Saturday, June 29, 2019

Child Taker - Class (NSFW, Child kidnapping/slavery/selling)

Content Warning: The Child Taker class is an objectively horrible person doing unbelievably cruel things and is not appropriate for most tables, please clear this class with your table before running it including potentially altering or eliminating content that is not appropriate for the setting. This class makes reference to the exploitation of children and abuse.

Child Taker
Professionally edited by Fiona Maeve Geist


You are a pitiful, revolting creature scorned by all you cross. Highborn despise your ability to act above your station, peasants hate and fear you for your work, but everyone agrees you're a disgusting thing and should have been cast into the pit at birth. Your affliction manifests spiritually; a profound wrongness hangs about you like a dark cloud marking you as "other"—the world knows you're a monster inside and out.

Few recognize your use, a profession as old as time. Utilized by Nobles seeking rare magical bloodlines, slavers who need fresh flesh, Priests of all faiths searching endlessly for their various "Chosen One"s, and, most frequently, poor peasant families who can't feed and clothe their children. A Child Taker, the unspeakable and necessary job.

Child Taker

Starting Equipment: Mule, cart, cage, willow switch, crossbow, 12 bolts, 3 children
A: An Eye for Talent, Taken Children, Unconventional Currency
B: Fair Market Price, Shield and Sword
C: Reluctant Privilege, Cycle of Abuse
D:  Prince Who Was Promised, Apprentice, Thrice Sanctioned

An Eye for Talent
An eye for children that are potentially valuable to your employers. Start with an eye for Peculiarity and choose one other talent, gaining another with each accumulated Child Taker template.

Arcane Potential: One (d4) spell die and knows one random spell.
Born Fighter: Uses a d8 when attacking as part of the Shield and Sword feature.
Fertility/Virile: Add one to your “Type of Child” roll for each fertile child you possess or two for each virile child.
Gourmand: Cumulative +1 bonus for each gourmand child when preparing a meal, eating food to heal, and saving against food, 
Healing Hands: Uses a d8 when defending as part of the Shield and Sword feature.
Obedience: Their roll isn't counted for rolling duplicates.
Peculiarity: An applicable candidate for a Child Taker Apprentice.
Piety: Can cast a Divine Rebuke on undead or fiends, with ad6 spell die. If [sum] exceeds the target’s HD, they are held at bay [sum]x10’ from the child for [sum] rounds. 

Taken Children
Start with three children—plus one additional child for each template beyond the first. Children are commodities but prove useful in varied ways. After attaining your second template, they can fight for and defend you. When seeking new children, the DM rolls 1d20 in secret for each child present—1-18 the child is mundane, on a 19 or 20 roll on the table below. The Child Taker immediately recognizes a child with a Talent you have an eye for, the rest are a gamble and reveal themselves after purchase.

Roll
Type of Child
1
Arcane Potential
2
Born Fighter
3
Fertile/Virile
4
Gourmand
5
Healing Hands
6
Obedience
7
Peculiarity
8
Piety


Fair Market Price
If something/someone is for sale, provided you offer a fair market price, you cannot be denied. If it is not for sale, but you offer a fair market price, you are never denied outright and may negotiate. Make rolls to convince someone to sell with advantage—+1 bonus to this roll each time you double your offer. Additionally, children act as currency and you may demand debts be paid in children and cannot be denied. You can also pay purchases or debts in children and cannot be denied as long as the child is a fair market price for the item. FMP for an item will be decided by the DM.

Shield and Sword
Thanks to your manipulations, your victims feel a perverse sense of loyalty and unhesitatingly take up arms fighting alongside you or intercepting a blow meant for you. Each child may attack with you or negate damage for you, equal to 1d6, using as many of your children as you wish but rolling duplicates is disastrous.

# of duplicates
Consequence
2
Sabotage: suffer a penalty of 2 to their roll.
3
Disobedience: don’t attack or defend.
4
Mutiny: attempt to flee mid combat.
5
Assault: attack you and flee. 
6
Murder: fight you to the death alongside your enemies

Cycle of Abuse
This isn't your first time manipulating a child, with extensive practice you know just what to say, to do, to gift to win a child over or to make amends for a beating. You also have an uncanny knack for how best to hurt a child; physically or emotionally. Child Taker templates per day, you may adjust one child's d6 up or down to prevent duplicates, provided the total sum of the dice stays the same. When one child is berated, another must be praised.

The Prince Who Was Promised
Once in the lifetime of your character, you may declare one of your children to be THE child—the Chosen One or an equally shockingly large revelation hiding in plain sight, known only to you.

Apprentice
Every so often, a Child Taker comes across a child just wrong enough to pass their mantle to. This child acts as an awkward intermediary between you and your victims; too old to be a child, too young to be an adult. Your Apprentice acts as a child for Shield and Sword, but may temporarily increase the effect of  one child’s Talent—increasing the die size or static bonus by one size (d6 to d8) or +1.

Thrice Sanctioned
As a Child Taker, you duty is thrice sanctioned: by the Royal Court, the Church, and by the very dirt beneath your feet. If, in the course of your duties, you run into trouble, you’re able to call upon the aid of Court, Church or Land, rolling up to 1d6 for each child you own and consulting the charts below. Additionally, your Child Taker status gives you greater access and information than most peasants could ever hope for. Provided you aren’t acting suspicious, you're reluctantly admitted to just about any place and can engage people in conversation about things that don't concern you instead of being stonewalled, under the pretense of looking for children.

#
Aid
1-6
2 HD of fighters
7-12
3 HD of fighters
13-17
4 HD of fighters
18-22
5 HD of fighters
23 -24+
1d6+2 HD of fighters


Duplicates
Consequence
Doubles
The fighters charge 1d6x100 SP per man.
Triples
The fighters are bloodthirsty and seek to maim and massacre.
Quads
The fighters help, but charge a quest in exchange for their help.
Pents
The fighters refuse to help.
Hexes
The fighters turn on you.
Special thank you to Oblidisideryptch for helping to refine my ideas.

Sunday, May 26, 2019

Her/His Father's Hand

The party of brave adventurers meets a lonely child in their travels; dirty, underfed, sad and orphaned. The child is brought comfort by an object the adventures cannot immediately see, which turns out to be the severed hand (Rotting or preserved - however you get your jollies) of the child's father - or so they claim.


A boy need never fear when he can feel the warmth and touch of his father's hand.

A severed rotting, skeletal, or embalmed hand that inexplicably clings to the child in a place a father's hand ought to - horizontally across a shoulder in a gesture of friendship, perpendicular atop the shoulder gripping with praise or condolence, clasped around a hand in love and reassurance, resting gently atop the skull with jovial affection or perhaps with fingers delicately lifting the chin and urging perseverance and strength.

His Father's Hand could offer a myriad of benefits, but any bonus would be small and thematic to the position of the hand. Perhaps a flat bonus/advantage/reroll/ to a fear save, or being able to shrug off the first fear effect with no role.

It might offer something similar in regards to strength or skill when attempting a new or dangerous task.

---

I recently wrecked my car to the tune of $1500 while driving my dog to the vet. It was raining and we hydroplaned, slamming into a concrete barrier. I had my back seats folded down and my dog was loose in the back, so he got tossed around, but ultimately nobody was injured at all. Unfortunately, now my dog has a very hard time riding in the car and can't get comfortable unless he's being touched throughout the entire car ride. If I'm a passenger in my girlfriend's car, he likes to stand up in the backseat and rest his head on my shoulder. If I'm the driver in my car, he likes to curl up in my passenger seat and puts his head on top of my hand which I rest behind the gear shifter/next to the emergency brake until I have to shift.

Thursday, April 18, 2019

Low Effort 3x6 Body Horror

Mutation Location:
1. Arm(s) - Flip a coin, pick, whatever.
2. Torso
3. Leg(s)
4. Head
5. Genitals
6. Squishy internal bits

Mutation Itself:
1. Tentacle(s) - Melee attack at reach, functional as an octopus tentacle
2. Trypophobia esque holes - eyes, mouths, eggs?
3. An extra one
4. Almost translucent, something inside
5. Clay like malleability
6. Made of something akin to stone, growing

Twist:
1. Sentient/Autonomous - Save to use or DM controls
2. Hostile towards you
3. Slow separating from you
4. Real, but invisible except to you
5. Hallucinatory
6. Roll Second mutation. If you roll this again, pick your own second twist.


Thursday, March 28, 2019

Tulpa as Race

OSR Discord Server Race/Race as Class Challenge - "Parasite"

I loathe race as class, so I've opted for just a race.

Tulpa You are an entity created in the mind of your host, acting independently of, and parallel to your host's own consciousness. You are able to think, and have your own free will, emotions, and memories. In short, you are like a sentient person living in your host's head, separate from them. Until today! Today, you are made flesh.

Requirements: A recently deceased PC, or a PC willingly creating a Tulpa and allowing you to take it over as a new character. Host must have an intelligence modifier of +2 or the system equivalent.

Reroll: One stat of your choosing.

 Perk: You may carry over one of your host's class features, languages, skill or tool proficiencies, etc. as long as it is a learned ability that you would be able to pick up without this perk, as opposed to an innate physical or mental ability, like bestial claws or innate spell casting.

Drawback: Re roll a stat of the DMs choosing, taking the worse result. You make reaction checks with a penalty of one - people can sense something about you just isn't quite right. This penalty increases to a penalty of two when interacting with someone who knew or knows your former host well.

Check out other people's take on this challenge:

Micah

Ambnz

Lexi

Type1Ninja

Isaak Hill

wr3cking8a11

Oblidisideryptch

rtf

Wizard

Thursday, March 21, 2019

Upgrading a Hamlet/Village/Town/City

Alexander on the discord server was looking for a sort of upgrade/unlock tree for a city and I was procrastinating instead of working on my own stuff, so I did a little bit of work. I started on the Hamlet because his players were starting in one. Future plans for Village, Town, and City and/or Metropolis.

All this business is WIP and meant to be system neutral, I'm sure some of it isn't, but its free. Formatting went wonky, my bad.

Hamlet: A small collection of buildings, probably less than 10. Generally less than 100 community members. This community is too small to have centralized services like a church, market, black smith etc. and thus only produce what they need with no surplus to export. While there may well be farms producing food, and smiths working metal, they'll be reluctant to part with their goods, or to work on non necessities.


Upgrades: To purchase an upgrade for the establishment, the establishment must already exist. The price of each upgrade is ½ the base price of the establishment in your chosen system.
  • Church: Hamlet level upgrade. A place of worship, research and healing for the faithful. Unlocks Village upgrades.
  1. Initial Creation. Hamlet is upgraded to village, and village level upgrade options are unlocked. Now that your former hamlet isn’t beholden on a nearby village for its worship services, more people will live and do business here
  2. Free lodging and meals for the faithful, in exchange for small labor.
  3. Clerics/Monks learn and heal at a faster rate within the church.
  4. Free and unquestioned mundane healing.
  5. Magical healing at a decreased cost.
  6. Level 1 Cleric/Healer hirelings.
  7. Priest knows 1d4 random divine rights/spells/miracles he can teach you.


  • Witch’s Tent: Hamlet level upgrade. A wise man/woman lives a humble life on the edge of town, helping the locals where she can. She may be magical - they certainly think she is, or she may just be mundane and clever. If there isn’t already a wise man/woman in the Hamlet, the initial creation is free, PCs just have to find a would be candidate and help them somehow.
  1. Rare herbs: With the delivery of some rare herbs, the witch can now craft the most basic healing potions of your setting and will sell them at a reasonable price.
  2. Forgotten Lore: The witch can use this ancient grimoire to unlock the secrets of Detect Magic, Identify, Wizard Vision as the DM and setting allow.
  3. Favor for a friend: After completing the witch’s task, the witch can use her art to heal PCs, but at an intangible and possibly terrible price.


  • Smithy: Village level upgrade. Creates and repairs metal work.
  1. Initial Creation: The Village now has a Smith who can work metal for Villagers. Unlocks Mine and Farm creation.
  2. Apprentice hired: Increased production of metal implements unlocks Mine and Farm upgrades #1.
  3. Apprentice gains Journeyman Rank: With his increased skill level, the Journeyman Smith can handle all of the Village’s day to day metalwork needs while the Master Smith works on more complicated requests for the Player Characters. Unlocks Farm and Mine upgrades #2
  4. Can be brought raw silver ore to forge new silvered weapons against Were Creatures, or to silver coat existing weapons.
  5. Can be brought raw iron ore to forge cold iron weapons to use against fey creatures.
  6. Can be brought rare ores to forge masterwork weapons and armor.
  7. Can teach PCs Apprentice level smithing.
  8. Can teach PCs Journeyman level smithing.


  • Farms: Village level upgrade, requires Smithy.


  1. Initial creation - Smith: Unlocks Market.
  2. Increased production - Apprentice: Reduced price basic rations.
  3. Increased Production - Smith’s Journeyman: Medium rations available.
  4. Increased Production - better farming techniques: Reduced price of Medium rations.
  5. Increased Production - PCs magical intervention: Best rations available. Unlocks Trading Post.
  6. Increased Production - PCs magical intervention: Reduced price of Best rations.


  • Mill: Village Upgrade. A stoneworks building allowing for the processing of crops into grain.
  1. Initial Creation. Bread is readily available, increasing the quality of meals.
  2. Steam Powered: The mill runs with far less work, just needs someone to load the stove and keep the water tank from emptying.
  3. Water Powered: The river now powers the Mill and requires almost zero maintenance.


  • Trading Post: Village level upgrade. Larger market, imports and exports goods from farther afield.
  1. Initial Creation. Larger size: Increased economic activity unlocks Inn/Tavern
  2. Generates cyclical revenue for the town, traders bring goods and are taxed, and then most likely stay in the Inn and drink at the Tavern, if possible. If PCs have vested financial interest in the Trading Post their profits increase by 5% at this level and each level hereafter to a maximum of 20%
  3. Greater trade good diversity: Increased access to foreign goods. If PCs are looking for specific goods they have a 1/5/25/75 percent chance to find Legendary/Rare/Uncommon/Common goods at the Trading Post here.
  4. Access to foreigners - 1/5/25/75 percent chance they have more information about what the PCs are interested in depending on the rarity of the information.
  5. Traveling specialty craftsman such as jewelers, ferriers, leatherworkers, etc. begin to bring their goods, but more importantly their services to this Hamlet previously devoid of such exotics and luxuries.


  • Inn/Tavern: Village level upgrade. A place for travelers to eat and to rest increases the importance of the Hamlet in local affairs and trade routes.
  1. Initial creation. Unlocks: Stable.
  2. Requires Mill. Meals eaten in the tavern function as highest quality rations for the PCs.
  3. Generates cyclical revenue for the town, traders bring goods and are taxed, and then most likely stay in the Inn and drink at the Tavern, if possible. If PCs have vested financial interest in the Inn/Tavern their profits increase by 5% at this level and each level hereafter to a maximum of 20%
  4. Increased relevance in local affairs, trade and travel in general improves the PCs odds of finding higher quality goods and rumors by 1/2.5/5/10 percent at this level and each level thereafter.
  5. Bards! At this level, your Inn/Tavern has a dedicated entertainer who spins tales about the exploits of the PCs. As they travel away from here, the PCs have a 90/80/70… etc. percent chance of locals having heard of them, for better or worse.
  6. Requires Stable: The Inn now has luxury rooms and food fit for visiting nobility of regional or less importance.


  • Pillory - The stocks, for minor local offenses, and eventually Lashing Post - a singular post or X shaped stand where offenders find their redemption through pain.
  1. Initial Creation. Threat of the pillory should decrease crime in the Hamlet by some amount.
  2. Additional space for a separate person, further crime reduction.
  3. As 2, unlocks Lashing Post.
  4. Two additional Lashing Posts, unlocks Village Guard.


  • Village Guard: A Small building for the town constabulary, a place for them to eat and sleep,and eventually Jail Cells - temporary holding cells for more violent offenses, and a Gallows - a platform to hang the most heinous offenders on, complete with trap door.
  1. Initial Creation. Further reduction in petty crimes, spike in more serious crime, unlocks Jail Cells.
  2. Initial Creation of Jail Cells, where prisoners await transport to a larger population center. Unlocks Gallows, for summary execution.
  3. One additional cell, initial creation of Gallows.
  4. One additional cell, two additional platforms on Gallows.