Friday, May 31, 2024

Three Elf Kins [Nixie, Tossiche & Trute]

 If you are unfamiliar with Gorinich's Elf class over on The Whimsical Mountain, go read that before reading this.

Done?

Good. Have a trio of Elf Kins to celebrate.

Nixie

Heartspell: Water Breathing
R: touch T: one or more creature(s) D: [sum] hours
You grant any number of creatures touched the ability to breathe underwater, dividing the duration between them as you see fit. If used on a creature that breathes water already, it instead gains the ability to breathe air.

Equipment: Waxed pouch, simple knife, a ration of horse meat
Starting Skill (1d3): Singer, Sailor, Ostler.
Favored Environment: Remote coastlines, babbling brooks and mountain lakes.

First Gift: Webbed hands and feet and big fish-like eyes. You can swim as fast as you can run and see through murky water as if it were clear. Language does not Tether you while you are underwater. You need to drink twice as much water each day in order to keep from getting thirsty.

Second Gift: Scales coat your body while in the water, disappearing once out. Your teeth grow sharp and pointed no matter where you are. You can reverse Water Breathing into Drown, causing a kissed creature to take [sum] damage from asphyxiation.

Third Gift: While underwater, every part of your body turns into the corresponding body part for a brightly colored, human-sized fish. Any part of your body outside the water stays human. You can no longer tolerate dairy, grains or leaves as food. Your bite is a medium weapon and you have gills now.

Fourth Gift: Your hands and feet elongate and elaborate fins sprout across your body even while outside the water. You can set a condition under which your Water Breathing spell will reverse into Drown on its own, doing damage equal to the remaining duration of the spell.
 

Tossiche

Heartspell: Poison
R: touch T: container D: permanent
Create [sum] drops of poison, which causes [dice] symptoms for one round per drop consumed. Save negates. Available symptoms include: blindness, confusion, fatigue, inability to speak, inability to stand, intense pain and/or one damage per round. The poison looks and smells like honey, but tastes awful.

Equipment: Hooded cloak, length of rope, big jar of pickles.
Starting Skill (1d3): Beekeeper, Guttersnipe, Miner.
Favored Environment: Dripping caverns, abandoned wells and the king's dungeons.

First Gift: Your nails grow into four little claws and your ears become sharp and shaggy. You can can sense all hollow spaces within ten feet of you, just by the feel of the air. Traditionally clandestine vocations (executioner, cultist, spy, adulterer, secret policeman, etc.) do not Tether you to Culture.

Second Gift: Your eyes shrink down into little beady raisins and your ears grow long and triangular. The claws on your hands and feet become hollow like serpent fangs and can store a drop of poison each. When you hit someone with one of your claws, you decide how much of which poison(s) to inject.

Third Gift: You are blind, but can navigate dark, quiet spaces with echolocation as well as most people could with a torch. Anyone yelling or fighting makes it too loud to hear where anything is. You can nimbly climb up rough stone walls with your claws and prefer to sleep dangling upside down like a bat.

Fourth Gift: Your eyes completely disappear into your newly sprouted wool. You can now induce the following symptoms with your Poison spell: face blindness, berserk rage, vaulting ambition, gullibility, an impending sense of uttermost Doom and/or a corpse-like visage.
 

Trute

Heartspell: Animate Rope
R: 100' T: [sum] feet of cordage  D: [dice] commands
Target rope, string, thread or similar within range heeds your next [dice] one-word commands, with optional pointed finger. They gain the mobility of a similarly sized snake, the intelligence of a well-trained dog and the knot tying talents of a crew of sailors competing for a week of shore leave. "Entangle" and similar commands allow the victim a Save to evade.

Equipment: Commoner's clothing, 50' ball of yarn, 10 bagels on a 1' rope.
Starting Skill (1d3): Sailor, Chandler, Knitter.
Favored Environment: Mulberry bushes, underneath large rocks and in the knotholes of trees.

First Gift: Your hair and/or beard grows out to be at least three feet long, and is immune to unwanted tangling, cutting and grabbing. Messing around with knots does not Tether you to Tools or to Shelter.

Second Gift: You shrink down to three feet tall and your feet swell to thrice normal size. If you cast Animate Rope on your own hair/beard, it will obey [sum]+[dice] commands before falling still.

Third Gift: You shrivel down to two feet tall and weigh no more than a goose would. For every minute someone spends untying one of your knots, you need one fewer hour of sleep/once of food that day.

Fourth Gift: You shrink down to six inches tall and weigh as much as a leaf. If you command them to 'stay', your Animated Ropes magically resist being burnt/cut as if they were made out of steel wire.

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