Random thought: Seeing as most slugs also eat carrion, including their own dead, could one of these slugs not eat it's fallen brethren, gaining their abilities and becoming some sort of uber-slug? I certainly hope so.
This is a great creature entry with definite in-game potential. Go to Comment
If you haven't seen any of my other posts, I am a man of brief descriptions. I personally prefer as few details as possible. Enough to get the point across. I find it easier to work ideas in when there's more breathing room. But, if it's details you want, details I can give.
I like Valadaar's suggestion so I will rework this item with a "known" history and a "real" history. Go to Comment
You find yourself in a field. Though there is no sun or moon in the sky, you can see clearly. In every direction there is tall grasses blowing in a wind you can't feel. To the north along the horizon is what appears to be a mountain range. As you turn about surveying your odd location, you notice a small wooden cottage to the south. Even from this distance you can tell it's seen better days. As you study it, a light slowly begins to seep between the cracks and through the boarded up windows. Something tells you that this is very important and you need to see who or what is inside. You begin to walk towards the cottage. An urgency begins to panic you and you start running. The light begins to throb and you can feel every pulse in the pounding of your heart. The tall grasses whip at your legs but you can't feel it. You begin to run, one arm outstretched, straining and reaching. The cottage looms before you, it was bigger than it seemed from a distance. In a frenzy your hand closes around the rusted doorknob. A burning pain shoots through your hand and arm but you refuse to let go. You twist the knob and throw open the door...
In the story this was a recurring dream that the character had. The house was set in the exact center of the universe and inside was the "heart of everything". Go to Comment
Sometimes, if I start getting the ole GM burnout, it's because I'm over thinking everything, planning TOO much. I find that letting of the reins and letting the players lead more, they can sometimes take the game in a direction I wouldn't have thought of and it inspires me to think in a new direction. Go to Comment
Very cool idea. I think if I were to use this though, the Platinum version would have to have more restrictions than just sight. A death spell-type thing like that should require maybe touching the person or even having the victim read the scroll themselves. But the whole concept is great. Very useful. Go to Comment
Perhaps the curse on goes into effect when the single errant feather is removed from the boots. If left only or returned then the curse goes away. The idea of a poor player searching for a single feather just so they can get the boots off is highly amusing.
Thanks everyone for commenting. Glad you found the idea interesting (at least). Agar, those are some neat ideas to go with it. Especially the cursed skin. That could turn interesting.
An additional feature: There is a small chance that the first time someone puts on the Guise, that the Guise will refuse to come off and the wearer will begin to slowly turn into an undead creature themselves. Go to Comment
Was the shoesmith's wife and brother having an affair? Or was it a murder of convience? Likely both.
The pain: The pain lasts as long as any normal pain from such a wound would, the only difference being the pain suffered is magnified. This applies to the person possessed as well. They feel just as much pain but are simply unable to stop themselves from continuing to hurt themselves. Go to Comment
Good one. A nice blend of politics and combat. It'd be great to get a player hooked on some powerfully addictive drug without their knowledge. Could lead to some interesting aftereffects. Go to Comment
Weapons or equipment that is heavily relied on can be "named". Then the equipment begins to gain abilities beyond those of normal equipment. They might siphon off some of the experiances of their owners (1 to 5%) and level up on thier own. Could be an unintenitional way of creating artifacts. Ships could become sturdier or seem to just barely outrun the worse of a storm that would have surely sunk another vessle, swords could fumble less or resist dulling more, a farmers plow could turn stones aside easier. Anything that is depended on as much as an inividual can depend on as much as another individual could be "named".
Ideas ( System ) | November 5, 2002 |