Energy attacks may harm them as normal. Heroic Undead also have all other Undead qualities (immune to Charm and Illusion spells, etc).

Monday, 10 September 2012

Planar Undead: The Flame-Wreathed

Another little Planescape goody: a series of Planar Undead creatures, starting with the Flame-Wreathed.

Originating from the pockets of Negative Energy that hover near the border of Fire and Ash, the Flame-Wreathed are horrid, flame-covered corpses, shedding ash as they walk, animated by some horrendous primal force of destruction.

Roughly as intelligent as a zombie, these Undead creatures find themselves drawn onto the Prime Material Plane by Necromancers looking for truly terrifying Undead to cause destruction. On the Planes, the constant supply of Negative Enegry and Elemental Fire preserve their bodies, leaving them somewhat immortal, and highly resistant to the effects of time. On the Prime Material, however, their forms start to burn out (slowly), with those specimens summoned for extended periods of time slowly becoming skeletons, blackened bones visible through the pure flames.

Some believe this is the fate that befalls Ash and Fire Genasi when they are subjected to large amounts of Negative Energy, though no proof has so far been found.

Frequency: Rare 
No. Appearing: 1d2
Size: Medium (or as base creature)
Armour Class: 4
Hit Dice: 2+2
Movement: 50’
Attacks: 2 (1d8)

Morale: -
Intelligence: Low
Alignment: Neutral Evil
 

Flame-Wreathed share the same immunities as most Undead creatures, as well as being immune to the effects of fire and fire-based spells, taking no damage. They do, however, take double damage from cold-based spells, and quadruple damage from Holy Water.

When attacked by a Flame-Wreathed, make a Save vs. Spells or be set on fire.

Burn The Soul: as beings of Death and Elemental Fire, their flames will still cause half-damage to those who are immune or resistant to fire. Their touch also burns victims through to the soul, causing them to lose an Experience level when struck unless they make a Save vs. Death Magic.

Wednesday, 25 July 2012

The Adepts of Mechanus - a Planescape Sect


On the Planes, many people find their personal philosophies align with those of a particular group or Plane. Or perhaps, that the Planes align with them. Such chicken-and-egg pedantry is practically Sigil's national past time, after all.

The Cult of the Machine are no different - their desire for pure unfettered Law links them strongly to the Clockwork Nirvana of Mechanus, the Plane of Law and home to the Modrons.

They are generally thought to be an offshoot of the Guvnors, another Lawful Faction within Sigil. Where the Guvnors attempt to codify the Multiverse, however, the Adepts attempt to codify themselves - masters of anatomy and biology, as well as clockworking and machinery, they believe that to know is to control - and they are voracious in their devouring of sacred knowledges. Many worship Primus, The First Modron, as their patron Power. Primus seems nonplussed by this behaviour, at best.

Their true philosophy is one of transcendence - past flesh and into pure Law. There are many paths to this, according to their teachings - from replacing their flesh with machinery, to gaining knowledge of the inner workings of the body, to understand how it works in the hope of improving it. They hope to reach a state of purity within their own lifetime, but many will settle with passing on their knowledge to others with similar beliefs.

They are identifiable through their code of dress and appearance - many wear bright red robes, and bear stylised cogs and gears as part of their get-up. They are also fond of adapting their bodies using bizarre alchemical methods - while some treat themselves with unguents and potions to improve their bodies and minds, some use clockwork and machinery to improve their "base flesh". These transhumans (and demi-humans) are still a rare sight outside of Mechanus itself, but some will enter Sigil to spread the good word, and to buy reagents and materials for superior constructions.

There are rumours, however, that not all of their members are as kindly as you might expect - even that they have been hunting Rogue Modrons, so as to harvest their parts, ritually consecrate them back to Law, and use them to upgrade themselves.

Their current leader is Dar Anis (F/Planar/Zenthyri/MU8), a woman who has replaced both her arms and one of her legs with strange, clockwork prosthetics. She has been pushing for the Sect to set up a large presence in Sigil, but the current level of membership is a little too small to think about branching too far from Mechanus.

Should you ever want to improve yourself, or replace a missing limb, hunt down these Machine Cultists - you won't regret it! Unless you're a Rogue Modron, in which case - skip out!

Friday, 25 May 2012

Q is for Queer Sigil

The Alternative Guide to the City of Doors, by CrimsonLotus over on Planewalker, is one of my favouritest things ever.

Moradin's Festhall  (big gay dwarven rave/fight/orgy) and Labrys Foundry (a lesbian Fire-Elemental nightclub/body art parlour, packed with Fire Genasi, Tieflings, and many other bashers with Fire Resistance) are now definitely included in my Planescape games. Each is dripping with plothooks and flavour, and could be the focus of little mini-campaigns themselves!

It's a look at something that doesn't get too much coverage in gaming - alternate sexuality. It makes sense that, in Sigil, sexual identity is near enough a non-issue (especially amongst the Anarchists, or Xaositects, and definitely the Sensates). With the amount of part-human/demihuman races (Half-Elves, Half-Orcs, Half-Giants, Half-Ogres, Half-Fiends, Half-Dragons, Genasi, Tieflings, Aasimar, Rilmani... the list goes on) one would be crazed to see such a surfeit of cross-species reproduction as less of an issue than same-sex relationships.

Perhaps some of the more militant Factions and religious peoples amongst Sigil's populace might find such things to be offensive, but I'd assume that, for the most part, people are fairly free to live their lives as they wish.

At least, they are in my Sigil.

Wednesday, 11 April 2012

Abyssal Genasi - 4e

So, another Planetouched post this time focusing on the Abyssal Genasi, versions of the other Elemental Souls corrupted by the touch of The Abyss.

Now, a little bit of background - 4e doesn't have set Elemental Planes. What it does have is The Elemental Chaos - a place where all elements are free to create, destroy, and generally do their own thing. While there are large swathes dedicated to one particular element (like the Fire-dominated City of Brass), it is for the most part unrestrained mixing of all the classical elements and their combinations.

This is where the Demons were spawned - creatures of pure Chaos. At some point, they were sealed away deep in the Elemental Chaos - the Abyss forming their prison.

Now their influence can be felt even outside their prison - sometimes on the Material Plane, and sometimes within the Elemental Chaos itself. Like the corruptions they might visit upon the Genasi, rendering them as mockeries of the elements they once were.

Cindersoul are the corruption of Fire - and seem to be a straight lift of Ash Genasi from older editions. They are resistant to Fire damage, and can suck the energy out of an attack (reducing damage rolled when they are hit).

Causticsoul are Acid - the corruption of Water, harming where water gives life. They can breathe in water, and can turn into a wave of acid, attacking up to 2 enemies with a move action. Pretty cool. I can see it being useful for a Rogue.

Plaguesoul are the corruption of Earth - a weak link, if you ask me. They seem to be closest to Dust Genasi from older editions, but with none of their cool fluff. Shame. They also have a Poison attack, which would be good if it wasn't the second most resisted form of damage in the game (poor, poor Fire...)

Voidsoul are the edgy, militant nihilists of the bunch - corrupted Air, leaving nothing where there was once life. They only technically exist (and their Racial Power allows them to stop existing for a moment - a pretty cool way to avoid retribution form the monster you just stabbed, and especially useful for Strikers!).

No stormsoul corruption. I guess Storm/Lightning is already a pretty chaotic, destructive kinda concept...

There is also mentions of a Gravesoul manifestation, but methinks that might be a typo for Cindersoul.

All in all, not as exciting as the older ones. Less fluff, some pretty good abilities, but just no oomph like the Para- and Quasi- Elemental Genasi had.

Next, an unusual group: Athasian Genasi, from the new Dark Sun setting! This one I'm looking forward to...

Saturday, 31 March 2012

MORE Genasi - 4E's Take

I know, I really spoil you with all these Planetouched posts. But, they're on of my favourite elements of D&D cosmologies (no, it has nothing to with the fact my pageview count and membership jumps with each one I post...)

4e's Genasi are similar to their previous incarnations, though painted in somewhat more generic terms (presumably to help integrate them into different settings). Instead of being imbued with the essence of a particular Elemental Plane, they have been touched by the Elemental Chaos - a mashup of all the Inner Planes, with a touch of The Abyss thown in. While each comes with a distinct manifestation (referred to as (Element)soul, like Firesoul, Watersoul etc.), they are less tied to their element, so much as they are elemental in nature. The extension of this is a selection of feats, and the Elemental Tempest Paragon Path, which allows a Genasi to pick up an extra Elemental Manifestation (or to use two simultaneously) - and I'm torn on this one. It seems pretty cool, and can make for an awesome character concept, but I feel it doesn't fit with the Genasi at all. Each is touched by their element - it affects their personality, outlook on life, everything - and picking up an extra one seems a little schizophrenic in my book. But, fluffwise, it fits - they are touched by a chaotic, ever-changing Plane of the Elements, from which all life sprung - so, sure, they can find a way to branch out.

Fire, Earth, Air and Water are all accounted for - each with some pretty groovy racial Powers - Fire is extra damage (meh), Earth is a little Burst power, which knocks enemies prone (nice), but Air and Water stand out - Water Genasi can shift through any space small enough to allow water to pass, and Air can (kinda) fly - both are pretty handy, and add a lot of flavour and utility to any class. Also added in this incarnation are Storm Genasi - similar to Lightning Genasi (barring those weird crystalline hair-growth thingies), and presumably added for the fact that 4e lumped Electrical and Sonic damage into Thunder damage (a nice little move). Their encounter power is another "adds extra damage to powers with the Thunder Keyword", which is pretty meh, aside from the fact that fewer creatures are immune to it.

In terms of mechanics, all Genasi gain a +2 bonus to Intelligence and Strength - an odd combo, but one which makes them perfect (indeed, the best) candidates for the Swordmage class (also presented in the book). A sort of gish-style Warrior Mage, Swordmages are a lot of fun in play (lots of teleporting, forced movement, marking, and fun elemental effects). They also make good Wizards due to the Intelligence bonus, or Warlords who can throw out a few extra hits.

Their new artwork (and attached fluff) makes out they are all pierced, tattooed, and bear unique skin markings they just love to show off. While I understand 4e's default assumption is TITS AHOY! (see: Hot Half-Orcs, Breasts on Dragonborn, Breasts on LIVING CRYSTAL PEOPLE), it's kinda annoying that all Genasi are marked the same. I would have assumed that Fire (passionate, fun-loving), maybe Air (wearing lightweight clothing anyway), might do so - but an Earth Genasi strikes me as quite well-covered, for example.

All in all - a nice little race (or set thereof), with some interesting options and abilities. Shame about the fluff, but hey - that's what DMs are for!

Next, the Abyssal Genasi - corrupted, warped counterparts to the normal manifestations!

Thursday, 23 February 2012

Mechanicus-Touched

The appeal of the Clockwork Nirvana is easy to see, to some - a place of true order, a stunning vista of cogs, each containing a set of the unusual denizens of the Plane. Those who dedicate their lives to upholding the Law (whether lawmen, Guvnors, or scientists/wizards/sciencewizards) find the rhythmic grinding of the Cogs to be the most peaceful noise in the Multiverse. Many migrate to Mechanus before they shuffle of the mortal coil (and onto an immortal Cog), settling themselves on one of the outer cogs. The essence of the Plane can affect them, and their descendants, leading to the Mechanus-Touched.

Mechanus-Touched are strange beings. While many (to start) simply look like "perfect" version of their parent species (no blemishes, perfectly symmetrical features), there are a few things that set them apart. Firstly, their skin has an odd, metallic sheen to it - rendering it anything from pure porcelain white to deep, dark burnished copper (there are even a few rare Mechanus-Touched goblins, whose skin resembles verdigris). Few have any hair - those who do tend to keep it short and practical, though those with long hair have been noted to look like they were growing wiring or coiled springs from their heads and faces. They have angular features and a "solemn" caste to their features.

However, their natural appearance is nothing compared to the steps many take upon reaching adulthood. In order to feel a greater connection to their "home" Plane, many begin replacing parts of themselves with machinery, animated through magic. These are crafted to perfectly fit with their individual colouration and shape, meaning that they might even go unnoticed aside from close scrutiny. However, for every hand that could pass as natural, there are those with great Modron-like legs, or sections of their torso replaced with open clockwork. While such sights are somewhat accepted on the Planes, it is advisable to disguise such variances when on the Prime Material Plane - Primes can be a little jumpy over those who are so heavily modified.

While physically, they may end up divergent, in personality, they are incredibly similar - so similar, in fact, that many theorise they may have some link to the Modron "collective consciousness" or "Hive Mind" (or perhaps have formed one for themselves). They are polite to a fault, Lawful to a tee, and very hesitant to act rashly. Some have been known to spend days planning for a small decision, pouring over figures and models, devouring as much information as they can before finally managing to make their mind up. Most end up in positions of accountancy, where their skills and natural talent with numbers can be put to good use.

Several Mechanus-Touched hold down lives in Sigil - mostly as Guvnors or lawyers. One in particular who is well known is Alus Alpha-Six, a Mechanus-Touched Gnome who controls the day-to-day comings and goings of the City Court or The Courthouse, the Fraternity of Order's headquarters in Sigil. Alus Alpha-Six (he politely requests you use his full designation) acts as a mix of secretary and PDA for the current Factol (and has served in this role to a few factols over the past two-hundred and ninety-two years, five months and twelve days). He is small, with skin the colour of very well-kept copper, with perfectly Gnomish features. His left hand had been replaced with a mechanical contraption that can act as either a hand or (with a flick of the wrist) a quill (pre-inked), a dagger, or a wand (he'll pick one or two useful spells each morning to prepare).

Thursday, 16 February 2012

More Planetouched: Ysgard-Touched

Ysgard-Touched are the heroes and villains of great sagas and epic tales - whether they want to be or not. Ysgard is a place of eternal battle, where the mightiest of men prove their valour and courage forevermore.

Many settlers here come to be closer to their Gods, though some find themselves here for the challenge of proving themselves to the locals. As usual, Ysgard-Touched are mainly human, though Orcs, Half-Orcs, Dwarves, Goliaths, and other "barbaric" humanoids (of Good or Neutral alignment) frequently settle here.

Your average Ysgard-Touched is tall, strappingly-built, and damn handsome (or pretty, for the females - though there are a higher amount of masculine-looking Ysgard-Touched than in most populations). They normally grown their hair long, and it comes in shades of red, black or brown, frequently in wild curls and braids. They hold the Plane's sense of heroism in their hearts - they are friendly (if boisterous), stoic (if prone to manic periods of happiness), and valorous (if occasionally prone to great rages).

Many are adept on one particular field, to almost superhuman levels - where one is "the strongest in the land", another is smart, some are fast, or wise, etc. - much in the manner of great heroes of folk-tales. Some are just plain all-rounders - not as great as their fellows, but pretty decent in all areas of application. These are frequently achieved through perseverance and hard work - though equally, the man who does nothing but drink and whore can find himself easily the strongest of his fellows.

Personality-wise, your average Ysgard-Touched can vary - from the great stoic warrior, taciturn and reserved until he hits the battlefield, to the great charmers, expert storytellers and Skalds. Most sit somewhere between these two extremes - they are mostly personable, happy people, always wanting for competition and a chance to prove themselves. They follow a strong oral tradition, and can often be heard reciting great epics, or quoting the deeds and sayings of great heroes past.

Most will, at some point in their life, become adventurers - the chance to prove themselves as great heroes is too strong to ignore. Most are trained from an early age to swing a blade, move well in armour, and shoot a bow - indeed, by the time they reach their teens, they are expected to have taken part in a hunt and bloodied a beast. Many will take very physical paths, such as athletes and warriors, and will be as competitive as they can be about their chosen pursuit. Few, however, take to magic with any great focus - it is seen as "untrustworthy" for mortals to wield, and generally the provenance of Powers and their Proxies to be flinging magic around.

Tuesday, 14 February 2012

Beastlands-Touched

A slightly less common form of Planetouched, Beastlands-Touched are usually wild animals - bigger, stronger, more intelligent, more... real than others of their kind. However, some humanoid creatures wish to feel more in touch with Nature, and decide to move out to the Beastlands. Mainly, it's Humans, Elves, Gnomes, and Orcs, but really, any creature may become Beastlands-Touched.

These Beastlands-Touched are animalistic, atavistic, and can vary right through from kind-hearted souls to savage hunters. Oddly, while the Plane itself is considered Good, many of its inhabitants come closer to Neutral, but then again, it's somewhat less strict than other Planes, and leans towards the Chaotic side more than anything else.

Physically, some are simply more than human - they adorn themselves with the spirits and shades of a totem animal, taking their features. So, the Leopard Totems are fast, cunning creatures, while Bear Totems are strong, tough and fearless. Some take this farther, taking physical aspects of their Totem - from animalistic features (we've all seen that dude who looks like an eagle, etc.) right through to the odd man/animal hybrids (though these are exceedingly rare, requiring sacrificing a large chunk of humanity to join so thoroughly with their Totem). Most will take at least a behaviour of their totem animal (so, Wolf Totems will be cunning and territorial, Snake Totems will be inclined towards stealth, and striking at just the right moment, etc).

Mentally, many are concerned with the upholding of Nature's order, and feel only a slight compulsion towards aspects of "Good" and "Evil". They don't have a "standard" mindset like many other Planetouched - there are simply too many animals to follow, and too many viewpoints to see the world.

Some Beastlands-Touched end up in service to the Animal Lords of their Totem, held aloft as powerful warriors and champions of their species. Some are sent on missions of great import to other Planes by their Lords, while others are possessed of a natural wanderlust, finding their way across the Planes in search of adventure. Regardless, despite their rarity, they can turn up just about anywhere.

In Sigil, one of the most well-known Beastlands-Touched is Shaasi Lightfoot, a Cat-Totem dancer (and part-time burglar) who works out of several of the local taverns, singing and dancing for coin (and then taking a few valuables in the dead of night). Lesser known outside of "urban legend" is Ithaliel, an Elf who was taken in by Ananzi, the Spider Lord, and has slowly but surely taken on aspects of his Totem. He managed to escape, disgusted by what he had become (on his Prime, Elves had maintained a thousand-year all-out war with the Spider-worshipping Drow). Now, this half-spider creature lurks in the darkest corners of the Hive Ward, scraping out survival in the hopes that he can find a way to reverse his condition.

Saturday, 11 February 2012

Carceri-Touched

The Tarterian Depths are a soulless place, where Evil is the main driving force. Few (bar The Revolutionary League) would ever choose to live on Carceri, but some have no choice - whether they were accidentally Plane Shifted, or fell through the wrong colour pool at the wrong time. Some even came in large enough numbers to have children, even attempt to settle down - though they soon learned to regret their mistake.

Physically, many appear slight and even weak by average standards - but they have an avaricious cunning that more than makes up for it. Most often, they have a cruel caste to their features - a permanent "smirk" like they're going to fuck someone over, but they just haven't decided who yet. Thin mouths filled with teeth that are far too sharp , eyes which seem to glow with the tiniest hint of inner red light, grey-ish or chalk-like skin and minor disfigurements (such as claw-like hands or nails, forked tongues, vestigial tails, heterochromia, warped bodily proportions) are also all features commonly found on Carceri-Touched.

Carceri-Touched are driven by their greed and selfishness. While many people believe they are the centre of the multiverse, your average Carceri-Touched takes this to heart - believing themselves to be the most important as well (after all, how could the Multiverse exist without him?). They don't see other people as "real" - just further aspects of the rest of the universe as it revolves around them. As such, they have no qualms about killing or stealing from people - but believe heartily in revenge upon those who would dare think do the same to them. They are, to their core, Neutral Evil - the exemplars of greed. Many are also somewhat convinced that their existence is defined by suffering - whether feeling it, or sharing it with others.

In Sigil, many join The Fated, abusing the philosophies of their brothers to no end, while some become Doomguard or join the Bleak Cabal. Where they can, they will try and get themselves into positions of power, so that they might gain as much for themselves as they can, and to better cause suffering for it. Many become adventurers out of sheer avarice. or some cruel desire to spread the suffering of their existence out to others.

In Sigil, there is one Carceri-Touched of some importance - Talath Blacktooth, a Carceri-Touched Halfling who has (apparently) just made himself the first Cleric of... himself. He teaches a form of Enlightened Self Interest to those he finds interesting (or wants to rip off later), and encourages the local Barmies to worship him where he can.

Thursday, 9 February 2012

Planetouched: Limbo-Touched

So, previously, I looked at some of the Lesser Planetouched (like Tieflings and Aasimar), but one of the ideas that kinda stuck with me was those who were more touched by the essence of a Plane (similarly to Genasi) than having interbred with its inhabitants.

Take Limbo - a place of pure madness, creation, and weirdo giant frog-things.

Purple Bicycle Nfllarg!


The Limbo-Touched are an odd lot. You might mistake them for random Barmies or Xaositects, from a distance - but up close, you can see some of the tell-tale signs. They are somewhat mutable in apperance - their features shift and reform ever so slightly when they react. Many have some unusual characteristic, like one eye larger than the other, unnatural skin or hair colours, or a generally misshapen apperance. Often, these will change without any real warning - though some Limbo-Touched are apparently capable of doing so using raw willpower. Even this subconscious shapeshifting leaves them tough - more often than not, wounds just don't phase the Limbo-Touched, or at least they're to batshit crazy to notice them.

Most come from Human stock, though as with all Planetouched, there is some variation - mainly Halflings, Gnomes, and Elves, although nearly any race may be affected by their stay in Limbo.

In terms of personality, they're a mixed bunch. Of course, it doesn't help that this applies to individuals as well - while one minute, they're kissing your mother, next minute they'll punch your baby. You can never truly predict what a Limbo-Touched will do next, and often, they will do everyhting within their power to ensure that their next movement is totally unexpected (learn to be fucking terrified of Limbo-Touched Sorcerers).

In Sigil, many join the ranks of the Xaositects, where their nature makes them very popular. A few join the Indeps, or just don't join a Faction at all. Most cannot hold down jobs or any form of secure arrangements - so a fair few become adventurers, brigands and thieves.

Mutable Alignment
If you use with the classic 9-point Alignment Chart, Limbo-Touched are Always Chaotic Neutral. However, each morning (or hour, or whenever the hell you please), roll on this chart:

Limbo-Touched Alignment
1 - Lawful Good
2 - Neutral Good
3 - Chaotic Good
4 - Lawful Neutral
5 - True Neutral
6 - Chaotic Neutral
7 - Lawful Evil
8 - Neutral Evil
9 - Chaotic Evil
0 - Reroll

This will be how the Limbo-Touched feels like acting. Note, this does not mean their alignment changes - just that that's what they want to do at that particular point. Remember these are closer to guidlines - they will do their best to stick to them, but could just as easily get bored and try something new.

I was gonna put up some more "crunch" for this, but in the end, I realised - I'll be using these for Risus - and if I want any other system, I can convert them as needed. Plus, I think it would really cramp their style, hooking them into any system. They're generic enough that you can re-make them for any system you might wish!

Saturday, 4 February 2012

Planescape: How Do You Kill The Immortal Woman?

So, a few more NPCs that have been brewing at the back of my mind...


Tanis Vassily, The Immortal Tiefling

So, there are a few rules most cutter should follow: never short-change a Devil, never question the Lady of Pain, and never, ever gamble with anyone involved with a Power of Trickery. Sadly, Tanis ignored that last one.

A Doomguard through and through, she believes in the Power of Entropy, and began explaining it presence to some random Gnomish Cleric in her local bubhouse, when she was already well in her cups. She claimed that Entropy touched everything - people, Planes, even Powers could and one day would die, rot, and dissipate themselves into nothingness. The Cleric begged to differ, and set her a challenge.

She had to die.

Simple as that? Tanis thought she'd be a fool not to take the Cleric up on such an offer, and settled a small wager. No-one's really sure what she offered, but she seems reluctant to tell anyone.

Needless to say, she packed up her things, sorted her last requests, and had a friend ready and waiting for a quick Resurrection spell when she won the bet. She came back to the bubhouse, found the Cleric, and stabbed herself in the throat. She was, understandably, very annoyed when she awoke in the local Healer's Rest, having been saved by a passing kindly Cleric of a Power of Healing. So, she walked back into the bubhouse, found the Gnome once more, and took him outside. She scaled the side of one of the many great buildings in the Hive Ward, and dived off head first - only to be saved by a passing laundry cart. She made several more attempts, ranging from starting fights with Fiends in the street to setting up complicated "certain death" traps, as built by her on-off accomplice Rikka Thornfoot, the Kobold Traps Expert.

Each time, she found herself alive and well - weapons were blunted, arrows missed, traps failed, circumstances led to her surviving even under the least likely odds.

She later found out that the Cleric was, in fact, a Proxy of some powerful trickster God of some Prime - and he had given her a "Gift" of luck. No matter the reasoning, she would always survive her attempts to die, forevermore, till she decided to give up and admit her defeat to the Gnome.

It's now many years later, and she is still searching for a way to break her "curse" - though every attempt has so far been met with failure. She's been using this luck to help with her previous career as an adventuring Thief - and so far, it's kept her out of too much trouble.

Tanis
"Blessed" by the Power of Luck* [4]
Never Trust a Tiefling (3)
Surprisingly Chipper Doomguard (3)

*Note that this should only be used when she wishes to deliberately invoke it, or influence it in some way - she does not need to roll to avoid death. The Luck God's got that covered for her. It can be used, however, to figure out how injured, embarrased, or otherwise set back she gets without dying.

I nicked the idea from Hymneth over on Planewalker.com, which he posted up in their Adventure Hook Junction 1, wherein she was the focal point of the adventure - the players had to figure out how to kill her. I just thought I'd flesh her out, and stat her for Risus. I introduced her by having her crash through their roof, having spent the past 4 days plummeting through the Elemental Plane of Air, hoping to hit something, and eventually falling through a natural portal into Sigil, breaking her fall on steep rooftops, spouts, and finally the group's pile of cloaks and clothing.

In appearance, she's fairly short, just pushing 5 feet, with a wiry build. She has a grab-bag of Tiefling features - a reddish hue, three-inch horns, slightly pointed ears, solid black eyes and a few sharp teeth here and there. Her dark hair is normally wore in dreadlocks, tied back with a black ribbon.

Style-wise, she's all about the black - like and good Doomguard. However, she shuns some of the more sombre fashions favoured by the sect, and wears asymmetrical clothing, lots of jewellery and accessories, and a few stray piercings. She has the Doomguard symbol acid-etched on her left wrist, mostly hidden with bangles and charms.

Personality-wise, she's surprisingly cheery, cheeky,and fun-loving, for a cursed woman who thinks that eternal nothingness is the most fun thing she could be doing. She'll spend hours chatting about the finer points of Entropy, without slipping into the dour mood many Doomguard do.

She makes a great random NPC cohort, an adventure seed, or a general background character.

Tuesday, 6 December 2011

The Bodyguard of Fire: Another Risus Adventure Idea

So, yet another little idea for a one-shot game using Risus - this time, one steeped with the Planescape setting.

You are the bodyguard of Rhas Al Birel - a lesser Efreeti within the City of Brass. You have been kidnapped/sold from your previous life, and are bound to indentured servitude for a few years. Perhaps you were criminals on your home Plane, forced into slavework as punishment, or maybe you even volunteered to work for the Djinn as a step-up into the world of Planar trade.

Regardless, you are his personal escort as he heads out into the Outlands with his trade caravan, flogging his wares - slaves, magical trinkets, and rare and valuable materials. But you will face problems getting there, nevermind what awaits you when you start trading...

PCs

Player characters should preferably be of some Elemental origin - see my posts on Genasi (Elemental, Para-Elemental and Quasi-Elemental). Mephits are also a cool idea - while you won't be as physically powerful as the others, you'll have a lot of crafty tricks up your sleeve (your elemental nature is far more ingrained, so you have more control over it, as well as better/far worse standing with some races). Elementals, or other Planetouched, such as Tieflings and Aasimar, are also possibilities.

Or they could just be Planars of any stripe, taken at the Djinn's whim or fancy. Play around with party composition to make the most interesting combo of characters!

While you are "bodyguards", this can mean many things - whether you're a sneaky scout, the fast-talking "face" for the group, a mage brought along to help with the more unusual problems, or even a merchant/accountant, there are planty of "retainer" roles you can take without having to just make a Fighter. And, with the joys of Risus, a Fast-Talking Tiefling Accountant could be better in a fight than a simple Barbarian!

Plots
  • Before your caravan can even leave the City of Brass, you are harrassed by the Salamander gate guards - and trust me, you don't want to try and fight your way out. Maybe they are just being nosy, or does one of your group have a criminal past that's about to catch up with him at the tip of a sword?Magical trickery, some smooth talking, maybe even a bribe - what will you do to leave?
  • As you travel the Outlands, you are hit by thieves - a band of Khaasta, known as mercenaries and warriors who take what they think is rightfully theirs, normally by force. How will you get your goods back? Even Rhas is somewhat iffy about taking them on in a straight fight...
  • As you investigate your cargo, you discover that most of it is counterfeit. Has Rhas planned to pull a fast one? Has one of his rivals swapped the cargo to cause trouble? Will you still try and flog the dodgy goods to earn a little jink?
  • Once you do find the Rilmani trading post, there could be any number of troubles, including Lower-Planar cross-traders travelling along, pickpockets and thieves, proxies of Powers of Batlle warring near the Spire, determined to show their true skill without resorting to Divine intervention, weird customs, or possibly other adventure hooks to turn the caravan into a travelling adventuring group!

Friday, 18 November 2011

Selene's Den: A Different Kind of Shop...

So, having read a few humorous threads, and (sadly) had a flick through the old Book of Erotic Fantasy for D&D 3.5, I began to think about sexuality as a theme in games.

Not in the way of erotic roleplay - if there's an image we don't need, it's you average tabletop gaming nerd pretending to be a virginal Elven maiden... or his friend playing the ravishing Half-Orc Sex-Barbarian.

(Sex-Barbarian is a Prestige Class. Requirements: BAB+3, Weapon Focus: Genitals, and the Rapey Demeanour Feat.)

But more like as a campaign theme - it could be a motivation, a plot point, or even just an overarching theme. Everyone (well, almost everyone) does it, so why ignore it? And in a fantasy setting, well, the sky's the limit for the weird and wonderful...

Or even the mundane. People have attempted birth control for centuries - from the Egyptians using crocodile dung pessaries, to the first sheep-intestine condoms, all are appropriate in a fantasy setting. Even other fantasy (but still non-magical) things like certain teas and herbs (Pathfinder even has Gentleman's Snuff - not only a quality idea, but a bona-fide male contraceptive!) could be used (and Gentleman's Snuff is totally getting stolen!).

And there are records of sex toys being made as far back as 2,500 years ago (those randy bloody Egyptians again). Just imagine the looks on your players face when they recover an ancient, amazingly well-crafted piece of art from a dragon's treasure hoard, only to find out it's a dildo? Materials like lacquered wood, stone, and glass have all been seen, and I imagine in a fantasy setting, the easy availability of things like gold, silver, and more unusual materials like jade, obsidian, or maybe some thing like D&D's Ironwood (stop that sniggering!) would make perfect materials for the rich and powerful Sorceress who can't get laid!

(As a side note, most campaigns with dragons will already have sexuality as a theme - after all, the Half-Dragon template can be added to literally anything. And as most of them can polymorph themselves into other forms, dragons are some of the biggest shaggers in your campaign setting. Bear this in mind when making up their treasure hoards in future!)

When you add magic into the equation, things get... weird. From the obvious (a Million and One Uses For Mage Hand...) to the weird and icky - technically, a Bind Planar Ally makes them do most whatever you ask... but is it rape? I mean, using something like Dominate or Charm Person to make someone sleep with you? That's a horrendous act. So using a spell like Summon Monster to do the same should be just as bad, right? But what if you summon a Succubus? These sort of weird questions rarely come up in the games I play, but hey, you never know...

There's also one issue that pops up from mechanics, which has sadly stuck in my head: D&D3.5's Lichloved feat. It grants you certain bonuses, and is a requirement for some weird prestige classes... but it requires you to have sex with an undead creature. Now, Vampires are technically undead, and that could be worse, but a Lich? Zombie? Ghoul? The possibilities are (sadly) endless. And exactly how do you present this to a DM?

"Yeah, I found this feat, it gives me what I need for my prestige class prerequisites. So, I go down to the graveyard..."

Of course, the problems of player maturity will always raise their head - after all, most people game for laughs, not for an in-depth look at the sociopolitics of sexuality in the Middle Ages. But, with just a few sprinkles here and there, one can add a layer of vermilisitude to your campaign by adding sexuality as a theme.

So I'm digging out an idea I had for an old campaign. Selene is a Tiefling Sensate who runs a curiosity shop (and will continually correct you if you try to call it anything else - she sells curiosities and novelty items) in the Market Ward of Sigil. Here, a canny buyer can find nearly anything he wants to help with his marital needs - for the right price, of course.

She's a Sorceress, who specialises in illusions - she can grant you a night straight from your deepest, darkest fantasies, for the price of material components and time and labour. From the simplest visual illusions (she is known to have the "cheap seats", where she projects images to large groups for a much reduced fee - perfect for stag-dos and Lad's Nights Out), to full-sensory experiences (let's just say she's really good with that Unseen Servant/Mage Hand combo...), she is more than willing to provide such a service to the wide and varied clientele of The Cage.

She also sells more "mundane" solutions - from Cold Iron/Silver sex toys, for the masochistic Fiend, to finely-crafted whips from the Drow (highly spun Phase-spider silk). If she can collect it from the Planes and find a... use for it, it's in the shop.

Selene frequently interacts with adventurers of all stripes - whether they are receiving or providing her business. After all, she has to run the shop, so someone has to go collect these oddities from all across the Great Ring. A few sample adventures...

  • One of her regular clientele, Boagris (Bauriar Sensate Barbarian) has a very specific request for her - to be whipped with Razorvine while a Halfling watches. Razorvine is so common as to be a pest around Sigil - but how the hell are you going to transport a plant so sharp it'll cut through any bag you try and put it in? And exactly where are you going to find a willing Halfling?
  • A shipment of unusual woodcuts is coming to Sigil from a Prime world, but the Guvnors are interested in keeping them out. Will you use stealth, diplomacy and cunning to smuggle the goods through, or simply batter hell out of the Hardheads till you can get through?
  • One of Selene's rivals is taking things a step too far - they are using Planar Binding spells to take creatures from other layers of existance for their own nefarious purposes. She wants you to put a stop to it - if she goes herself, the Hardheads will be very interested in investigating her shop...
  • As a follow on to the last adventure, when they break the Summoning Sex ring, they find a much darker side - kindnapping Primes to be sold off into slavery to the rich and powerful perverts of the Planes. Now, it's time to get the Law on your side.

Wednesday, 28 September 2011

Quasi-Elemental Genasi Part II: This Time It's Personal

So, now we get to some of my favourites - the Negative Quasi-Elemental Planes. All of them are touched by entropy, darkness or death - thus making them perfect fodder for inexperienced adventurers!

"Oooh, the Plane of Ash sounds exotic... uuuurgh*hackcoughsplutterdead*"

Speaking of Ash, the Scions of the Dying Embers (as they call themselves) are a quiet, solitary race. Where possible, they carve out their own little lives on Ash, away from everyone (or rarely, in small groups). Those rare few who head to the Planes do so to really get away from everyone - mostly hermits, or lone farmers. Not particularly conductive to long-term PC play, but good as very rare NPCs.

Dust Genasi are my favourite. On Dust, everything fades - buildings crumble, people desiccate, and items rust. Nothing lasts bar memories and history - and those are a Dust Genasi's bread and butter. Many who take to wandering the Planes do so to hunt out interesting histories - whether its magic items (their creation, ownership, uses in certain battles, etc.), places (many choose a nice ruin or other ancient structure and spend their time researching, investigating, and generally spending a few years settled down into the task), or even people (immortal races and individual creatures can be a fountain of interesting information). Many will travel with other adventurers, and can even be quite social (if a little somber).

Salt Genasi are explorers of rivers and great lakes. While many Planes have their own bodies of water (or, are made of water), they actually prefer the Prime worlds - there, rivers are more changeable, they interact more with their settings, and they can look at the cultures that each river supports - all in all, they're more interesting. As they are quite likely to be visiting a Prime at any given point, they make a great way to introduce players on single-world settings to the wonders of the Multiverse. Kinda dull for PC use, but great if you want to do a specific concept.

And, finally, Vacuum Genasi - Air, with all the life (and everything else) sucked out. While you might expect this to make them dull nihilists (as D&D4e made the "Voidsoul" Genasi), they are in fact simply ridiculously naive about how the universe works. After all, when you come from a Plane where literally nothing happens, you're just as likely to stand in fear of a swooping dragon as you are to marvel at the wonders of a dog peeing in the street. I mean, you thought the Clueless were bad? They've got nothing on these guys. Weirdly, a very handy race to hand to a first-time player - just give them the direction "Everything is new" and watch them go! Also make for interesting NPCs, but only in small doses (and part of the fun is watching them "learn" about the rest of the Multiverse, one experience at a time.

So - final thoughts time. There's a lot of Genasi, and other Planetouched and for the most part? They're pretty cool. They add a lot of flavour and consistency to a campaign, but be careful not to overuse them - after all, a dude made of pure elemental Salt is pretty awesome, but when every other character is Planetouched, it starts to lose some of its effect. Of course, you can use this to really hammer a point home about just how weird the Planes are when players head home (if they ever do) - after all, most people will be the usual races, and it might seem drab and boring to see so many baseline humans all in one place. Just be careful with their use, and Genasi can add a lot to your game.

Sunday, 25 September 2011

Quasi-Elemental Planetouched Part 1 - Bwah?

So, to further expand on the Planes and their inhabitants, I bring you the Quasi-Elemental Genasi.

Quasi-Elemental Planes exist where the Elemental Planes meet the Positive and Negative Energy Planes (go check out the map in the last post). These are the Light and Dark sides of the relatively Neutral Elements - let's start with the Positives (mainly because the Negatives are far more interesting).

The Radiance Genasi are what happens when Fire gets Positively charged - bright, happy, shiny people. Their Plane is a place of colour and beauty, and they tend to find the Multiverse... a little underwhelming. Many take to the arts in an attempt to bring some of the brilliance of their home to the rest of the Planes - but when you are used to unlimited shades and colours that don't even exist outside of Radiance, it's kinda hard. Being very positive in their outlook, few are deterred by this.

Mineral is Positive/Earth - The Earth takes on qualities of beauty and radiance, becoming precious gemstones. The Mineral Genasi are kind, generous people, who just so happen to be huge, walking collections of gemstones and crystals. Pretty cool NPCs, especially as traders, salesmen and maybe hireable miners or appraisers (who would know gemstones better than a gemstone?). They are also known for their generous nature -  when you live amongst gemstones, they lose some of their value, and money holds little appeal to them. You might see one working in a free clinic, healing the less fortunate, or otherwise helping the needy.

Steam are described as "The Lanterns in The Mists" - and are a race determined to get to the bottom of things. Skilled in deductive reasoning and grunt work, they make for perfect private eyes. I feel that this is too focused for a race - a single character, fine, but a whole race of detectives? Meh.

Lightning Genasi come from a Plane of storms, static and energy. When Air gets supercharged with energy, it starts sparking - and Lightning comes with it. For a cool twist, Lightning Genasi are obsessed with a particular facet of the Multiverse - Gods and Powers. The reasoning being, well, your Gods of Water love to go for a swim, Gods of Fire enjoy an inferno, but Powers of Thunder, Storms, and Lightning tend to really revel in the joys of a good storm - so why not go visit The Storm? Many Lightning Genasi have encountered a Power on the Plane, and they find them fascinating. Many who then go on to become Planewalkers will then spend their time investigating other religions, mythologies, and Powers to see what they do. Many even simply travel from temple to temple, learning as much as they can about Gods of all stripes. Make good Clerics, obviously, but I can also see a cool "Religious polymath" - one who knows a million and one little prayers or holy symbols to help out in a specific situation. Picture the party being faced with some very specific Undead: the Gensasi holding up holy symbol after holy symbol, reciting words of Power, hymns and litanies, until finding just the right one to dispatch the terror. Very cool.

Next, The Negative Quasi-Elemental Genasi. Confused yet? I am.

Friday, 23 September 2011

Saanar's Miscellany - Expanded

As you walk through the ancient, faded door, the first thing that hits you is the smoke.

 Thick, choking clouds float through out from the shop, above which a distressed sign reads;

Saanar's Miscellany
Curiosities and Oddities
of The Great Wheel

The mixed scents of cinnamon, camphor and mint are... pleasing, even through the smoke. Not acrid or hot, just scented. As your eyes begin to adjust to the slight stinging sensation, you see a darkened figure sitting on a cushion, shisha pipe between his lips. His skin is dark, almost pearlescent, and his clothes speak of the finer things in life.

Though his features are too dark to see it you can hear the smile in his voice.

"Heh, welcome, stranger."

Saanar's Miscellany is one of the many shops sprung up on the Merchant Quarter of Sigil. What makes it different is its owner - Saanar himself. A Smoke Genasi, Saanar is happiest when surrounded by people and the bustle of the city - so where better to come to see people of all stripes, and to feel naught but bustle all day and night?

Originally, he decided to see the Planes, possessed with the usual Genasi wanderlust. Now, he's decided to settle down and begin selling off the wonderful things he's located and sourced on his travels. Even if you're not trading, Saanar's naturally chatty disposition makes him a great contact, full of interesting tid-bits about the Planes, and will happily share some information for a story in return.

The store itself is halfway between a market stall and an opium den - throws and cushions decorate the floor, there's always incense burning or a hookah waiting to be fired up, and most of the "stock" is casually displayed on racks and tables. From ornate ceremonial weapons, to charms and amulets, to odd sculptures and weird reagents, Saanar has a wide variety of goods for perusal. Mostly, it's stuff he finds interesting - and will offer over the odds for unique and interesting items to sell or admire. If you can find something to his tastes, you might even sell it for his private collection...

A few of the items available for perusal;

Nowhere near as impressive as it sounds, the dagger Godslayer was forged by an Athar for use in a failed political assassination against one of Moradrin's proxies. Pure Abyssal steel, its dark, greasy surface never seems to catch the light at all. When used against anyone wielding the power of the Divine, it can cut off their connection to their Power for a few seconds at a time - useful when fighting Clerics! Problem was, even without the power of the Dwarf God, the proxy was still a Dwarven warriorsmith of great renown, and promptly headbutted the poor Athar to death.

A set of armour, allegedly the stripped and tanned skin of a Troll, that seems to grow over any wounds made in it - self-repairing, if you will. Makes you pretty tough, and is very useful on long-hauls without an armourer nearby. However, if a blow should pierce the armour and break the skin of the wearer, it will grow into the wound, permanently bonding itself to the poor sod inside. You don't want to know how they got it off the last cutter to wear it...

A perfectly cylindrical rod, with a handle and pommel much like a sword. While most people would see it used as a perfectly functional bludgeon, give it to a Modron and see what it really is - a blade, forged on Mechanus by the Moigno - sentient equations and formulae, who exist to help keep the Big Cog turning. One of the Moigno represented a formula for pure sharpness - and bonded that formula into this bar. When wielded by a Modron (or any succificently Lawful cutter), this pole can cut through adamantine like it was butter. Very useful, but quite specific. Now, if you can convince one of those Cans to fight for you, well...

A Slaad Feather. While most of the Slaad take reptilian and frog-like forms, their sheer chaotic nature means they can sport some... odd variences. This Feather was allegedly taken from a Death Slaad - it's pure black, in such a way that it seems to suck in light around it. Could be used in any number of Chaotic, Death or Darkness-related spells. Saanar likes this one, so it'd take a lot for him to part with it.

Numerous "lucky charms" - like cogs from a Modron, blessed body parts allegedly from famous Paladins, etc. Each of these can provide a small boost to an action that it relates to - so, those cogs would be good when fighting Chaotic creatures, or sorting something into order, or working out a puzzle, while the Paladin Bits are good when dealing with Undead, blessing something/someone, or dealing with a specific enemy the Paladin had in life. Mechanically, it's a one-use Lucky Shot/Questing Dice - when the charm would seem appropriate, you can use it up for a single extra die. Both the player and the GM need to agree the item is appropriate, or one simply has to shout louder than the other.

Saturday, 17 September 2011

More Planetouched: The Weird and Wonderful Genasi

The Inner Planes are the basic forces of the Multiverse - primal building blocks of Fire, Earth, Water and Air. You also have the Positive and Negative Energy Planes - the forces of Creation and Destruction, Life and Entropy, etc.

Each Elemental Plane is technically infinite, but there are some conterminous points - sections where they touch. But not all of them - it's like a 4-part ring arrangement. It's... pretty fucking complicated, truth be told. Look:






















...yeah, something like that...

You can probably make out the touching points - like between Earth and Fire, you have Magma, or Dust between Earth and Negative.

Each of these Para-Elemental (between the elements) or Quasi-Elemental (between the elements and Positive/Negative planes) Planes has its own inhabitants - including more Genasi! I'll stick with the Para-Elementals for now - 4 in all.

Again, some are pretty cool, some are kinda weak. Smoke are pretty cool - Air meets Fire, passion and though combining into a cultured appreciation of all things, and a love of enclosed spaces. Due to the fact that beings from both Air and Fire can easily live here, it's a pretty busy place - in fact, when they come to the Prime Material, they tend towards bustling cities, and are a fairly common sight in Sigil. Very cool as NPCs - the hacking, continually raspy voiced merchant, selling curios and oddities from his back-room, continually giving off the scent of burnt cinnamon and opium...

Ice Genasi are surprisingly sensitive and emotional - a far cry from Ice's usual "cold and uncaring" demeanor. While the other inhabitants of Ice are somewhat "muted", the human side of Ice Genasi yearns for some show of emotion - and those who get themselves out onto the Planes are eager to make up for lost time. Quite cool as PCs - their emotional "edginess" leads them to be prime adventuring material.

Magma Genasi are explorers at heart - very curious about the Planes, and mostly travel to see the Multiverse. A bit weak (all Para-Elemental Genasi share the curiosity angle), but cool for their looks and the possibility of combining the solid, unshakable nature of Earth with the wild, passionate fury of Fire. Would make for a pretty good PC race, maybe a bit too generic as NPCs.

Ooze are the rejects of the pile. Being between Water and Earth, they're pretty much Mud Elementals. Not very well received, all things considered. But they're eager to shrug off this disrespect by being the best they can be - super-competitive, friendly to everyone they can be, the works. They're also commonly found
as Paladins and protectors, attempting to "out-hero" everyone else. Quite cool, good as a pretty much pre-built PC backstory, or good as an NPC/Cohort or Hireling.

As you might guess, "opposing" elements don't touch - so no Fire/Water plane, or Earth/Air. Which is a good thing, really - some of the concepts are stretched thin as is, and I can't imagine much about them beyond "conflicted and confused".

Next, the Quasi-Elementals - beings formed of the union of an Element and Positive or Negative Energy.