Showing posts with label Gods and Demigods. Show all posts
Showing posts with label Gods and Demigods. Show all posts

Friday, July 10, 2015

Petty Gods Is Now A Real Thing

Yeah, I'm a bit late to the party here, compared to other bloggers. However, since I originally posted to complain about one of my two contributions not appearing in the temporary version of the book that Greg Gorgonmilk was putting together, I thought it only fair that I officially announce this:

Petty Gods in now a real thing that you can download (for free) from RPG Now. It's pretty gonzo, but chances are you can find a deity in here to inspire your D&D or D&D-like game.

At 378 pages for free? You pretty much can't go wrong.

As for highlights (beyond my own two submissions), I thought that the inclusion of the Barsoomian Gods was cool. It's presence reminded me of the Cthulian Mythos that appeared in the early printings of Deities and Demigods. Speaking of the mythos, the Petty God most likely to see use in my home games is the Yellow King. Whisper Will has a little cool flavor that could easily be dropped into most campaigns, with the occasional leashed dog showing up at crossroads to temp the superstitious.

On a less serious note, I'll give a nod to Yessir. I was a Soldier, after all. Many is the time I've grinned and bared my fate while carrying out some very stupid instructions.

Wednesday, August 27, 2014

Petty God: Somnau

Here is the second of the two gods I designed for Petty Gods. I designed Somnau almost entirely while hanging out at the Fort Sam Houston Chapel while my oldest son attended Boy Scout meetings. As before, the stats are for Labyrinth Lord, as per the terms of the original book. Pathfinder version forthcoming. 

Name: Somnau
Symbol:
An iron rod, partially wrapped in white linen bandages.
Alignment: Neutral
Movement: 90' (30')
Armor Class: 0
Hit Points (Hit Dice): 77 hp (17 HD)
Attacks: 2 (rod and touch)
Damage: 1d6+1 / 1d6
Save: F16
Morale: 10
Hoard Class: XV, XVII
XP: 7,250

Some wounds heal completely and leave no trace of scarring; but not to the eyes of Somnau, petty god of forgotten injuries. Somnau teaches that mortals should be thankful for those wounds that have left no lingering effects and should never forget the lessons of failure. Mortals who don't learn from their mistakes and forget the injuries they suffered in the past risk drawing Somnau's wrath.

Somnau appears as a gaunt old man in a wide-brimmed hat. He is scarecrow-thin and marked with hundreds of small lacerations and bruises. In his left hand, Somnau carries an iron rod, which he wields with deadly effect despite his frail appearance. He can also attack by magically transferring some of his own injuries onto his opponent's body with a touch. Armor is little help against this attack (treat the target as unarmored, although magical armor still adds its “+” bonus). Each successful touch inflicts 1d6 damage to the target and heals an equal amount to Somnau’s hit points. Alternately, Somnau can use his touch to heal others. Up to 4 times a day, he can touch a single target to heal all but 1d4 damage and end all adverse conditions (this functions exactly like a heal spell).

Any damage Somnau inflicts leaves lasting wounds that heal much slower than normal. It takes three full days of rest to restore 1 hp damage caused by Somnau's hand or rod; magical healing is only half as effective as normal.
 

REACTION TABLE (Use Wisdom instead of Charisma for Modifier) 
Friendly: Provides a “healing touch” for up to 1d4 targets.
Indifferent: Lectures targets about forgotten wounds and the importance of not repeating past mistakes.
Neutral: Questions targets about past injuries and the lessons they learned.
Unfriendly: Demands targets accept a damaging touch as a “penance,” reacts with hostility to those who refuse.
Hostile: Attacks to wound but not kill, intending to inflict grievous injuries that serve as lessons to the victims.

Thursday, August 21, 2014

Petty God: Kwunndle

Here is the first (and my favorite) of the two gods I designed for Petty Gods. I'm not sure if this one was ever illustrated because it doesn't appear in the Original Petty Gods PDF over on Gorgonmilk. These stats are for Labyrinth Lord, as per the terms of the original book. Pathfinder version forthcoming.
 

Kwunndle (God of Misplaced Objects) 
Name: Kwunndle
Symbol: A dozen wavy vertical lines represent the reaching fingers of Kwunndle
Alignment: Chaotic
Movement: 90' (30')
Armor Class: 2
Hit Points (Hit Dice): 50 (12)
Attacks: 2 (hands)
Damage: 1d6
Save: T12
Morale: 8
Hoard Class: XVII
XP: 2,800

Obsessive Kwunndle is the god of misplaced items. His beady eyes can peer from the corners of far-away rooms, where he snatches unattended objects with his impossibly long fingers. Kwunndle cannot just snatch whatever he wants; only things that have slipped from their owners' conscious thoughts are his for the taking. Kwunndle appears as a squat blue humanoid with countless unnaturally long and bendable fingers. He is completely invisible when looked at directly and must be viewed out of the corner of the eye to be seen (which is reflected in his armor class).

Kwunndle is naturally cowardly and avoids contact with others. He is very covetous, however, and his greed will sometime drive him to seek out mortals to barter for their possessions. More often, others come to Kwunndle and try to convince him to return some precious lost trinket. In any case, the god will only accept lost or stolen goods in exchange for his acquired "treasures."

Kwunndle possesses the abilities of a 13th level thief. When forced to fight, he strikes from the shadows and uses his near-invisibly to flee if things go against him. He attacks with his long, pliable fingers, wrenching and choking his enemies. If Kwunndle hits with both attacks in a round, he can automatically strangle his opponent for 2d6 additional damage. This damage is ongoing unless Kwunndle releases his grip or the target breaks free.

Kwunndle Reaction Table (Not modified by any ability score, see below)*
Roll      Result
2-3       Very Interested: Will attempt to bargain for one of the characters' possessions.
4-6       Interested: Will attempt to steal one of the characters' possessions.
7-9       Neutral: Will ignore nearby creatures.
10-11   Unfriendly: Will hide in shadows from nearby creatures.
12        Hostile: Will hide in shadows and possibly attack.

* Modify the reaction roll based on the amount of jewelry, gear, and finery the character is wearing, from -2 for opulent wealth to +2 for obvious poverty.