Thursday, November 7, 2013

Jeff Crunch: Fey and Snails and Puppy Dog Tails





By Jeff Harris
               
      I remember when I first watched the Neverending Story for the first time as a kid in the 80’s.  Until that movie I had never seen anything that was immersed in the culture of fantasy mythos, as at this time I was a few years from getting my first black box Dungeons & Dragons set and starting down a lifelong road that eventually would bring me to here, co-writing a gaming blog and testing the waters of 3rd party and freelance game design. 
     But at the time I first saw the movie I was hooked, talking wolves and giant racing snails with tiny riders, luck dragons and rock biters, all set against the tale of Bastian and Atreyu, heroes with a complex problem (the Nothing) to deal with.  That could have been very well a watershed moment in my own life, perhaps if I had never watched that movie, I may have never wanted the black box, and might not be writing this article today.
     But I did watch, I did get my beloved Grandma to buy me the black box for Christmas a few years later, and I did end up a writer, so without further delving into the past, Jeff Crunch this week presents Gmork, Gluckuk, and the racing snail.  Enjoy and remember creation is the best way to fight the Nothing, and our horribly droll culture as well.

Gmork
 
male shadow creature worg savage warrior (fighter) 9
Description:  Gmork is a cunning and ferocious worg, one that has lived so long that he has surpassed all his brethren in intelligence and power.  Thick black fur covers the huge wolf and six long fangs adorn his muzzle, his malicious yellow eyes burn with hate and hunger.

Gmork   CR 11
NE Huge magical beast (shadow creature, worg)
Init +8; Senses darkvision 60 ft., low-light vision, scent; Perception +12
===== Defense =====
AC 17, touch 13, flat-footed 13; (Dex +4, misc +1 natural +4, size -2)
hp 143 (13d10+65)
Fort +15, Ref +11, Will+ 5 (+2 on saves vs. energy drain and death)
Defensive Abilities 20% concealment in less than bright light, cold resistance 15, electricity resistance 15; DR 10/magic; SR 16
===== Offense =====
Spd 50 ft.
Melee bite +22/+17/+12 (3d6+12 plus trip/19-20x2)
 Space15 ft. Reach 10 ft.
Special Attacks trip
===== Tactics =====
Before Combat Gmork prefers to use stealth to stalk prey and gain surprise.
During Combat During combat Gmork tends to focus on those who injure him first, 
biting them mercilessly one at a time until dead.
Morale Gmork flees if reduced to 20 hp or less or is dealt severe (30% of hp +) fire damage.                                    
===== Statistics =====
Str 26, Dex 18, Con 20, Int 12, Wis 12, Cha 8
Base Atk +13/+8/+3; CMB +23 CMD 37 (41 vs. trip)
Feats Improved Initiative, Improved Natural Armor x2, Improved Natural Weapon (bite), weapon focus (bite), Weapon Specialization (bite), Dodge, Skill Focus (stealth), Improved Critical (bite).
Skills Acrobatics +12,
Climb +15, Handle Animal +6, Intimidate +7, Knowledge (nature) +3, Perception +14, Stealth +14, Survival +14, and Swim +13.
Languages common, goblin, giant
SQ   gaze, natural savagery, savage charge, shadow blend, spark of life
===== Special Abilities =====
Gaze (Su): Gmork is able to muddle the thoughts of others with his vile yellow eyes.  Those meeting Gmork’s gaze are dazed for one round unless they succeed on a DC 15 will save.  

Spark of Life (Ex): A savage warrior gains a +1 bonus on saving throws made against energy drain and death effects. This bonus increases by +1 for every four levels beyond 2nd.

Natural Savagery (Ex): A savage warrior gains a +1 bonus on attack and damage rolls with natural weapons. This bonus also applies to CMB and CMD for grappling. This bonus increases by +1 for every four levels beyond 5th.

Savage Charge (Ex):  When a savage warrior attacks with a natural weapon at the end of a charge, he gains a bonus on his natural weapon attack rolls equal to half 
his fighter level, while suffering a penalty to his AC equal to half his fighter level. These replace the 
normal attack roll bonus and AC penalty for charging. This bonus also applies to his CMB for a bull rush 
or overrun combat maneuvers made when charging.

Shadow Blend (Su):  In any condition of illumination other than bright light, a shadow creature blends 
into the shadows, giving it concealment (20% miss chance). A shadow creature can suspend or resume 
this ability as a free action.
*It is of note that I decided because Gmork receives full BAB from his type and class levels that his bite 
should work as if he were a standard classed NPC, and thus may make a full attack using bite with his normal 
granted BAB.  A fighter without hands is still a fighter in my book.

Racing Snail
Description: This snail of unusual size has a light tan rubbery body topped with a dark brown shell 

with a luster like finely polished teak wood.  It moves over the forest floor with amazing speed and grace.
TN Small magical beast
Init +3; Senses darkvision 60ft., low-light vision; Perception +5
===== Defense =====
AC 16, touch 14, flat-footed 13; (Dex +3, natural +2, size +1 )
hp 26 (3d10+3)
Fort +4, Ref +6, Will +2   

Defensive Abilities withdraw into shell
===== Offense =====
Spd 60 ft.
Melee slam +6 (1d3-1/20x2)
===== Tactics =====
Before Combat Racing snails generally avoid combat unless urged by their riders.
During Combat Rather than attack racing snails seek to vex their foes with speed and agility 

avoiding attacks rather than attacking.
Morale Racing snails normally flee combat at the first opportunity unless urged otherwise by their rider.
===== Statistics =====
Str 8, Dex 17, Con 12, Int 4, Wis 12, Cha 8
Base Atk +3; CMB +1 CMD 14 (cannot be tripped)
Feats Weapon Finesse, Skill Focus (acrobatics)
Skills Acrobatics +10, Climb +3, Perception +5, Stealth +7, Swim -1
Languages  common, Sylvan (cannot speak)
SQ shell
===== Ecology =====
Environment temperate and tropical forest and plains
===== Special Abilities =====
Shell (Ex):  As a move action, a racing snail can pull its body and head into its shell. It cannot move or 

attack as long as it remains in this state, but its armor bonus from natural armor increases by +4 as long 
as it does.





Gluckuk
male brownie herald squire (cavalier) 5
Description: This tiny but handsome brownie sits astride a large snail, holding its reins in one hand.  

 He wears a fine tan suite with a tail coat and top hat to match.  A messenger’s scroll case hangs from 
his belt and his other hand holds a tiny long spear flying a pennant, its coat of arms are those of the 
child-like Empress.

Gluckuk CR 5
NG Tiny fey
Init +8; Senses low-light vision; Perception +13
===== Defense =====
AC 22, touch 16, flat-footed 18; (armor +5, deflection +1, Dex +4, size +2)
hp 44 (1d6+1 & 5d10+9)
Fort +5, Ref +7, Will +5 (+2 vs. illusion)
Defensive Abilities DR 5/cold iron; SR 12
===== Offense =====
Spd 30 ft. 60 ft. mounted
Melee MW rapier +11 (1d3-1/18-20x2), MW long spear +6 (1d4-1/20x3)
Ranged MW long bow +11 (1d4/20x3)
Space 2 1/2 ft.; Reach 0 ft.
Special Attacks challenge 2/day  
Spell-Like Abilities (CL7th, Concentration +10)
At will--dancing lights, mending, prestidigitation                                                                                              

3/day--tongues
1/day--lesser confusion (DC 14), dimension door (self only), mirror image, ventriloquism (DC 14)
===== Tactics =====
Before Combat Gluckuk prefers to not engage in combat unless at the very end of need.
During Combat Gluckuk uses the speed of his racing snail mount to evade foes and deliver 

lightning fast charges if no other option for escape or parley exists.
Morale Normally if carrying a missive Gluckuk will withdraw from combat at the first opportunity.
===== Statistics =====
Str 8, Dex 18, Con 12, Int 14, Wis 14, Cha 17
Base Atk +5; CMB +2 CMD 16
Feats Weapon finesse, Improved Initiative, Skill Focus (Diplomacy), Skill Focus (Ride),  Combat Expertise, 

Improved Disarm.
Skills  Acrobatics +11, Bluff +8, Climb +3, Diplomacy +15, Escape Artist +10, Handle Animal +10, Intimidate  +8, 

Knowledge (nobility) + 6, Knowledge (history) +6, Perception +13, Profession (messenger) +6, Ride +14,  
Sense Motive +7, Stealth +18, Swim +3.
Languages Common, Elven, Gnome, Sylvan
SQ banner, expert trainer, introduction, mount, order (order of the Blue Rose)
Combat Gear +1 mithral chain shirt, MW tiny long spear, MW tiny rapier, MW tiny long bow, 

quiver of 20 arrows, Tan top hat of protection +1; Other Gear  fine suite and tail coat, 3 days rations, 
water skin, bed roll, messenger’s scroll case, flint and steel.  
===== Special Abilities =====
Introduction (Ex):  Whenever a herald squire tries to influence a creature's attitude with the Diplomacy 

skill for the first time, he may roll her Diplomacy check twice and take the best result. In addition, any
improvement of a creature's attitude toward the herald squire also applies to his knight.

Fleet of Foot (Ex):  A herald squire gains fast movement, as the barbarian class feature of the same name. 
If the herald squire gains fast movement from another class, the bonuses to his speed do not stack. 
Whenever he makes long overland journeys alone or with only his mount, the distance a herald squire can 
travel each day increases by 20%.

Transcend Language (Sp): Three times per day, a herald squire can cast tongues on himself, using his herald 
squire level as his caster level. The effects of this ability last for a number of rounds equal to his herald 
squire level.

Challenge (Ex): Whenever an order of the blue rose cavalier issues a challenge, he receives a
+1 morale bonus on attack rolls made against the target of his challenge, if the target is an intelligent 
creature to whom the cavalier offered the chance to surrender (by taking a standard action to offer terms). 
This bonus increases by +1 for every four levels the cavalier possesses

Banner (Ex):  A cavalier’s banner is a symbol of inspiration to his allies and companions. 
As long as the cavalier’s banner is clearly visible, all allies within 60 feet receive a +2 morale bonus 
on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. 
At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be 
at least Small or larger and must be carried or displayed by the cavalier or his mount to function.

“Teeny-Weeny” (racing snail cavalier mount)
TN Small magical beast
Init +3; Senses darkvision 60ft., low-light vision; Perception +6
===== Defense =====
AC 19, touch 15, flat-footed 15; (Dex +4, natural +4, size +1 )
hp 37 (5d10+5)
Fort +5, Ref +8, Will +2                                                                                                                                        

Defensive Abilities evasion, withdrawn into shell
===== Offense =====
Spd 60 ft.
Melee slam +6 (1d3/20x2)
===== Tactics =====
Before Combat Teeny-Weeny normally benefits from any personal spell cast by its rider, Gluckuk.
During Combat Teeny-Weeny still tries to avoid being struck during combat, but will not hesitate 

to use his slam attack when urged to do so by Gluckuk.
Morale Teeny-Weeny will fight to the death if Gluckuk wishes it.
===== Statistics =====
Str 10, Dex 18, Con 12, Int 4, Wis 12, Cha 8
Base Atk +3; CMB +2 CMD 15 (cannot be tripped)
Feats Weapon Finesse, Skill Focus (acrobatics), Run
Skills Acrobatics +10, Climb +4, Perception +6, Stealth +7, Swim +4
Languages  common, Sylvan (cannot speak)
SQ combat trained mount, link, share spells, shell
===== Special Abilities =====
Shell (Ex):  As a move action, a racing snail can pull its body and head into its shell. It cannot move 

or attack as long as it remains in this state, but its armor bonus from natural armor increases 
by +4 as long as it does.

Wednesday, November 6, 2013

Mishelved: The Neverending Story


By Frank Gori

 
 

It happens sometime in the pubescent period in junior high or high school. For males it strikes usually when the boys start noticing the girls… For females its usually sacrificed on the altar of being popular or normal… For most people imagination dies when society tells everyone to “grow up.”

For a gamer there are tons of cool elements in The Neverending Story to plunder. Luck dragons, carotid columns that fire laser beams, terrifying wolf/worg style beasts, and swamps that kill your mount are all there for the taking. But for a moment I want to step out of the shared imaginative world wich lies in the mind’s eye of every gamer and look at the world around us. If there is a real applicable message in The Neverending Story, it is that we need to fight The Nothing every day.

In America we encourage children to dream then make fun of them when they still try to do so as adults. Somehow our society went from a place that makes things to a place where when people go to work they sit in cubicles staring at screens and generally spend most of their day doing, Nothing.

Chances are some of you reading this are at work now, sitting in that cubicle, seeking distraction for the tedium that is working in an office. I don’t blame you for reading, likely some of your colleges are on celebrity cult sites or shopping so good for you for reading something that at least has a chance to enrich you.

They stopped teaching Moby Dick. Allot of the more imaginative enriching works of fiction generally aren’t taught in high school literature classes anymore. I’m all for learning the history for fiction period pieces but I think that books that explore the supernatural or take place in other worlds have lessons that are equal to the themes in Death of a Salesmen or The Diary of Anne Frank. Somehow as a society we have lowered the standards of our education to a point where we can’t teach it all. We’ve gone from teaching Greek and Latin as a part of a well rounded education to getting confused about there, their, and they’re. Reading The Odyssey or A Mid Summer’s Night Dream with a high school kid is fighting The Nothing.

While the closeted geek culture seems to be coming out, it’s more focused on sci-fi and comic books then gamers. I’m starting to feel more and more that our conventions are more about commerce then creativity. We let the suits start running the show and they have brought The Nothing with them. Imagination is acceptable now as long as you keep it bottled in conventions and wear your Hollywood approved Avengers costumes.

I guess I’m hoping for a day when I see more families gaming together, or a jock standing up for his GM against bullies, or a day when we as adults are told its good to have an active imagination again. I think tabletop roleplayers are in many ways the front line in fighting The Nothing. I guess I just want to say if you’re staring at a pile of bills, you work in some place that’s eating your soul, and maybe you’re with that significant other  that seems to have an axe to grind with your hobby… Don’t quit. You are not alone, name a princess and fight The Nothing with us.

Monday, November 4, 2013

Monster Mondays: Rockbiter

by Andrew Hoskins

In case you cannot tell, this week we are taking on a favorite from my childhood, the Never Ending Story. They look like some big string hands don't they? Anyhow, enjoy...


 
 
 
 
 
Rockbiter

This massive mound of earth and stone moves slowly and deliberately.  Its vaguely humanoid features are at odds with its exaggerated jaw and large squared off shoulders.

Rockbiter                                                           CR 5

XP 1,600

N Huge outsider (earth, elemental, native)

Init -2; Senses darkvision 60 ft.; Perception +7

DEFENSE

AC 18, touch 6, flat-footed 18 (-2 Dex, +8 natural, -2 size)

hp 52 (5d10+25)

Fort +9, Ref -1, Will +3

Defensive Abilities rock catching; DR 5/-; Immune elemental traits

OFFENSE

Speed 20 ft.

Melee 1 bite +12 (2d8+9) and 2 slams +12 (1d8+9)

Ranged rock +2 (1d8+13)

Space 15 ft.; Reach 15 ft.

Special Attacks consume stone, rock throwing (200 ft.)

STATISTICS

Str 28 Dex 6, Con 20, Int 10, Wis 8, Cha 11

Base Atk +5; CMB +16 (+18 bullrush); CMD 24 (26 vs. bullrush)

Feats Awesome Blow, Improved Bullrush, Power Attack

Skills Climb +13, Craft (stonework) +12, Diplomacy +8, Intimidate +7, Knowledge (geography) +8, Perception +7, Survival +7; Racial modifiers +4 Craft (stonework)

Languages Common, Giant, Terran

ECOLOGY

Environment mountains, rocky hills

Organization solitary, pair, band (3-6)

Treasure standard (stone tools and equipment, other treasure)

SPECIAL ABILITIES

Consume Stone (Ex) When a rock biter uses its bite attack against an object made primarily of stone, or against a creature with the earth subtype, it ignores all hardness and DR except for DR/epic.  If it destroys the object or brings the creature to 0 hit points or less, then it regains hit points equal to the rockbiter’s hit dice.  It can regain hit points in this manner no more than once per hour.

 

Originally thought to be from the Plane of Earth, they are rarely found there.  Most other earthen creatures see them as cannibals and predators, though some understand their gentle nature.  These gigantic humanoids are most often found in the rockiest areas of mountains and hills, and tend to make alliances with giants and other creatures that live there.  They are quick to trust and tender lifelong friendships.

 

Rockbiters can make almost anything out of stone, from tools and vehicles to weapons and armor.  Often these objects are relatively crude and hastily made, though they will usually double as a food source in the future.  The type of mineral diet preferred varies from rockbiter to rockbiter, but limestone and obsidian tend to draw the interest of more gourmet rockbiters.

 

When faced with conflict, rockbiters tend to try and resolve issues with diplomacy first.  When that fails, they’ll use their massive strength to pummel and bite opponents.  Some rockbiter champions will craft weapons and armor from particularly hardy stone, but most use their natural toughness and powerful jaws to defend themselves.  Against enemies that it cannot reach, a rockbiter will use any heavy object around as a thrown weapon. 

Thursday, October 31, 2013

Jeff Crunch: You've Just Crossed Over into the Witch Zone


By Jeff Harris
           Anyone who is a fan of the Twilight Zone (the original not the remake) I hope will recall that Rod gave us characters in his work that were often very witch like.  More often than not they were characters that advised or warned the stories protagonist.  They would serve as a moral compass for the audience, and a window into the ethical meta-plot of the episode. When they gave advice it was best heeded and usually wise.  However when they gave warning or condemned a protagonist’s actions we as views knew the protagonist was in the wrong and was going to learn a penitent lesson or suffer karmic justice.  Thus for your viewing and gaming pleasure The Flying Pincushion presents a new witch patron and new hexes that I hope do Rod Serling proud no matter the dimension.

Witch Patrons                                                                                                           

Karma: 2nd—doom, 4th—early judgment, 6th—fractions of heal and harm, 8th—terrible remorse, 10th—serenity, 12th—joyful rapture, 14th—resonating word, 16th—polymorph any object, 18—imprisonment.

Hexes

Curse of Baleful Irony (Su):  A witch may use this hex to turn the weapons, tools, and possessions of the target against them and their allies.  Weapons deal their damage to either the wielder (50% chance) or the nearest ally (50% chance) on successful attacks, tools give the broken condition to whatever they are used to work or create or a -4 to the skill check they modify, and miscellaneous non magical items, excluding clothing, do the opposite of what they are intended to do. Examples of this include, but are not limited to, rope trips or entangle the user, a lantern blinds them, spectacles make things blurry, a backpack opens spilling its contents, etc.  The curse lasts a number of rounds equal to half the witch’s class level.  The affect only applies to items the target tries to actively use during the hexes duration, and that are included in this entry.   A successful Will save negates this affect.  If magical weapons or tools are wielded or used by the target of this hex, they provide a miscellaneous +4 bonus to the Will save.  Armor, magical or not, cannot be the target of this hex.  Regardless of whether the save is successful or not a creature cannot be the target of this hex again for 1 day.

Curse of Twisted Beauty (Su):  The witch can use this hex to cause the target to be affected by a condition similar to that of the repulsive trait of a thawn.  The target of this hex finds the appearance of themselves and others of their kind revolting.  All creatures matching the targets race(s) and or types/subtypes within 30 feet of the uncloaked target must make a DC 15 Will save or be sickened for 1 round. This repulsion is all the more severe if the target sees its own reflection. Should the target of this hex be confronted with its own reflection (such as being presented with a mirror) it must make a DC 15 Will save or be sickened for 1d4+1 rounds.  For the purposes of applying this hex a creature belonging to more than one race or type/subtype (half-elves, tieflings, aasimars, half-orcs, hybrid monsters, etc) apply the affect to all races or types/subtypes to which they belong for the purposes of whom their appearance sickens.  This hex lasts for a number of rounds equal to half of the witch’s class level.  A Will save negates this affect.  Regardless of whether or not the save is successful a creature cannot be the target of this hex again for 1 day.

Major Hexes

Karmic Fate (Su):  The witch may use this hex to reward a karmic boon to those who harm none, or a karmic punishment to those who spurn balance and spread suffering.  Thus creatures of a good or neutral alignment that are the target of this hex receive a +4 insight bonus which they can apply to a total number of d20 rolls equal to half of the witch’s class level, these normally being attacks, saving throws, skill checks, and ability check rolls.  These bonuses must be used within 24 hours of becoming the target of this hex.  The target loses these bonuses if they commit any actions that violate their alignment.  Conversely evil creatures suffer a -4 penalty to a number of d20 rolls equal to half the witch’s level.  The same types of dice rolls can be affected as with a good or neutral creature.  As long as the target is affect by this hex the witch can chose what rolls take the -4 penalty, although the witch must be aware of the action the target is taking which he or she wishes to penalize.  As with good creatures these penalties must be used within 24 hours of the target being affected by this hex.  A Will save negates this effect, though it is harmless to good and neutral creatures.  Regardless of whether or not the save is successful a creature cannot be the target of this hex again for 1 day.

Grand Hexes

Karmic Justice (Su):  The witch may use this hex to reward those with good karma or bring those with bad karma the terrible consequences they have earned through their cruelty and evil.  A good or neutral creature that is the target of this hex is affected by the spells heal, greater restoration, and resurrection if dead.  Conversely an evil creature that is the target of this hex is affected by the harm, bestow curse, and destruction spells.  The target must save against each spell individually and the save is as noted in the spells description.  Regardless of whether or not any of the saves were successful a creature cannot be the target of this hex again for 1 day.

Wednesday, October 30, 2013

Mishelved: That DVD Collection of the Twilight Zone


By Frank Gori


 

As a kid I grew up on reruns of the Twilight Zone. As an adult I appreciate more the themes and the social commentary I missed as a child. However, the suspense and eventual emotional distress of the adults was always clear. Everything always starts out fine. Rod Serling paints a picture of the ideal 50’s middle class America and then foreshadows that things are about to go strange when he says the characters are about to enter The Twilight Zone.

The opening narration is crucial to the show. When Rod say people are about to enter or are already in The Twilight Zone it is a social contract to suspend disbelief. The opening credits (which had slight variations across the seasons) used images and narration to basically say that things were not going to operate in the reality to which everyone was accustomed.

If you’re a GM the take away might be to do a player handout that sets the scene or read a prepared paragraph. I’ve have games where I have done this and its an effective way to bring everyone into the reality you are about to present. As a player I have voices I do for my characters and little verbal exercises that help bring me into the proper mentality of the character. Little touches like this can make a game much more enjoyable.

Then there’s sound editing. Every suspenseful moment is punctuated with sound. The actors sometimes go a little over the top but the instrumentation always backs them up. The audience ends up so engaged they don’t even notice.

Everyone already knows about using music as a background but sounds aren’t hard to find either. A few bookmarks and a spare second could make the marsh more real to your players because they can hear light splashes from various creatures and the songs of hundreds of crickets or frogs.

Costuming and heavy supernatural elements are typically kept off screen. Threats are typically vague and rely on the imagination of the audience to make things worse..

Figurines are fantastic and can really add something to the battle map but if you want the threat to be more abstract or if it’s harder to see I recommend a token or coin be used until the PCs pass a perception check. Monster variants exist so feel free to change some of the appearance details on your monsters. For the grognard gamer who knows the beastiary as well as you do it will throw them off.

In The Twilight Zone, action is rarely direct until whatever it is that stalks the protagonists has a certainty of victory. I sometimes wonder at the weaker creatures in Pathfinder taking on clearly stronger ones.

Sometimes as gamers we sometimes forget, an encounter with a Troll or Worg would be terrifying for the normal character. More importantly even dull witted monsters should think, and plan, and utilize some basic tactical elements. Take Worgs as a prime example, they can mimic human sounding voices, see in the dark, and trip characters for free. It’s a rare GM I see using these enormous advantages effectively.

Irony is another engaging element of The Twilight Zone. The u-boat captain that sank an innocent passenger liner has to relive that moment time and time again on the liner in hell, or the woman that speaks of being a horrific freak looks beautiful to our eyes while everyone else appears freakish, or the man content only with books get his dearest wish an eternity of uninterrupted reading tome with all the books he could want only to have his glasses broken. There is a cosmic sense of justice where folk get the fate they deserve.

The hallmark of the best GMs Is succeeding in creating a world or universe that makes a sort of sense. It need not be cosmic justice, however there should be themes that expand beyond the surface of your games. For my games there’s typically an air of revolution against tyranny mostly because of my love of The Three Musketeers and Robinhood. Find something you enjoy and let it permeate your games.

Monday, October 28, 2013

Monster Mondays: Forlorn Spirit

By Andrew Hoskins
Forward by Frank Gori

"You unlock this door with the key of imagination. Beyond it is another dimension— a dimension of sound, a dimension of sight, a dimension of mind. You're moving into a land of both shadow and substance, of things and ideas. You've just crossed over into the Twilight Zone." -Rod Serling

This week The Flying Pincushion has chosen to look to The Twilight Zone for inspiration. Some might say that a TV show not matter how good is not literature, but lI find myself wanting to argue it could be.

The Twilight Zone was ground breaking in its time. Because it passed itself as suspenseful science fiction it got away with making statements and observations that would possibly be considered subversive in what was in retrospect a socially oppressive time.

There were 16 episodes that can directly be called ghost stories in the series run, dozens more that could be interpreted that way. While the Forlorn Spirit isn't recognizable from an episode the psychological games and elusively preditory nature of the spirit should be very familiar.



Forlorn Spirit

This ghostly apparition peers around, as if lost. The shadow of someone you once knew is spread across its features.

Forlorn Spirit CR 6

XP 2,400

NE Medium undead (incorporeal)

Init +7; Senses darkvision 60 ft., sense loss 100 ft.; Perception +10

Aura unnatural aura (60 ft.)

DEFENSE

AC 16, touch 16, flat-footed 13 (+3 deflection, +3 Dex)

hp 40 (5d8+20)

Fort +1, Ref +4, Will +6

Defensive Abilities channel resistance +2, incorporeal, natural invisibility; Immune undead traits

OFFENSE

Speed fly 40 ft. (good)

Melee incorporeal touch +5 (1d4 Wisdom damage plus euphoric dream DC 16)

Special Attacks nightmare of loss

STATISTICS

Str -, Dex 16, Con -, Int 13, Wis 15, Cha 17

Base Atk +3; CMB +6; CMD 19

Feats Deceitful, Flyby Attack, Improved Initiative

Skills Bluff +10, Disguise +13 (+23 with visage of the lost soul), Fly +11, Perception +10, Stealth +11

Languages Common

SQ visage of the lost soul

ECOLOGY

Environment any, usually urban

Organization solitary

Treasure none

SPECIAL ABILITIES

Euphoric Dream (Su) When a Forlorn Spirit succeeds at causing Wisdom damage with a melee touch attack, it can cause the target to make a Will save (DC 16) or be caught in a waking dream.  If successful, the forlorn spirit heals hit points equal to the Wisdom damage inflicted.  While in this state, the target believes it has been reunited with the subject of its loss.  The target may make a new saving throw at the beginning of each round to disbelieve the dream.  If the target’s Wisdom damage equals or exceeds its actual Wisdom score, then the Euphoric Dream immediately ends and the target falls under the effects of a Nightmare of Loss instead.  This functions like a mirage arcana spell, but is a phantasm instead of a glamer.  The DC is Charisma based.

Natural Invisibility (Su) Forlorn spirits are naturally invisible, but can be forced into view with spells like invisibility purge or glitterdust.

Nightmare of Loss (Su) The target suffers a waking nightmare similar to Euphoric Dream, but the subject of their loss is actively tormenting them.  The forlorn spirit’s selective invisibility ends immediately.  The target falls under the effects of a mad hallucination(UM) spell, featuring the subject of their loss, with a permanent duration.  All mental ability damage is converted to ability drain and cannot be recovered while this effect persists.  This effect can only be lifted with break enchantment, greater restoration, heal, or remove curse.

Sense Loss (Su) A forlorn sprit can sense the feelings of depression and loss being experienced by a living creature within 100 feet.  The spirit gains knowledge of the subject from the point of view of the creature; it then becomes obsessed with the creature and the subject of their loss.  The subject of loss is usually a deceased family member, friend, or lover, but can be any living creature the target believes is dead and had a strong emotional bond with.  This is a mind-influencing affect.

Visage of the Lost Soul (Sp) As a standard action, a forlorn spirit may choose to drop its natural invisibility for a single creature that it can sense with its Sense Loss ability.  The spirit also falls under the effects of a disguise self spell, but the spell must duplicate the identity of the target’s subject of loss.  Any vocalization made while in this disguise will also mimic the voice of the form they have taken.

 

Forlorn spirits can manifest when a sapient creature’s emotional loss is so immense that the creature loses the will to live and dies.  If the creature is evil, or the presence of negative energy is strong in the location the creature dies, then the transformation is much more likely.  Once transformed, the creature remembers nothing of its past life but the intense pain of losing a loved one.  This pain quickly turns to anger, longing, and an urge to force others to suffer in turn.

 

These spirits are often found in urban areas where the selection of victims is broad, but they can exist in any area.  Forlorn spirits in the wilderness will often stalk travelers until they get to a populated area before attacking them directly and driving them mad.

 

Delighting in the thrill of torturing their victims, a forlorn spirit will often whisper in their victim’s ear remembered moments from when the subject was still alive.  These are particularly emotional statements such as marriage vows, pet names, or dying words.  Once the victim’s feelings are stirred, the spirit will appear to them as their lost love, but only in a crowd of people or just around a corner before disappearing again.  After the victim is especially distraught, the spirit will appear to them one last time, offering words of farewell, eternal love, or friendship.  While the victim finally feels some release and closure, the forlorn spirit feasts on the emotional energy.  Once the victim is completely drained, the forlorn sprit leaves them as a husk of consciousness, able to experience nothing but the overwhelming pain of their loss.


 

Mythic Forlorn

This ghostly apparition peers around with purpose seeking someone. It’s features resemble someone dear to you but lost, and you realize that it is you the creature seeks.

Mythic Forlorn Spirit CR 8/Mythic 3

XP 4,800

NE Medium undead (incorporeal, mythic)

Init +10; Senses darkvision 60 ft., sense loss 100 ft.; Perception +10

Aura fear aura (60 ft., DC 18)

DEFENSE

AC 18, touch 18, flat-footed 15 (+5 deflection, +3 Dex)

hp 69 (5d8+25+24)

Fort +1, Ref +4, Will +6

Defensive Abilities channel resistance +4, incorporeal, natural invisibility; DR 5/epic; Immune undead traits

OFFENSE

Speed fly 40 ft. (good)

Melee incorporeal touch +5 (1d6 Wisdom damage plus euphoric dream DC 18)

Special Attacks nightmare of loss, mythic power (3/day, surge +1d6)

STATISTICS

Str -, Dex 16, Con -, Int 10, Wis 15, Cha 21

Base Atk +3; CMB +6; CMD 21

Feats DeceitfulM, Flyby Attack, Improved InitiativeM

Skills Bluff +14, Disguise +17 (+27 with visage of the lost soul), Fly +11, Perception +11, Stealth +11

Languages Common

SQ visage of the lost soul

ECOLOGY

Environment any, usually urban

Organization solitary

Treasure none

SPECIAL ABILITIES

Euphoric Dream (Su) When a Forlorn Spirit succeeds at causing Wisdom damage with a melee touch attack, it can cause the target to make a Will save (DC 18) or be caught in a waking dream.  If successful, the forlorn spirit heals hit points equal to the Wisdom damage inflicted.  While in this state, the target believes it has been reunited with the subject of its loss.  The target may make a new saving throw at the beginning of each round to disbelieve the dream.  If the target’s Wisdom damage equals or exceeds its actual Wisdom score, then the Euphoric Dream immediately ends and the target falls under the effects of a Nightmare of Loss instead.  This functions like a mirage arcana spell, but is a phantasm instead of a glamer.  The DC is Charisma based.

Fear Aura (Su) All living non-mythic creatures within 60 ft. of a mythic forlorn spirit are shaken while within the aura, mythic creatures may make a DC 18 Will save to negate the effect.  If the creature can see the mythic forlorn spirit in its natural form, the creature must make a DC 18 Will save or begin cowering.  A creature may make a new save against the cowering effect on the end of each turn.

Natural Invisibility (Su) Forlorn spirits are naturally invisible, but can be forced into view with spells like invisibility purge or glitterdust.  When forcefully exposed, the mythic forlorn spirit may immediately use Euphoric Dream against all creatures within 30 feet.

Nightmare of Loss (Su) The target suffers a waking nightmare similar to Euphoric Dream, but the subject of their loss is actively tormenting them.  The forlorn spirit’s selective invisibility ends immediately and it regains 1 mythic power.  The target falls under the effects of a mad hallucination(UM) spell, featuring the subject of their loss, with a permanent duration.  All mental ability damage is converted to ability drain and cannot be recovered while this effect persists.  This effect can only be lifted with mythic versions of break enchantment, greater restoration, heal, or remove curse.  Additionally, wish can lift the condition. 

Sense Loss (Su) A forlorn sprit can sense the feelings of depression and loss being experienced by a living creature within 100 feet.  The spirit gains knowledge of the subject from the point of view of the creature; it then becomes obsessed with the creature and the subject of their loss.  The subject of loss is usually a deceased family member, friend, or lover, but can be any living creature the target believes is dead and had a strong emotional bond with.  This is a mind-influencing affect.

Visage of the Lost Soul (Sp) As a standard action, a forlorn spirit may choose to drop its natural invisibility for a single creature that it can sense with its Sense Loss ability.  The spirit also falls under the effects of an alter self spell, but the spell must duplicate the identity of the target’s subject of loss.  Any vocalization made while in this disguise will also mimic the voice of the form they have taken.

 

Mythic forlorn spirits are formed when a standard forlorn spirit drains the emotional energy from a mythic creature, or when a mythic creature dies when losing the will to live because of an incredible emotional loss.  They often cause even the most stalwart of foes to run in fear.

 

Friday, October 25, 2013

It’s a Long way to the top if you want to Game Design…

By Frank Gori



I’m going to focus on the writing game design side but my advice should apply to art and layout as well.

So you want to Freelance… Something inside of you has clicked. Maybe it was the forums, maybe it was a nice compliment from a player at your gaming table, or maybe you just realized you’ve been playing tabletop rpgs for most of your life and have figured out you have logged that 10,000 hours it takes to be an expert on something.

Listen to this song it’s relevant to the article.

Now what? Write. It’s harder than it sounds but you need to start producing material immediately, even if it isn’t immediately useful the habit of writing is. Write character stories, start doing character builds, alter storylines in your favorite APs, and maybe get on some forums and share your work.

I say share you work because…

You need feedback. Writing is all about taking feedback and making your work better.  Not every idea baby that forms in your skull deserves to be put in front of someone and you’ll learn that when you start by putting them all in front of someone.

Writing takes practice. You might know the game better than most but that doesn’t translate to writing for it. You also need to be gracious about feedback even negative feedback. That doesn’t mean be a doormat for abuse, which can and will happen on the internet, it means learn to handle even shitty feedback because you need a thick skin.

You might be wondering…

How hard can it be? I can only speak for myself but I’m getting what one might call moderate success after about 10 months of working at it. I have a blog, I’m a partner in 2 start ups and scored a publishing agreement for both, I have stuff on a prominent publisher’s blog, I have publishing credits in 2 fanzines, and contribution credits in 3 established publisher’s printed lines (some of which are not yet released.)

I’ve been paid for my work on 6 occasions, not counting contributer copies. You need to put yourself out there allot to get anywhere, you need to put together an approach.

Once you have that you can…

Start submitting to publishers. Look for open calls, be prepared for allot of No thank yous and even more non replies. Publishers are busy and allot of them suck at communicating rejection because of it. Good thing you developed that thick skin right?

It you get some bite great, work it out but do not get cocky. Publishers hate cocky authors. The reality is…

Accept you will be writing allot for free. Try Wayfinder, Blogs, and fanzines. Get yourself contributer copies and start building yourself a resume. If you can handle the pace and insanity of constant deadlines try your own blog or more reasonably get a regular slot on an established one. Reviews are a great way to break in, as are GM advice content, or even something simple like item or monster design.

Save links and pdfs of your stuff, this will be useful later. Next you should look at…

Research Publishers. Buy their products if you can afford it, if not consume everything they let out for free, and read reviews summarizing their content. You need to know your publishers if you want to pitch them.

For that matter…

Social Media is really important. You need to be assessable and you need to be able to communicate to the audience you are building. For a writer twitter, facebook, pretty much everything google, reddit, pintrest, skype, and dropbox are all important tools in your kit. Being savy with communication technology is a huge upside in a designer.

For that matter so is…

You’re a salesperson as a writer. You’re selling yourself to publishers, and your ideas to your audience. That means being nice, that means keeping your ego in check, and that means when someone does publish something of yours you need to be willing to promote it.

If they make money off you you’ll get more work from them. There’s something in it for you and them so don’t be arrogant of course you’re going to promote products you’ve contributed to. That reminds me, you should buy this, its very good and deserves lots of sales. Don’t take my word read this review.

You might be a salesperson but don’t expect…

Game design doesn’t pay the bills. I’m not saying I don’t get paid, but I will say getting paid within 6 months of starting was an accomplishment. You’re not going to get paid anything near minimum wage for the time you put in for a long time.

The first payment I got I refused to use paypal so I could scan and print myself a color copy of the check. It also had a nice sticky note from the publisher saying nice things, they are in a scrapbook now. I’ve gotten paid more and more frequently by other publishers but I cherish that little piece of paper more than it was worth ($25) because getting it meant my words had value to someone.

One cent per word is an industry standard for small publishers. They don’t really make much and their profit margins are small. They have to pay for art to sell their work and art is way more expensive then written work, accept this as fact and deal with it.

This is ok because…

Write or Game design because you love it. If you don’t, it will show in your work and your attitude. If you want to make money as a writer approach ad agencies and write commercials. This will be a low paying part time job unless you really strike it somewhere but you need to pay your dues in the industry first.

This will eat time. Time your significant other might resent. Carve it out of time that doesn’t normally belong to them, maybe out something else aside. Communicate. If someone love’s you and this is your dream let them know and they should understand and make allowances for that. If not then its not a healthy relationship or you need to examine what time you do give to that person.

I have been paid a few times but I’m well aware that…

No one knows who the frak you are. Listen, people don’t read the credits on allot of game books. You probably do but that’s because you’re a writer, you aren’t a casual consumer at this point. Maybe you haven’t dealt with much rejection yet and got paid early. Maybe your started in a fury and got paid quickly a few times and maybe did some huge numbers on a blog, enjoy it but understand something very simple- you aren’t Kanye West. Don’t be an ass, you aren’t big enough to get away with it yet or really ever in this industry.

Don’t start lording your paltry publishing creds over your gaming friends. Don’t demand things form your publishers because you’ve had some success. Build good will and be a solid cotozen, the world has enough writers that let themselves turn into a-holes don’t be that guy or gal.

If you’re still interested in freelancing, read our open call and contact me. I’m partnering with d20pfsrd and we’ll be publishing under that name in conjunction with some of my other partners by the end of 2013.