"Black Books", in the style of Mr. Halton. For more titles to add to your library, see here and here.
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| Source: Real Fantasy: Teenage Witch, by milkmindart |
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| Source: Real Fantasy: Teenage Witch, by milkmindart |
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| Map of the universe - read from the bottom up, not top to bottom |
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Atheroma Witch
2HD humanoid, AC as unarmored, morale 6
Movement: Doddering old lady
Morality: Stern dowager (Lawful Neutral)
Intelligence: Wise and classically educated
Attacks: Cane (1d6 at +0), or spell
Magic: Create/Destroy Embolism, Poison Gas. 2MD.
Pulse Wizard
5HD humanoid, AC as unarmored, morale 9
Movement: Doddering old man
Morality: No sense of right or wrong (Chaotic Neutral)
Intelligence: Too smart for his own good, head full of horrible notions and old books
Attacks: Staff (1d6+1 at +1), or spell
Magic: Digestion Ball, Synaptic Lightning, Summon Macrophage, Bull's Adrenaline. 5MD.
Miniaturized Giant Microscopic Hog
4HD porcine, AC as leather, morale 10
Movement: Shockingly fast and powerful
Morality: Proud, hierarchical, hungry (Lawful Evil)
Intelligence: Illiterate, but smart enough to lay traps.
Attacks: Gore (1d6+4, +4 to-hit), topple (with a +4 to grappling checks), savage a downed opponent (2d6+4)
Farmer Toad
2HD humanoid, AC as unarmored, morale 7
Movement: Slow waddle but big hops.
Morality: Quaintly reactionary (Neutral Good)
Intelligence: No
Attacks: Pitchfork (1d8, +2 to-hit), thrown rock (1d1, 10' range intervals, +2 to-hit)
| Source: Rogue Moodboard - Celtic Heroes by Dave Allsop |
- A Good Trick, +2 skill
- B Sneak Enchantment
- C Invisible Assistance, +2 sneak
- D Thief of Fire
Good Trick
Your training lets you cast from scrolls as a wizard of equivalent level, and you know one random spell from any wizard school of your choice which you cast with an MD that is always lost. Additionally, you may project an invisible mage-hand 30' away, which is strong enough to slowly move tiny objects (coins, gems, cards, keys), though it does not have enough motive force to deal damage.
Sneak Enchantment
When you bespell someone from hiding, they have disadvantage on any saves.
Invisible Assistance
Your mage-hand has been strengthened by practice and can now lift up to five pounds. Once per enemy per combat, you can tap someone on the shoulder to distract them for a round.
Thief of Fire
With a bottle and the use of your mage-hand, you may pickmind a spell and an MD from an unsuspecting caster and store it for your own use. You can try to do this when someone casts a spell on you in combat if you pass a save.
- A Quick Win, +2 initiative
- B Mr. Thus-And-Such, +1 to-hit
- C Let Me In, +2 initiative
- D Invisible Stalker, +1 to-hit
Quick Win
In open combat, you have advantage on attacks against enemies whose turns are after yours.
Mr. Thus-And-Such
With a week and a few 10s of gp to the right friends, you can create a foolproof false identity. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. The effect is perfect; NPCs will genuinely believe your false identity is a real independent person unless they see you don or doff the disguise.
Let Me In
Spend three hours studying someone, their voice, their mannerisms, their stride, their handwriting &c. Thereafter you can unerringly mimic those things.
Invisible Stalker
In a crowded scene , when your exact position hasn't been established yet, you can declare that any generic NPC was really you in a disguise. If you've copied a named NPC in the scene with Let Me In, you can declare that they are really you in a disguise.
- A Nosy Parker, +2 save
- B Many Friends,+1 HP
- C Obvious Ruse, +2 skill
- D Capacity To Spit At Back Of Head: Neutralized
Nosy Parker
Years of irritating fiddling and inquiry have made you a master of investigation, and of hounding down liars. If you consider two clues for a full minute, you have a revelation about how they are (or aren't) connected. Every time you do this you have a cumulative 1-in-6 chance of coming down with a splitting migraine, preventing you from doing anything useful until you get a full night's rest. If an NPC states something you know is a conscious lie, you may mark them as a liar. You may sneak attack people who are marked even if you otherwise couldn't.
Many Friends
In every city's underbelly there are a few burglars who owe you their freedom from gaol, and in every high-class salon there's an aunt with a remittance-man nephew who gives her grief. When you need something unsavory, like identifying a gang tag or purchasing explosives, you always know who to ask and there's a cipher-in-6 chance they owe you a favor already.
Obvious Ruse
Elementary deceptions might fool your quaint, comic-relief friends, but you notice them at once. You can literally smell illusions and mechanical booby traps at 30'.
Capacity To Spit At Back Of Head: Neutralized
There is a time for everything; a time to work and a time to rest, a time to weep and a time to laugh, a time to engage in psychological cat-and-mouse games and a time to pounce. Your sneak attacks against marked enemies deal an extra 3d6 damage.
- A Voice of Reason, +2 save
- B Game Instinct, +2 HP
- C Discretion, +2 save
- D Smooth Brain, +2 HP
Voice of Reason
Your soothing voice can fake any accent or verbal mannerism, and always sounds local and trustworthy. With shouted advice, you can give advantage on a d20 check to a friend within 30' when they are attacking an enemy you can see or attempting to use a skill you are also proficient in.
Game Instinct
With a full minute of study, you can intuit if another person has a better intelligence, wisdom or xharisma score than you, and can guess their HD and cipher score (if any).
Discretion
When an attack would hit you, you can choose to cower behind an adjacent person (friend or foe) and let them be hit instead. If the original to-hit roll doesn't beat their AC, the attack misses entirely.
Smooth Brain
Your brain runs on several virtual levels; schemes within schemes, wheels within wheels. Your thoughts cannot be read, and if you know someone is trying you can put up fake thoughts for the mindreader to think he's reading. Magical truth detection always pings you as truthful.
- A Bleak Memories
- B Grim Reminders
- C Dark Presence
- D Unpleasant Toll
Bleak Memories
Lost spirits follow you, and your dreams are filled with last moments. Every time you wake, choose a skill, such rope-tying or navigation or brewing. You may use that skill until the next time you sleep. Additionally, your sneak attacks are mimicked by invisible hands. The damage of a successful sneak attack is applied to a different person within 30'. This exhausts the spirits, and you must sleep before using this feature again.
Grim Reminders
When someone dies in your presence, you can pocket a little smidgen of their soul for later use. This bit of soul takes the form of a trinket, such as a coin or artificial flower or playing card. You may carry up to your cipher score of trinkets at one time. When you would fail a save, you can destroy a trinket to reroll it. You can destroy a trinket to revitalize (heh) the spirits around you, granting another use of their sneak attack duplication. Finally, you can destroy a trinket to summon the ghost of the person you took it from. They will answer one question concisely (for they are eager to return to Death), but are not bound to tell the truth, and might hold a grudge if you're the one who killed them.
Dark Presence
With a sigh, you can partially fade from the world of the living. While in this form you float slowly, invisibly, and intangibly. You can pass through mundane barriers less than 10' thick; for the purposes of detection and warding you are a ghost. The effect lasts for ten minutes or until you end it yourself. You may only do this once per waking period, unless you fuel it by destroying a trinket.
Unpleasant Toll
The ghosts who imitate your sneak attack do so for two targets within 30', possibly including your original target. Every time you wake you are holding an additional trinket. The ghosts associated with these trinkets have more interest in the world of the living, and may be stranger or more powerful than the usual sort.
- A Skirmisher, +1 to-hit
- B Wide Ranging, +1 HP
- C The Thrill, +1 AC
- D Sell Dear, +1 HP
Skirmisher
Once per combat round, on anyone's turn, you may scuttle 10'. That's the trick to not getting hit, see?
Wide Ranging
Choose two of the following adjectives: barren, populated, abandoned, forested, frigid, windswept, arid, damp, craggy, dark, coastal, spooky. While in an area described by that adjective, you can light a fire (given tools, fuel, 60 minutes and cooperative weather), find enough food for one person, follow tracks a day old, and may protect one person from poor conditions.
Every time you level up, select another adjective. Effects stack. Adjectives may be selected multiple times.
The Thrill
Foxes might have beautiful tails, but dogs live longer. You gain +1 to-hit and damage against an unintelligent target for each of the following things you know: its age, sex, proper scientific name, and where it slept last night.
Sell Dear
Dogs might have friends, but that's no reason for the fox to bare his neck to their teeth. You have an extra attack on your turn against a second target.
- A Macaroni, +2 initiative
- B Rakehell, +1 HP
- C Nogoodnik, +1 AC
- D Broken on the Wheel, +1 HP
Macaroni
They lied; good looks are never a curse. Those who can see your face are distracted if you wish.
Rakehell
You're dashed interesting and that's that. You may challenge intelligent targets in combat, forcing them to spend their next turn attacking you instead of anyone else, or charm them out of combat, making them consider you at least an acquaintance. They check morale to avoid either case.
Nogoodnik
Leaping Gaps, Outrunning Guards and Swinging On Chandeliers are cipher skills for you. In fact, any feat of acrobatics is a cipher skill for you, if the DM lets you get away with it.
Broken on the Wheel
Attacking With A Light Weapon is a cipher skill for you, and so is Not Taking Damage From Something That Obviously Should Have Hit You.
- A Fast Hands, Second-Story Work, +2 sneak
- B Supreme Sneak, +2 sneak
- C Use Magic, +2 sneak
- D Catlike Reflex, +2 sneak
Fast Hands
Faster than the eye, even. You may use cipher skills in combat, and a single hairpin counts as a full case of unusual tools.
Second-Story Work
Like a spider. You can climb as fast as you can walk.
Supreme Sneak
You may invert any of your cipher skills to lay traps, render walls unscalable to your brother-thieves, see in the dark, or do whatever else needs to be done to keep lesser sneaks firmly in their place.
Use Magic
You deceive like you breathe. If it comes up, you count as any class, race, sex, age or demographic that would most benefit you. Magic items recognize you as their rightful wielder, magical identity-checks ping you as "okay I guess", and somewhere out there a very confused angel has confused your records with that of a 90 year old grandmother who is also a 20th level paladin and a pro-bono defense lawyer for cancerous orphaned bunny rabbits.
Catlike Reflexes
The first round of combat, take two full turns.
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| Source. |
I am known to be a humorous patrician, and one that
loves a cup of hot wine with not a drop of allaying Tiber in it;
hasty and tinder-like upon too trivial motion;
one that converses more with the buttock of the night
than with the forehead of the morning;
what I think I utter, and spend my malice in my breath...
| 00 The Blind Ones Those who refuse to see will outlive the others. Reversed: Hope for death. You won't make it any farther. |
| 01 The Idiot Proud, foolish, and playing with forces you cannot understand. Reversed: You have been misunderstood. Now is the time to strike. |
| 02 The Beautiful Woman Pale, dark-haired. In one hand the cup, life, and in the other the flensing knife, suffering. Reversed: Death and freedom. Your schemes have, thank G_d, come to an end. |
| 03 The Conqueror Worm Red and squirming. Inevitable, and in its own way futile. Reversed: The end of death has come. Beware. |
| 04 The Hungry Spider Wise, self-sacrificing, the protector of man's work. Reversed: You are the enemy. Fear order and justice. |
| 05 The Hungry Moth Cunning, devious, enemy of man's work. Reversed: What you've done is no help. |
| 06 The Cult Source of knowledge, favors owed. Reversed: You've been found out. Think quickly. |
| 07 The Black Lake A hiding place. More dangerous than it seems. Reversed: Safety! Safety in the dark. |
| 08 The Sacrifice Joyful in his death. It's better than the alternative. Reversed: It is imperative that you survive. |
| 09 The Prophet & Priest Do you know what needs to be done? Reversed: Bare your neck to the knife. |
| 10 Mandala Downturn and upturn. Reversed: Upturn and downturn. |
| 11 Hope Flickering candle-flame, a delicious lure for the bleak forces. Reversed: An opportunity to exploit the naive. |
| 12 The Dream Lurid and strange, but neither inhospitable nor unfriendly. Reversed: Your life is a lie. Escape is possible, but will not make you happy. |
| 13 Death As natural as life. Cycles, circles, rhythms. Reversed: That is not dead which can eternal lie. |
| 14 The Imposter Death is preferable to meeting Him on the road. Reversed: Reexamine your face in the mirror. |
| 15 The Old One More real than man's schemes. Reversed: Someone is coming to help. Throw yourself to their mercy. |
| 16 The Gap There is nothing between the two extremes. Reversed: There is nothing between the two extremes. |
| 17 The False Star You are being watched. Reversed: I am going to drink your sweet, warm life straight from the source. I've been so long in the dark. |
| 18 The Betrayed Moon Their decisions have already been made. Reversed: If you move fast, you can kill your friends before they kill you. |
| 19 The Punishing Sun It's only fair. Reversed: You're as dead as I am. |
| 20 The Tide It comes in, it goes out. Do not be too attached to your "self", or to the "truth". Reversed: Degeneration. |
| 21 The Scar You will not recover. You have seen too much. Reversed: Struggle for life. Better to enter the kingdom of Heaven with one eye... |