Recent work and a new bundle

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This is some recent work for Gabor Lux

Castle Xyntillan, which will be a hardback megadungeon after the style of Tegel Manor    and features not only my art, but that of Peter Mullen, and Stefan Poag.

 

Additionally, I have finally released my latest stock art bundle, Faerie Creatures

Faerie creatures cover-1

As always, support my Patreon

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Far Away Land OSR and the Robot Hussein Test

FAL

Dirk Stanley’s OSR adaptation of his wonderous setting Far Away Land is now available for those that missed the kickstarter, and you can grab it here

As I have said before, the art looks like the best of Adventure Time

p12563770_b_v8_aa.jpg  with a healthy dose of Zardoz, Gamma World, Thundar the Barbarian, mixed with a lot of general happy gonzo weirdness, from player characters that are angry, bear riding telepathic nuns who fight axe wielding evil clones of Abraham Lincoln, and their little stabby hockey masked associates called horrors, to multi eyed, square headed,  or even of jack-o’ lantern faced spellcasters, warriors, or thieves.

The ruleset is roughly based on SWCL

And has four classes: Light Mages, Chaos Mages, Fighters, and Thieves.

Light and Chaos mages each have their own spell list, and a common gray magic list they share. Thieves have no backstab ability, making fighters more important in combat. There are twelve playable races, including dwarves and elves, but those are among the least interesting. All of these races, which were more or less the local equivalent of human from their dimension of origin, get bonus abilities from telepathy, limited teleportation,  weather prediction, favored enemies, resistances and immunities, rapid healing, and bonuses to hit or to ability checks. Humans get their choice of a hit bonus (there is a better version for fighters than thieves) or a bonus spell.

The setting is wildly imaginative, and there are conversion notes for adding materials from the regular FAL game to the FAL OSR game.

There is a lot of support for FAL

and I recommend getting as much as you can to complement the OSR game.

How would I convert this to GURPS? I would take my low level (75 point) character templates (available here), add the racial abilities, and I would then build the characters up to 125 points, which is suitable as a starting point for this

As the setting isn’t Dungeon Fantasy per se, I would eliminate the need for the unusual background “Ha ha! I can teleport” for the Blonin, and charge them as follows: Warp [25] (range limited to 20 yards, -45%, and limited use, twice per day, -30%).

Charging out nonhumans for their racial abilities makes human characters slightly better at their class for the same amount of points, but less flashy.

To play using my preferred system, I heartily recommend buying not only the OSR book, but as many FAL supplements as you can get your hands on, the setting is that good.

There are clockwork characters, but as they are limited to thief and fighter, the system fails what I call the “Robot Hussein” test: can I build an android healer? So far, you can build a Warforged Cleric in some editions if D&D, you can do it in GURPS, of course,  Gamma World, and in Solar Blades and Cosmic Spells .

I want to play a damn Heal bot.

 

Support my Patreon!

Buy my stuff! Most of it is on sale!

 

Some Recent Work, Love for Far Away Land, and a mention in a GURPS podcast

I have been toiling away at some interesting commissions for my primary patron, Gabor Lux and here are some of the recent items I have done:

recent work for Gabor Lux

Additionally, I have been getting some of my recent kickstarter rewards:

I bought two copies of the Far Away Land OSR core rules. (not yet on sale, but awesome)

FAL

Far Away Land is a wonderful game and setting that has really endearing illustrations by Dirk Stanley that make me think of the best parts of Adventure Time. It is terribly fun, and I will go on about it at length in a later post, where I may attempt to do some conversions.

 

I was mentioned in a podcast about GURPS homebrew settings!

Recovering from bad players

In my long running pbp Dungeon Fantasy game, Northport, I have had a number of troublesome players. Most of the time, this only amounts to people leaving unexpectedly after I have put in work to integrate them into a group, and wrote out stats for the projected likely course of adventure, incorporation of backstory into the setting, and even assistance with the character builds.

I have several players running multiple characters that were abandoned by their creators because they left in the middle. Life happens, and the speed of pbp is not for everyone.

When I was running a version of this game on playbyweb, I did have characters left hanging because their behavior on other forae got them booted by the admins.

I have had some players abrasive enough that other players quit in frustration after attempting pvp actions that were so disruptive I had to ban them.

This player was different, and had played for a while, rubbing other players the wrong way, and eventually being banned for a time; his characters were always complaining to guild authorities for maltreatment, when they had deliberately witheld information from the party, including party members who held guild rank.He also continuously demanded to be in charge, and was generally a real pain, and were so disruptive I had them removed.

After a year or more they came back, wanting to play a character with guild rank who had a loyal ally group. As had been previously discovered, characters built mostly on allies tended to be weaker than their base template; most of the juniors group I run had started as allies of a character, who while 250 points, was effectively only a 150 point character with a ton of allies. This one ended up being an agent with about 40 points extra.

I had another character, a wizard who had a golem servant, built as expensive property on the $500 to one point ratio, and with all of the prerequisite enchantment spells, a while before enchantment was officially written out of DF.

So this new player wanted a golem as well, and suggested that it colud be built as a dwarf sized iron golem, as suggested in a pyramid article. This was fairly pricy, and I explained that the character would be built from a much lower pool or resources.

Fine, it was not much worse than an ogre barbarian another player had, so it was permitted. I had plans for weak flooring and ladders that would not support its 600lb weight, and pentagrams embedded in the floor, and no-mana areas it couldn’t enter, so there were suitable checks and balances.

Eventually, his group, which had been dealing with other guild interests that resulted in points in secondary guild businesses, like my assorted underground tavern schemes, needed more party members for exploration. (A lot of the senior guild folk get their income from interest in caravan guard companies, gambling houses and taverns instead of doing adventuring; that kind of work is for player characters.)

Several of my standard hireling NPC’s joined for brief excursions; Ludlow and RazakeelMolag, and Dolpho, a cutpurse who originally worked for the same PC who had the rest of tne juniors as his ally group.

Because of another player’s intolerance of thugs, ruffians, and other lowlifes (i.e. half of the guild membership) that player and his friend had their characters join his group instead of one that included some of the above sorts of miscreants after seeing him recruiting retainers in the guild common area, and after a very short period dealing with his abrasiveness, they walked out and abandoned him. They later spoke down about him in the common areas, and when he next looked for hirelings, he got some very dubious characters. Most of these questionable types were built using the suggestions for unreliable hirelings in DF 15 . Unlike other recruiters in the guild, he made no attempt to vett them in any way, such as reading the character descriptions, or making use of Area Knowledge: guild, a skill the character actually had…

Here are four of them:

Frer Noe, who was presented with the same avatar portrait as all of the other cultists encountered in this game. To be fair, I have used that picture to represent pilgrims of good gods, but I hadn’t done so at the time Frer Noe joined the party, and this image had been used for years for the evil cultists.

mfs021

Frer Noe is a cultist from DF 15, buffed up to 125 points, but no true initiate.
Att:90
Adv:47
D/q:-54
Sk:18
Sp:20
Total:125

ST:11 DX:11 IQ:12: HT:12
Hp:11 will:13 per:12 FP:16
Bs:5.50 MV: 5 D: 8
Adv:
5 clerical investment
20 power investiture 2,
1 natural elder cultist
(variant of natural demonologist,
allows planar summons without prerequisite)
3 knows the words (planar summons)
5 Will+1
12 energy reserve 4
1 Adventurer’s guild membership
Dis
-5 Voices
-15 Fanatic
-10 delusions
-5 disciplines of faith
-10 struggling
-5 reduced move
mumbles his prayers constantly,
not particularly hygenic,
Has scratches on his face
Fingernails stained black

Theology (elder) 1 10
religious ritual 2 11
occultism 2 12
Meditation 2 11
demon lore 2 12
Elder lore 2 12
undead lore 1 11
Knife 2 12
Ax/mace 4 12

and the following spells:
Lend Energy 2 13
Share Energy 2 13
Lend Vitality 2 13
Steal Health 4 14
Decay 2 13
Planar Summons 8 15

The next up was Gaspard the pseudo swashbuckler, built on only 72 points

Guard with a little extra
Att:70
Adv:21
D/q:-55
Sk:36
Total:72

St: 12 dx: 12 iq:10 ht:11
Hp: 12 will: 10 per: 10 fp: 11
BS: 6.75 MV: 6 dodge: 10 parry: 11
Adv:
15 Combat reflexes
5 Rapier wit
1 guild membership
-5 compulsive carousing,
-5 compulsive gambling,
-15 greed,
-5 Overconfidence
-10 Impulsive,
-10 Bully
Quirks:
Lecherous,
dishonest face,
vain,
sarcastic,
disloyal

Skills
Rapier 8 14
Main gauche 8 14
Throw knife 1 12
Crossbow 1 12
Brawling 2 13
Sex appeal 2 11
Gambling 2 10
Carousing 2 13
Climbing 1 11
Dancing 1 11
Fast talk 8 12

Equipment
Cheap Rapier
Main gauche
Cloth gambeson armor DR1 overall
Jack of plates torso armor DR 4

Then came Timeon, a killer posing as a thief:

Timeon is a killer (125pt)
At: 110
Adv:31
D/q:-55
Sk: 39
Total:125
St 11 dx 14 iq 10 ht 12
Hp 11 per 12 will 9 fp 12
T/s 1d-1/1d+1 (1d+1/2d+1)
Bs:7.5 mv:6 dodge:7 parry:12
Adv:
15 combat reflexes
5 Resistant to poison+3
2 night vision 2
8 surprise striking ST+4
1 guild membership
Dis:
-5Callous
-10 bloodlust
-15 greedy
-10 Struggling
-10 no sense of humor
Q always dresses dark,
smokes his blades black (immediately post combat)
Will only eat what he has seen prepared
Mildly paranoid
Aspires to the torturers guild, practices when he can

Skills:
Knife 4 16
Fast draw knife 1 14
Garrotte 1 14
Stealth 4 15
Crossbow 4 16
Brawling 1 14
Poisons 4 10
Streetwise 2 10
Urban survival 2 11
Wrestling 2 13
Broadsword 4 15
Traps 2 10
Lockpick 2 14
Intimidation 2 10
First aid 1 10
Climbing 1 13
Shadowing -12
Proffessional skill: torturer 1 9

Wears a gambeson (DR 1) with an anti garrote collar
He carries three vials of monster drool
A cheap thrusting broadsword, crossbow, quarrels,
About 5 assorted knives, a garrotte and a tallow candle for blacking.

The final member of the quartet was Margeaux le Manifique, a charlatan allied with her husband’s ghost, at 187 points:

Mageaux is a charlatan.

ST 10 DX 12 IQ 13 HT 11
hp 10 per 13 will 13 fp 11
Bs:5.75 mv: 5 dodge: 8

Advantages 41
Magery 0 5
charisma+1 5
Attractive 4
Ally 16, appears on a 12 (her former husband Claude)
Spirit empathy 10
Spirit Talker 2 10
guild membership 1

disadvantages-50
Voices -5
overconfidence -5
greed -15
selfish -5
struggling -10
Q
Acts mysterious,
argues with Claude,
acts as if she has real access to oracular abilities
Wears layers of scarves and many bangles,
Avoids real mages
She has most of the skills of an apprentice, and magery 0.

Skills: 42
Occultism 4 14
fortune telling 6 15
thaumatology 1 10
alchemy 1 10
fast talk 4 13+
Performance 2 12
Acting 2 12
Current affairs, Guild 2 14
magical ritual 2 11
sleight of hand 8 12
streetwise 1 12
knife 4 13
throw knife 4 13
Sex appeal 2 14
Theology 1 12
Hidden lore: spirits 1 13
Meditation 1 12
spells:24

Light 1 11
ignite fire 1 11
simple illusion 8 15
Sense foes 1 11
Sense emotion 1 11
Persuasion 8 15
Foolishness 4 13

She does have a variety of low rent spells,
Along with performance and fortune telling.
She also has a ghostly ally with aportation, for 8 pts.
Medium, spirit empathy,
delusional, voices, wierdness magnet

Her ghost is Claude, a bog standard ghost from DF9, he has magery 1 (affects substantial)For 30 points, and the spells apportation, poltergeist, complex illusion, all  at 15,
And has a habit of writing angry things on damp mirrors,
(Which she also fakes with sleight of hand.)

ATT 110
ad 51
dis 50
q5
sk 44
spells 24
187 pts

 

The bad behavior got worse from there. The player kept adding orichalcum items to his characters, (the enchantress had the requisite spell chain, but the process involves an immense amount of energy as per Dr.Krom’s rules, and needs to be played through) and started inflating the points and rewriting the characters until they were completely blown out of proportion.  I offered him the chance to fix them, and he couldn’t even do that, so out he went, booted and banned from returning.

The one advantage to this mess, is that I will be running a tabletop game using 187 point characters at the next Manhattan Minicon, and will use the same adventure,  with the addition of the undead forms of most of these characters.  In my timeline, only Margeaux and Timeon escaped, along with a young otyugh (they unlocked it from its cage in the sewers, to which it returned.) The others were slain by a void brute summoned by Frer Noe, and the golem was left to rust in a pool.

Odysseys and Overlords and Ruins and Portals

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My publisher, Travis Legge, has released an Old School game. Odysseys and Overlords is a BFRPG variant with a distinct flavor. The implied setting is somewhat post apocalyptic, and there are three non human peoples; wildfolk, spell scorched, and abyss kissed. Spells Scorched are elves of a very distinct flavor, their flesh is covered with runes. Abyss kissed are the Tieflings of the setting, and Wildfolk make me think of Ookla from Thundar the Barbarian.

Each of the nonhuman races have a homeland, and there is an excellent Bard class. Plus, there is artwork of mine within the Game Master’s Guide, and in his Patreon exclusive starter adventure, Caverns of the Cromags.

You can support his patreon, and get this and other exclusive content here

And you can get the rulebooks for Odysseys and Overlords here

273929also released recently is my latest bundle of stock art, Ruins and Portals!

Currently on sale for the May sale on Drivethrurpg, you can get it here.

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I am currently working on a bundle of faerie art. Unfortunately Necrotic Gnome is not extending a license for Dolmenwood based content, so I cannot sell the Woodgrue or Moss Dwarf for commercial use, but you can use them for your character sheets if you are playing a Dolmenwood game, preferably using Old School Essentials (formerly B/X Essentials). If you get any of Wormskin or BX/E, you can get the Demihumans of Dolmenwood book free.

woodgrue.png

mossdwarf locksinger.png

Just go back the Old School Essentials Kickstarter  it has just a few days to go!

 

Support my Patreon!

A resolution to part of a campaign, and some play reports

For several years, I have been running a Wuxia pastiche campaign within my Northport setting.  The population of Northport is quite mixed,  having a large number of goblin artisans (the goblins have lived in the city since its founding a few thousand years ago), humans, orcs, and a fair amount of mixed folk, given the situation to the east, where the nation of Shevnia lost a war with orcs because of a lost paytrain for their army, sort of like the post goblin war of Lesserton & Mor.  There are nations with different cultures to either side of Northport, which is set in an area inspired by Banestorm, in the old empire of Aral, with Valdassya to the west, and Shevnia to the east.  In addition to the Aralaise speaking Orcs, Goblins, and humans, there are two other communities: Little Shevnia to the east, and Little Sahud to the west.  I was sort of looking at Tredroy as an inspiration for part of this.  (Of course my city was also informed by the advenure Banrnacus, City in Peril. from Dragon Magazine # 80, as mentioned on my last podcast, along with my frequently recommended Ruins of the Undercity)

I know that using a pan-Asian pastiche like Sahud in my campaign is pretty crassly not PC, but I had a request by several players armed with google translate and wikipedia articles and a general knowledge base of cheesy kung fu films that wanted to play in that kind of setting. With apologies to the large number of people who may be offended by this kind of colonial cultural appropriation, this is how the long running conflict between Sakemoko , the patron of these characters, roughly 450 points:

Sakemoko is a squire+treasure hunter+ 50pt genin lens
with born warleader 3 ,charisma +2, social regard 2: respected,
(Social stigma minority, code of honor: bushido, sense of duty to
Sahudese,) guild rank 4, status 2 filthy rich
Large ally group of catfolk ninja office:master of funerals,
He also has several points in independent income based on
His involvement in numerous side businesses

and Akira Aku No, his enemy, roughly 500 points

half oni boss, head of rival ninja clan

Brute +treasure hunter+ 50pt wizard lens+ 50pt ninja lens+
 infernal + half ogre, has bloodlust, berserk

Both of these figures had extensive ally groups, each having at their service numerous ashigaru, and rival ninja clans.

The Team consisting of Chye Isuel, an ashigaru with some distant dragonman heritage, Chou-Zen Mou, an elder infused wizard specialized in lightning spells, Ales Konstantin, a Shevnian Squire+Adept, Iskander, a Valdassian martial artist (the player was using mostly 3e to build him), Tanaka Kojimaru, a Samurai warrior poet. Jin the Yak and Airis Moonshadow were no longer with the group.

Along with them were Di San Ge Er Zi the one eyed Ashigaru, and a number of mercenaries they hired away from Akira Aku No’s mercenary recruitment drive  for promises of better pay, the swordsman Xu, and his partner Chung Wang (Thank you Jackie Chan) as with most of my npc’s, I give a super brief stat block pulled usually from DF15 until more details are needed.

Chung Wang is a Brute
St 15 DX 12 IQ 10 Ht 12
Hp 15 per 10 will 10 fp 12
T/s 1d+1/2d+2
Bs 6 mv 6 dodge 9 parry 10
DR 3 torso 5

Skills brawl 13
Two handed sword 14 tetsubo, 2d+4 crushing
Gluttony, overconfident, compulsive carousing, greedy

 

Xu is a Skirmisher
St 11 dx 14 iq 10 ht 11
Hp 11 per 10 will 10 fp 11
T/s 1d-1/1d+1
Bs 7.5 mv 7 dodge 11 parry 12
Dr 3
Combat reflexes, ambidexterous
Extravagant, impulsive, compulsive carousing
Ambitious, suspicious, jealous

Broadsword 16 1d+2 cut
Shortsword 12 1d cut
Karate 12
Fastdraw katana 15
Fastdraw shortsword 15

Light lamelar and helmet with ear and neck protection,
Cheap ornate katana and wakizashi

Having decimated the forces of Akira Aku No on the initial raid to recover the tea set containing a divine being or two, and then by robbing his casino, the oni blooded boss had to resort to hiring mercenaries, including, initially Xu, and Chung Wang and a couple of naginata wielding ashigaru, along with Ale’s enemy, Bresnark, a magic user equipped with Rain of Stones and also accompanied by a Created Brute Warrior, who was defeated and robbed of his mundane gear by Iskander and Tanaka. Bresnark could probably have been taken out, except that he has plot protection as an enemy, and has to be defeated by Ales.

During the assault on Sakemoko’s compound, with rooftop ninja archers and assorted poorly armored mooks attacking the gate, a couple of ninja’s got in ( one disguised as a new ashigaru hireling, who was spotted as odd by Di San Ge er Zi,) and  poisoned the food stores in the kitchen  and then through poison shuriken at the two ashigaru it was hired with. They then led a chase through the complex, cutting holes in shoji paper walls and hiding in the rafters before being cornered in the library, where they were cornered and threatened to burn the place down (Ales stepped in and used Extinguish Fire) They were locked in irons, from which they made an escape, and were eventually hunted down.  Chou-Zen had eliminated another ninja who had been on the roof, by casting grease and causing them to fall into the koi pond in the courtyard. Another one was dispatched after the shoji walls were all collapsed and it had no place to hide. The poisoned Ashigaru were treated by the house physician, Yodoko no Hana, who is based on Ehi Shiina from Audition

Yodoku  no Hana (poisonous  flower)
125pt sage, with Alchemy, poison, physiology first aid, physician,
 herbary and
esoteric medicine, Psychology diagnosis and surgery and detect lies,
but no modular
 book learned wisdom. (Instead, she has the ninja lens)
She has callousness, sadist  and curious and has torture, pressure secrets and
 massage? She is attractive  and immune to poison and has high pain tolerance.
 She makes poisons and potions
That cause sensitivity and reduce will

In the end, Sakemoko siezed a coveted office, MAster of Funerary Services, from Akira Aku No, who had botched things when his barrels of salt packed dead waiting shipping to the homeland were animated by a toxifier demon, and arranged for all of the funerals of the people who had attacked him, and even gave stipends to the families, building him more Social regard.

Akira Aku No appeared a day later with a full procession including dragonmen and musicians, and sued for peace, saying that he was relocating to Little Shevnia for a beaurocratic job, and sold off his remaining interests in Little Sahud to Sakemoko.

From here, the crew will be heading to Veroigne, a region south of Northport where rice is grown for the Sahudese of Northport.

Veroigne developed in the campaign because a new player wanted to play a member of royalty and his husband, captain of his guard. I had little trouble building them, except for the general absence of Social Status in DF, and settled on giving him a couple of levels of Courtesy Rank. The two, both handsome  Chivalrous knights, had a backstory that created some campaign setting. By not accepting an arranged marriage, Baronet James forfeited the barony to his sister Loraine, who had married Marcel Pequenaud, the baron from a neighboring comunity that had serfs, while most of the Veroignese had died during the plague forty years ago, leaving the small barony struggling.  Pequenaud is a horrible ruler, and most of the family retainers loyal to Sir Percival and James have become Robin-Hood like bandits dedicated to protecting the peasantry from the Barons predations. As his soldiers are largely collecting taxes, Several other PC’s from Northport (Kirpich Rockson the Priest of Grom, Syvanus the elven archer/thief/wizard,  Marlena the Seasoned Apprentice and Snorry Rosslovich the Seasoned Guard, all of whom searched for the lost paytrain in the Shevnian Hexcrawl, along with Dionysus the faun swashbuckler, Aethul the ranger, and Balir Ironhide the Dwarf are on their way to hunt the Terrible Beast of Veroigne, which is terrorizing the peasantry.  Along the way they have met a party of Dolmenwood creatures,  a moss dwarf, a woodgrue, a frost elf and a grimalkin, and had little issue with them except for the compulsive playing of the woodgrue, that affected a party member or two, and a fantastic creature, the Stag of Veroigne, which gave Aethul a blessing when he approached it nicely. Killing it would have brought on a curse, which would have intensified if they had eaten it. It would have resurrected itself like Frey’s Goats the next day had they done so.

As to what James and Percival were up to in Northport? Thjey joined up with a pair of warrior /wizards, Sederic and Grimaldi to hunt down the racketeering Connard DuMenteur (Asshole the Liar) who had informed the Guard of Vilgar’s underground fighting operation at the very start of the campaign, back in August of 2013.  Connard had a fortified building with all access to the undercity cut off, so as to prevent an attack from below.  Among his personal crew of kneecappers and fingertakers who collected money for him were five brutes (including Lourdad and Chienne LaChatte, a gigantic elder infused brute that collected fingers as trophies.

After bashing through the brutes, one surrendered (Lourdad) and they went after DuMenteur. He had holed up in his Magelocked lower appartment, and had time to load up on paut, and  set up a trap. He opened a secret door that lead into an L-shaped closet, and hid in an alcove behind an arras, and waited for them to break in the door. They had been using sense foes earlier, but they all blindly ran into the close, and had it Magelocked behind them, and were stuck for an hour. when they got out ( the door was stone, and the knights were in front, unable to squeeze past to attempt to break down the door), Both DuMenteur and Vilgar were waiting for them, having come to a financial arrangement. ( I have a lot of bosses parlaying).  Grimaldi and Sederic of the cursed, dancing sword went on to do some advertising work for the underground tavern, standing watch while some laborers nailed signs.

 

Another group, the one that had negotiated a truce with the ogres in the winecellars and are travelling with a four-armed demon hunting celestial descended from a servitor of Kali had tracked down a couple of cultists who were on their way to buy cuttlefish. The cultists of Saturnos the Devourerer have an initiation rite in which the supplicant dyes their robes in cuttlefish ink by placing it in a barrel with them and agitating the squiddos by drowning a cat. This leads to the typical markings of the cultists, blackened hands and scratches all over their faces.  Typically, they are led into what they think is a sex cult with offers of carnal relations with succubi and incubi, and up until now, the assorted groups of PC’s had thought they were dealing with a demon cult, especially due to all of the petty demons and Demons of Old that they had faced. They were forgetting about the Demons from Between the Stars… As it was discovered by this group, which included Oly the thief, who had funded the paytrain Hexcrawl with loot from fighting the cult when Ludlow the Munificent  accidentally blocked their ceremony and created a gate to Hell, Mancini the Guild agent (Agent+Treasure Hunter) and his guard ally Norman, Aoife the Leprechaun Druid who was on the mission to negotiate with the Trolls and entered the Library of Flax, Ardenas Barehand, who had been involved with Oly  in stealing the Jugga Trophy from the Orcish Dojo, along with Kalima, they discovered what the cultists were really about.

 

Note: Kalima has been edited with info from DF20 Slayers

Kalima - 300 pt celestial avatar of Kali

Att 80
Adv 149
Dis -50
Q-5
Sk 44
Sp  32
Total: 250

Attributes: ST 15 [0]; DX 12 [20]; IQ 13 [60]; HT 13 [10].
 Damage 1d+1/2d+1; BL 39 lbs.;
HP 15 [0]; Will 14 [0]; Per 13 [0]; FP 14 [0];
Basic Speed 7.00 [-10]; Basic Move 7 [0].

Advantages:
Celestial [75]
 (ST+1, dx+1,iq+1, ht+1, will+1, fp+1, bs +.5, attractive ,
  fit, spirit empathy, celestal nimbus,divine gifts,
  Divine curse (preferred enemy of demons) weakness to evil areas)
Half Ogre [20]
 ST+4 [40]; IQ-1 [-20]; HT+1 [10].
 Advantages: Damage Resistance 1 (Tough Skin, -40%) [3]; Fearlessness 1 [2];
 Night Vision 3 [3]. Disadvantages:Appearance (Ugly) [-8];
 Social Stigma (Savage)
2 extra arms [20]
Higher Purpose, Slay Demons [5]
Sharp Teeth [5]
power Investiture 2 [20]
signature gear, spear [3]
Charms [5]
Vampiric bite [30]
Blessed Touch [1]
Demon Sniffer [10]
Hell Vision [15]


Dis:
Unattractive [0]
Honesty [-10]
Pacifism, Cannot harm Innocents [-10]
Sense of Duty [-5 ](Adventuring Companions)
selfless [-5]
Bloodlust [-10]
Bad Temper [-10]


Unnatural Features 3, (3rd eye, Black glossy skin, flame red hair)
Q usually wears only silk loincloth, coral bracelets and anklets,
 marigold wreath, likes to dance


Charms
Aura
Invisibility
Turn Spirit
Final Rest
Eviscerate

Skills:
Brawling 8 15
Wrestling 4 13+2
Spear 12 15
Garrotte 4 13

Theology 2 12
Thanatology 2 12
Hidden Lore, Demons 4 14
Meditation 2 12

Intimidation 1 15
Detect Lies 1 11
Diplomacy 1 11

Stealth 1 12
Observation 1 12
Dance 1 12

Spells:
Protection from Evil 4 15
Invisibility 4 15
Final Rest 4 15
Aura 4 15
Turn Spirit 4 15
Eviscerate VH 8 15


Equipment: Spear Pussiant +1 vs Demons
Currently wearing a bolt of reddish linen as a sari.

When they followed the cuttlefish seekers back to their lair, finding their signature trap, Evil Runes that drain FP,  and stealthily took them and a couple petty demons out, they found a large crowd of cultists about to sacrifice a demon of old! the demon, along with some petty demons participating in the ceremony, immediately attacked Kalima, a favored enemy. The feeling was mutual, and she drained health on a couple, like her ancestor, and the demon ripped free of his silvered chains and flew up to attack her (he had berserk). She killed him by eviscerating him and eating his heart.  Unfortunately for the PC’s all of the deaths (and there were many) enhanced the ceremony in progress, the summoning of an Elder Servitor.  It took a lot, including Ardenas using Winged Knife on the cult champion’s silvered greatsword to kill the servitor but they did. The cultists of the Devourerer, who started the campaign by killing everyone who had the spell divination or any kind of oracular ability, are Cultists of the Elder Gods!

This was noticed by the Ymid, with his Sense Weird ability, but he was two bothered by the destruction of his skiff ( a nifty little contragravity craft he had parked on the other side of the Bone Gate) by a Bhole passing through the gate. Yaay there is now a super Dire Rot worm  somewhere in the dungeon (pencilling in a purple worm encounter). The Juniors group will be fetching alchemical components for the repair of the skiff. Additionally, they have just acquired some cultists of their own; some serfs fleeing Veroigne who were met on the road by thatr gorup, who are all worshipers of Vejovis, the roman defender of injustice, worshiped by Nodwin, the Initiate travelling with the Juniors group.

Now for some art updates:

 

 

These two are going to be in Gabor Lux‘s Echoes from Fomalhaut 5.

I am also working on a bundle of Dungeon entrances:

 

 

Links coming soon when I get a few more drawn.

In the meantime: Support my Patreon!

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I am an affiliate of Drivethru, all of those links are affiliate links, except for the SJ Games stuff that goes to their website.

 

Also, I just won a contest on another blog. I should run one here… It is a great blog, Geek Girls Rule. I have two at home, I know it to be true.