Starfinder Species: Xorarcan

Xorarcan

The Xorarcan are legendary as a humanoid warrior-species with an ancient history, but the truth of their existence is far more complex.

They evolved on the dead world of Xorarca, a high-G planet which has little water, extreme temperature shifts, and numerous radioactive heavy metals. Strength and resilience were crucial survival traits for all live on Xorarca, but the one humanoid race that evolved there clawed its way to the top of the food chain by adding planning, tools, and a willingness to sacrifice for the good of a larger community. No Xorarcan wants to die, but even more no Xorarcan wants to die uselessly. The idea of seeking a death that serves a greater good isn’t just a cultural element of Xorarcan life, it’s a survival instinct that developed as the only way for the species as a whole to thrive.

Long before Xorarca technological levels reach the point of space travel, they were discovered by a more advanced society who saw their value only in terms of slave labor and shock troops. Different races have been suggested as this conqueror of Xorarca, though native histories refer to them only as the Overlords. For millennia, the Overlords raided Xorarca every generation, taking the strongest and most accomplished warriors and engineers, and leaving behind only enough population to ensure that, with effort and sacrifice, there would be more potential slaves in another generation.

Xorarcan history states that in time the Overlords empire collapsed, and their many enslave races were left adrift. Most fell into barbarism and developed into petty warlords fiefdoms, but the Xorarcan drive to live a life that meant something caused many of them to strive to build something more. Over centuries, ships of Xorarcan who had never set foot on their native soil returned home, in ships cobbled together from Overlord technology or earned from other races through mercenary service. All were welcomed back as lost kin, and accepted into the greater Xorarca community.

But Xorarca was still a harsh world, and it could not support such an enlarged population. It became clear that for the Xorarcans to survive, they must continue to travel among the stars. The species does not wish to a find a new homeworld, but it does want to protect the world and culture that birthed it. In each generation, more than 75% of the Xorarcans born on their homeworld find themselves driven to leave native soil, for the good of their brethren. To ensure no new empire of Overlords ever seeks to enslave them again, and to protect their homeworld, those Xorarcans who leave take on warrior roles and work to establish a presence throughout the galaxy as acknowledged masters of war and defense. While the species has its share of poets, engineers, philosophers, mages, priests, actors, and even criminals, those who leave their world see projecting strength as a species a crucial step to protecting their beloved homeworld.

Similarly, Xorarcans abroad seek to be known as honest and good to their word, to ensure that deals made by their homeworld are respected and valued. This is not to say all Xorarcans are good or kind—a Xorarcan criminal simply ensures that any threat made can and will be carried out, and Xorarcan cheats avoid making any statement regarding the falsehoods they depend on.

Xorarcans value community, and even a lone member of the species far from home looks to find allies they can trust and protect. Most Xorarcans are taught from birth that their first and greatest duty is to their homeworld and their species, but a Xorarcan may choose duty and loyalty to a community of choice over one of inheritance.

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RACIAL TRAITS

Ability Scores. Xorarcans have a wide range of body types and mental traits, and despite a reputation for being strong and narrow-minded are actually among the most varied of species. A Xorarcan gains a +2 bonus to two ability scores of their choice, and take a -2 penalty to one ability score of their choice.

Size, Type,Vital Statistics: Xorarcans are Medium humanoids with the Xorarcan subtype. A typical Xorarcan stands 5’10” to 7 feet tall, and weighs 190-280 pounds. They reach the age a maturity at 15 years, and have a maximum age of 100 + 2d29 years.

Move: Xorarcans have a 30 foot land speed. If any effect reduces their speed by a set amount, that reduction is decreased by 5 feet.

Darkvision: Xorarcans have darkvision with a range of 60 feet.

Plain Speech. Xorarcans are renowned for being straightforward and good as their world, and find getting what they want through deception awkward and uncomfortable. They receive a -4 penalty to Bluff checks to lie (though not for any other task of the skill), and a +2 bonus to Diplomacy and Intimidate checks.

Independent: Xorarcans have evolved to be difficult to control, and even-tempered. They receive a +2 bonus to all saving throws against mind-affecting to emotion effects, and the DC to bully them with Intimidate is 5 higher than normal.

Harsh Homeworld: Xorarcans take no penalties in thin, normal, or thick atmospheres. They treat hot environments as 30 degrees cooler, and cold ones as 30 degrees warmer, for purposes of environmental hazards. They treat high gravity as standard gravity and extreme gravity as high gravity (even for purposes of determining bulk).

THEME: XORACAN WARRIOR

Many of the traits considered “inherent” to Xorarcans are actually cultural norms ingrained in all Xorarcans born and raised on their homeworld of Xorarca. While theoretically a non- Xorarcan could be raised in the same manner, such as a human adopted by Xorarcan parents or a shirren born to diplomats on Xorarca who have adopted its culture and have numerous native friends, normally only Xorarcans can take this theme.

Theme Knowledge. Xorarcans know the universe is a cold, harsh place and train their young to be prepared to use even protection available to them. You begin play proficient with heavy armor. If the class you take at 1st level is already proficient with heavy armor, you begin play proficient with powered armor. If the class you take at 1st level is already proficient with powered armor, you reduce the armor check penalty of any armor you wear by 1 (minimum 0). Additionally, you can alter any armor you wear to match the appearance of traditional Xorarcan war-gear with 1 day of work, giving you a +2 bonus to Intimidate checks to demoralize while wearing it.

Armored Juggernaut [6th]. At 6th level, you ignore the bulk of any armor you wear. Additionally, when wearing heavy armor or powered armor, your unarmed attacks deal damage equal to the solar weapon of a solarian of a level equal to your character level.

Rugged [12th]: At 12th level you can, once per day, when wearing armor, grant yourself a number of temporary Hit Points equal to your level. These fade after 10 minutes or when used.

Unstoppable [18th] At 18th level, your ability to overcome adversity is so great you gain determination when things turn against you. The first two times each day when facing a significant enemy you take a critical hit or fail a saving throw, you gain one Resolve Point.

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Ichthine–A Species for all -finder games!

As far as I can tell, the urge to do this species came straight from the art, by the amazing Jacob Blackmon. Certainly nothing else I can think of inspired this. The write up should work for both the Pathfinder Roleplaying Game and the Starfinder Roleplaying Game.

ICHTHINE

The ichthine are an ancient, accomplished species who have had access to star travel for millions of years. Able to place themselves into a natural form of hibernation, their species travelled the stars in vast slower-than-light ships to explore and learn. However, lacking any way to communicate with each other or their homeworld, each ichthine ship became its own hub of knowledge and developed its own culture. Most eventually began to break down in systems lacking the technology to repair or replace their advanced systems, and the ichthine inhabitants within eventually choose a new world to colonize. Ichthine than thus be found on thousands of world, many of which have no native star-travel capacity, or have only developed such capacity in recent centuries. If the original ichthine homeworld is still populated, none of the current ichthine populations know where it is. It has even been suggested the ichthine originated in a different galaxy, though most scholars dismiss this as hyperbolic legend.

Ichthine culture has survived, however, in part because they have a remarkable racial memory that retains a great deal of core knowledge from generation to generation. Each ichthine is born knowing the Aquan language, already able to speak and understand basic phrases, with a general knowledge of the history of their line. Thus most ichthine populations are aware of their long history of star travel, even those living on worlds with no more than iron age levels of technology. While the ichthine diaspora happened so long ago that many isolated ichthine populations have evolved to look radically different than their distant cousins, most recognize their kinship to ichthine of all types, and can remember in general terms a time when they had a united appearance.

On many worlds ichthine are known as “grandparent fish,” and are considered skilled advisors and scholars, Icthine generally take a long view of things, from history to politics to religious tolerance. This partially comes from their long lifespans and partially from their racial memories, but also seems to be a natural tendency of the species. While young ichthine are significantly more excitable than their older relatives, even as “tads” ichthine generally contemplate major actions and their consequences before diving into them.

However, once an ichthine has decided a risk or consequence is worth the benefit that causes it, they are loathe to reconsider that opinion without significant new evidence. This sometimes leads to ichthine picking up damaging vices, or remaining friends with people who have changed from being short-sighted or brash to being genuinely destructive or evil. Ichthine also think strongly in terms of groups, and hate excluding anyone once they have been accepted into any social or cultural organization.

Grandparent Fish

(Art by Jacob Blackmon. Available as stock art here!)

Species Traits

Ichthine are Medium monstrous humanoids. Despite their fishlike appearance, they can easily manipulate items with their nimble fins as well as a human with two normal hands.

+2 Wis, +2 Cha, -2 Str. Ichthine are calm and caring, often contemplating how helping others may help them as well, but have frame ill-suited to the leverage needed for optimized application of strength.

Movement. Ichthine have a 20-foot move rate, and a 30-foot swim rate.

Deep Senses. Ichthine have low-light vision and darkvision. When in a liquid environment, they also have blindsight, 30 feet.

Amphibious. Ichthine can breath air and water with equal ease.

Depth acclimated. Icthine ignore penalties for high pressure, both in water and in normal atmosphere.

Hibernate (Ex). As a full action an ichthine can slow its metabolism to a crawl, radically reducing its need for air, water, and food. In this state it does not suffocate or starve, and is considered unconscious for most purposes. However, a hibernating ichthine can make Perception checks at -10 to notice changes to its environment while hibernating, and choose to end its hibernation as a full action. A DC 10 Medicine check is required to differentiate between a hibernating ichthine and a dead one. An icthine’s hibernation can last for tens of thousands of years with no harm.

Racial Memory (Ex). An ichthine can attempt a recall lore task with untrained skills, regardless of the check’s DC. An ichthine receives a +2 bonus to all recall lore checks. If the recall lore check is for questions relating to the ichthine’s own heritage, this bonus increases to +10.

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American Fighter: An Analogy as Superhero History

American Fighter was born Roy Wood to an unwed mother in 1925. Of Irish/German descent, he showed no particular faults or aptitudes as a child, getting unremarkable grades and managing well enough for a child with first no father, then a largely absent step-father, who left the family by the time Roy was 15. He was remembered as a shy boy who worked in a car shop and sang in the school glee club.

He graduated from high school in 1943, and immediately enlisted in the United States Marines. Ordered to a Repair and Overhaul unit in the Pacific, he was exposed to a mix of experimental gasses from secret super-soldier programs being run at the same facility. His skin, uniform, and helmet became significant more resilient, able to bounce small arms fire and even survive antimaterial and anti-tank munitions. He was immediately given a nom de masque of American Fighter, and sent into much of the worst island fighting. Though American Fighter is often depicted in posters and art of the era standing with the heroes of Liberty Force who operated in Europe, he never served with them, and only rarely met any of Liberty Force’s members.

In 1946 he was discharged, and moved to Los Angeles to live with his mother. He tried to join the Liberty Guard, a national hero teams forming at the time, but was rejected for low academic standards. When he was spotted by a scout for the Universal utility corporation, which was interested in creating hero teams to protect their own interests and garner positive P.R., he was signed to a lengthy U.U. “taxi hero” contract. The taxi heroes were paid on a per-mission basis and assigned to regions and teams as determined by U.U’s Hero Relations department.

American Fighter was initially assigned to the Coastal Crimefighters, who largely opposed the Undertow Gang of underwater pirates. While he was always assigned back-up or support roles, he also received training from Universal Utility handlers in public speaking, judicial law, small unit tactics, horseback riding, and etiquette. As he was photogenic he also came to be featured heavily in hero-themed magazines, despite his relatively minor activity level. Through the late 1940s and into 1942, he also worked with the Freedom Hawks, Hero Cadets, and on loan as one of the Big Man’s “irregulars”

In 1952, American Fighter was assigned as the team leader of the Furious Five, with the more experienced heroine Talavera as the team secretary and unofficial second-in-command. Talavera had worked with American Fighter in the Freedom Hawks, and had a career that went back to before WWII. The Five quickly grew to be to popular to keep as a single unit, and each was moved to taxi hero roles in other groups for part of every year from 53-55, with American Fighter serving as second-in command for the Hero’s Horizon and then standing as the leader of the Law Breed when founder Golden Blade was injured in the line of duty.

In 1953, a new villain struck the we coast. Known only as the Obsession, this mastermind combined complex heists with random acts of mayhem and violence and terrorist attacks using clouds of psychotropic drugs that made coordinated responses by local authorities almost impossible. The Obsession began to co-opt and unify organized crime west of the Rockies, and Universal Utility suffered multiple significant thefts and kidnappings for ransom. U.U. turned all its Hero Relations resources to bringing the Obsession to justice. In a Los Angeles raid on August 4, 1954, American Fighter was part of a small team that breached the Obsession’s base of operations, and American Fighter delivery the knockout blow to the crazed villain—immediately elevating himself to major hero status.

By 1955 American Fighter was voted one of the ten most popular and effective heroes in American by Modern Hero Magazine. Universal Utility immediately made him the focus of multiple teams, including the newly-renamed Fighting Five, the Freedom Brigade, and the Giants of Justice.

However, his popularity waned within a decade. By 1965 the Fighting Five and Giants of Justice had been disbanded, and American Fighter had been moved to “emeritus” status in the Freedom Brigade, to make room for new heroes such as Repulsor, Fast Cat, Chiller, and Doctor Phoenix.

During this time it became well known in the hero community that American Fighter was gay. He was discrete about his privacy, and little attention was publicly paid to the question at the time. His handlers as U.U. worked strenuously to keep his private life out of the public eye.

American Fighter left the Fighting Five (which disbanded a few years later, though numerous revivals have been attempted) when his U.U contract ended, and tried live as an agent of S.T.E.E.L. (Special Taskforce on Espionage and Enforcement of Law), and then as one of the Strangefellow, and finally as the leader of the Second Chances (a time-travelling group that worked to fix minor disasters in such a way as to not affect history in any other major way). Though none of these efforts were considered noteworthy at the time, the Second Chances have in recent years come to be considered one of the few truly successful time-travelling hero teams.

Moving back to traditional hero teams, American Fighter joined The Undefeated, a team of U.S. heroes operating overseas in 1969. The team was fairly well-known as successful, but their operations had a high financial and political cost, and they were disbanded in 1971. From ’71 to ’77, American Fighter settled down in San Francisco, and operated with the Heroine Saint Angel as part-time, local heroes taking on minor regional issues. He and Saint Angel married, but quietly divorced in ’76, though still working as crimefighting partners for a year after that.

A lifetime of heavy drinking and smoking began to take its toll in the late ‘70s and early 80s. American Fighter participated in a number of one-time mass hero operations, but could not catch on as a permanent member of a hero team. He notably took part in the Avalanche Wars in 1978 and the Martian Campaigns in 1980. An effort was made to build a new team around him, the Devlin Dogs, in 1981, including adding Fighting Youth to the rooster, the son of American Fighter and Saint Angel from before their marriage as a teen sidekick. However, multiple bypass heart surgery sidelined American Fighter a few months after the team launched, and though he returned to it after recover, the team disbanded within a year after that.

He joined the Dynasty of Warriors in 1984, but was clearly past his prime and often contributed little to major conflicts.

Unknown to the public, American Fighter was diagnosed with HIV in 1984, just one year after the initial identification by scientists of the HIV virus. The hero kept the disease secret for many months while working with old colleagues to search for a cure. His health was visible declining. Rumors began to spread that he had liver cancer, but eventually his publicist announced that American Fighter had AIDS. As one of the first well-known American heroes to be publicly diagnosed with AIDS, this sparked a national debate about his sexuality and the disease.

American Fighter died in October, 1985, of infections related to the AIDS virus.

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The Chosen… ish

“You are the Chosen Seventeen.”

“Say what now?”

“Chosen. The Chosen Seventeen. I mean, one of them, obviously. You’re not all 17.”

“I… I mean. I thought there was a Chosen One?”

“Oh, there is! She’s great. Met her at a seminar a couple of years ago. But, yeah, no. You’re not THAT Chosen. I mean, only one person is the Chosen ONE, right?”

“O… Okay. So… after the Chosen One, we go to the Chosen Seventeen?”

“Oh heck no! Wouldn’t that be weird? No, after the Chosen One, there are the Chosen Two. Who I have NOT met, but I am told are equally great. Well, I mean not EQUALLY great, obviously. They are only half as Chosen. But the two of them together are just as good as the Chosen One, and each on their own are still WAY better than an Un-See.”

“An Un-See?”

“Yeah, UnChosen. UnSee, for short.”

“So… after the Chosen Two, there are… ”

“Then the Chosen Three, the Chosen Five…”

“No Chosen Four?”

“What? No. Four isn’t a prime number.”

“Pri… but you said there were a Chosen Two?”

“Yeah. Two is prime. You… you weren’t paying attention in math class, were you?”

“Well I TRIED, but I kept having these weird daydreams about awful things happening to my friends.”

“Oh, yeah, the Fel Abstraction. That’s one of the powers of the Chosen Seventeen.”

“Oh. Ah, okay. What’s it good for?”

“I mean, not a lot. It’s an abstraction. Of fel things. Terrible things that could, theoretically happen, but probably won’t. Though I *am* told it’s good for coming up with lyrics to death metal songs.”

“I see. So I have vicious woolgathering?”

“Pretty much, yeah. Though that’s only ONE of your powers.”

“Uh-huh. And, tell me, am I one-seventeenth as useful and powerful as the Chosen One?”

Oh heck no. Not even close. You have one-seventeenth of her POTENTIAL, sure. But she’s 27 years old, we identified her when she was 9, she’s been trained by the greatest mystics and warriors most of her life, and she was granted the holy relic, the legendary blade Durandal.

“Where as I am 48, you JUST found me, and up til now I have been trained by a failing public school, two community colleges, and one Fast-Burger Shift Manager training Program.”

“Er… yeah. So you see how you are way, I mean WAY, less than one-seventeenth as potent as the Chosen One.”

“Do I even get a holy relic? Like, the Pope’s steak knife, or something?”

“You DO get a hold relic, if you complete your 90-day probationary period.”

“Great. Super. What holy relic?”

“Well, I mean, the weapons are mostly handed out to the Magnificent Eleven. You know, the Chosen One through the Chosen Five.”

“Sure. makes sense.”

“And the holy shields, gauntlets, and vambraces generally get divvied up among the Awesome Eighteen. Then…”

“Hey, one isn’t a prime number either!”

“Excuse me?”

You said there was no Chosen Four, because four isn’t prime. But neither is one. I do remember THAT form math class!”

“It’s not that all prime numbered groups of people are Chosen. It’s that there are ranks of Chosen, with the Chosen one at the top, and every tier UNDER that is eldritch potential divided among a prime number of people.”

“Why?

“Who the hell knows? Not my department. Anyway, you wanted to know about your relic?”

“Sure. Why not?”

“Well, as the last of the Seventeen, you’re part of the Terrible Thirty…”

“Terrible as in terrible to behold?”

“Ah, no. More like “terrible twos,” to be honest. I mean, these aren’t official group designations but… look. While there ARE a Chosen Nineteen, and a Chosen Twenty-Three, by the time the eldritch potential is divided that thinly, it’s not a lot different from just being an UnSee. We don’t even recruit them, normally.”

“Really? Because one-seventeenth of being Chosen doesn’t seem to be that different from one-nineteenth of being Chosen.”

“You’re right. It’s not.”

“So… ah.”

“Yeah. Historically, most of the Chosen Thirteen are constantly bitching about how each of them is very nearly as good as one of the Chosen Eleven, but gets no respect, and most of the Chosen Seventeen are complaining no one takes them seriously. So, their Compeers–that is the people who train, advise, and direct them, like I am with you right now–their compeers generally find the Terrible Thirty–the Thirteens and Seventeens–are a huge pain in the ass to deal with.”

“So why bother?”

“Because if we don’t, the Bockshexe, Goulekon, or Nelapsi will recruit you. Any of those groups are bad enough without any decent amount of Chosen-ness to give them an edge. And the Terrible Thirty may often be worse than useless, but they do less damage as crappy heroes than augmented villains.”

“So a Seventeen is just potent enough to make preventing them from going Dark Side smart, while a Nineteen simply isn’t worth the effort? Awesome. Tremendous. What a glorious destiny I foresee. And my relic?”

“Oh, sorry! So the Thirteen get the  flops and pings..”

“The what?”

“My bad, that’s Compeer talk. They get the majority of the cloth and metal relics that aren’t arms or armor–cloaks, boots, rings, amulets, that kind of thing.”

“Uh-huh. And what, dare I ask, does that leave for a Seventeener?”

“You have the advantage of picking from a fairly large category of relics. We have more than seventeen of these, so even as the Last Seventeen, you’ll have a choice within the category.”

“Okay, swell. but what’s the category?”

“Holy Miscellany.”

“… Seriously?”

“Look, we don’t make holy relics. Not for centuries. So we have to make do with what we’ve found over the centuries. And some things just defy easy categorization. But like I said, we have a LOT of those, so…”

“Gimme an example.”

“What?”

“Miscellany doesn’t tell me much. So give me an example of some holy relics in that category.”

Well, okay. There are the Tablets of Destiny, stolen by Anzû the Demon Bird from Enlil and hidden on a mountainside. They offer dominion over all the things written within their divine law.”

“Er… wow. That’s amazing!”

“Yep! Of course they’re made of clay and are thousands of years old, so there are parts missing…”

“How much is missing?”

“More than 99% The remaining clay bits pretty much fit in a wallet now, and just give dominion over onions, cucumbers, adzes, bronze daggers, and clay tablets. Itself included.”

“Ah… well, okay. I an still see lots of uses for that.”

“Absolutely. It’s the most powerful of the Miscellany, so it’s always the first thing selected by a new generation of Seventeens.”

“Oh. I see. And I am the LAST Seventeen? So that’s been taken?”

“Oh, heck yeah. No, the Tablets are absolutely spoken for. But you wanted an example, so…”

“How about an example of things I could actually pick from?”

“Oh. Well, sure. I mean, they won’t be Tablets of Destiny…”

“My point exactly.”

“Well, okay. There is the Holy Door of Alexander the VI.”

“A door?”

“Yeah, I mean it’s not something you’re going to carry around with you, but you could have it installed in an RV or something. And when you walk through it, for 24 hours you gain the Borgia Sight”

“Great. Fantastic. And what does that do?”

“The next significantly bad thing that happens to you?”

“Yes?”

“You see how you could have avoided it.”

“But only after it happens?”

“Yeah, but that’s still some potent hindsight?”

“Okay, true. Not terrible. What else?”

“There’s the Iron Jiaozi. It’s a 900-year old paper bank note, which was used to pay a swordsman to kill a demon. Whoever last licked it has the power to always know how much a killer would require to kill someone for pay.”

“Only killers?”

“Yeah. Not just assassins, but anyone who has killed another person.”

“Righty. Grim, and weirdly specific. And I don’t think i want to lick thousand-year-old money. But I could see it being a huge help in the right situation. Gimme one more example.”

“There’s the Whitehall Chair. it was designed by Inigo Jones. Sitting in it allows you to sleep, no matter your condition, restfully and for exactly how long you wish.”

“No drawbacks?”

“Well… it’s a 85-pound chain. That just lets you sleep…”

“But it’s not sleep cursed with nightmares, or you snore loudly enough to wake the dead, or you end up with a weird crick in your neck?”

“Oh no. The sleep is always restful and fulfilling.”

“Great. Sign me up. I feel super Chosen.”

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Webbing Wednesday! noose webs

It’s Webnesday! When we take a look at web-related monster abilities for some d20 games!

This week, we look at: Noose Webs!

For Pathfinder!

Noose Webs (Ex): Any creature taking penalties or suffering a condition from this creature’s webs is also subject to choking every round any effort is made to free it from the webbing (by damaging the webbing, making an Strength check, and so on). Make a grapple check using the CMB of the creature that created the web (even if it is not present) against the target’s CMD. If the check is successful, the target cannot speak or breath and is fatigued that round. If the check is successful for a second consecutive round, the target also begins to suffocate.

For Starfinder!

Noose Webs (Ex): Any creature taking penalties or suffering a condition from this creature’s webs is also subject to choking every round any effort is made to free it fro the webbing (by damaging the webbing, making an Strength check, and so on). Make a grapple maneuver the melee attack bonus of the creature that created the web (even if it is not present) against the target’s KAC +8. If the check is successful, the target cannot speak or breath, takes bludgeoning damage equal to 1d4, +2 per CR of the creature creating the web, and is fatigued that round. If the check is successful for a second consecutive round, the target also begins to suffocate.

Armor’s environmental protections can prevent the inability to breath or speak (though not the bludgeoning damage) as long as they were active before the creature was affected by the web. Otherwise the webbing is wrapped around the target’s throat already, and activating the armor’s environmental protection has no effect.

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A Beginning Is A Very Delicate Time

“We are locked in existential battle with the forces of Khernobog. Every living, thinking thing on the other side of the rivers and mountains wants us dead. Or worse.

“The Wards Majoris keep out most threats. More powerful creatures can burst through the wards, of course, but doing so takes time and sets off alarms. As long as our Princips aren’t busy elsewhere, they can respond to any such effort and prevent a breach.

“But more minor creatures are simply below the threat level the wards respond to. Sometimes those lesser forces of Khernobog gather in numbers large enough to be a significant danger. Generally they must take such armies through the fords or passes. Which is why there are keeps and castles there, manned with veterans who couldn’t stop a creature powerful enough to breach the wards, but can act in units to guard against incursions of massed minor threats.

“Of course, for them to respond quickly, they can’t stray too far from those routes, and they can only patrol so much territory beyond that. Smaller groups of minor creatures that can pass through the wards can sneak past the patrols, or move through rough terrain a whole army couldn’t negotiate.

“Such individuals and small bands are no danger to our lands as a whole. But that is no comfort to a father mourning a stolen child, or a wisewoman who loses her chickens.

“Those threats are minor, but no less threats, and someone must face them. Someday, perhaps, you will have the experience and power needed to guard the castles. Who knows, maybe someday you’ll even be a Prencip, and defend us from reality-altering powers of the enemy.

“But until then, we need you to form into small groups, and seek out those threats you can handle. Ensure that the patrols don’t have to abandon their posts, and the Princips are neither distracted nor out of position.

“It may seem minor, but this, too, is a great service to our lands.”

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Webbing Wednesday! acid webs

It’s Webnesday! When we take a look at web-related monster abilities for some d20 games!

This week, we look at: Acid Webs!

For Pathfinder!

Acid Webs (Ex): Any creature taking penalties or suffering a condition from this creature’s webs also takes acid damage every round. The damage is 1 point for creatures of CR 1 or less, 1d3 for creatures of CR 2-3, 1d4 per 2 CR for creatures of CR 4 or higher. Additionally, this creature’s webs are immune to acid damage.

(Want to make things even worse? Add a swarm to the encounter!)

For Starfinder!

Acid Webs (Ex): Any creature taking penalties or suffering a condition from this creature’s webs also takes acid damage every round. The damage is 1d4, +1 point per CR of the creature. Additionally, this creature’s webs are immune to acid damage.

(Maybe add this ability to a Star-Drider!)

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Aberration Collective Nouns, A-Z

A list of 26 collective nouns for various aberrations. For those of you who find such things useful.

Not specifically designed for the Aberrant Empire… but clearly related to similar ideas.

An Ambush of Chuul
A Bushwack of Mimics
A Cacoethes of Intellect Devourers
A Drape of Cloakers
An Exlex of Gugs
A Flatus of Flumphs
A Grasp of Gricks
A Hybridization of Driders
An Iatrarchy of Mi-Go
A Jargon of Gibbering Mouthers
A Kakidrosis of Catoblepae
A League of Decampi
A Macropterous of Lurkers Above
A Noisome of Byakhees
An Origin of Aboleths
A Padrone of Incutilises
A Qanat of Delvers
A Rille of Moon-Beasts
A Strangle of Choakers
A Toadtality of Froghemoths.
An Umbraculum of Darkmantles
A Vafrous of Naga
A Web of Ettercaps_
A Xenagogue of Elder Things
A Yawp of Destrachans
A Zazzle of Carbuncles

Patreon

If you found this useful or entertaining, and you’d like to support the creation of more such content, check out my Patreon!

CHECK THE RIGHTS TO ANYTHING YOU USE IN PUBLISHING.

I am not a lawyer. None of this is legal advice.

I recently saw a post where someone noted the 5th Edition Compatible logo they had created for a company, which is therefore copyrighted art, kept being used by other companies without permission.

That’s a copyright violation, and it’s systematic of sloppy rights-checking and weak understanding of when you can use work other people created.

I cannot tell you how often a 3pp freelancer I’m working with has grabbed a logo, or art, or rules, and either not noted where they got it, or sent it to layout with a note “I don’t know what we need to do to use this,” or “I found this on the internet, I assume it’s public domain.”

NO! Bad freelancer! (Grabs the squirt bottle.)

No Bad Freelancer

(This illustration created by Jefferson Jay Thacker, from materials with free rights. Used with permission.)

If you didn’t pay for it, the *assumption* must be that it’s under copyright someplace. Only if a reputable source notes that it’s public domain (or even better-you do your own research to determine that it is) should you ever assume it’s public domain.

In most cases, I don’t think these violations and stealing of other people’s work is malicious. I suspect many people quite reasonable use things like online art to illustrate characters in their home campaigns, then make the leap to professional work and don’t change their behavior and expectations to match. They then see people using other people’s work using the OGL, Creative Commons, and in some cases terrible misunderstandings of Fair Use of copyright material, and without understanding what is and isn’t allowed those things muddy the waters further.

If you are used to working with Open Licenses, know that those licenses have RULES. Learn them, understand them, and know that what you can do under an open license is NOT the same as what you can do with material not released under such a license.

Creative Commons, similarly, has rules. Check the release and see what use is allowed.

Further, “I’m not charging for something” does NOT mean you get to use any copyrighted material you want. There are “fair use” exceptions to copyright, but whether you charge for something has NO bearing on whether you are allowed to use it–only the damages you may be liable for if convicted. What may be fair use if you hand out to your players is not necessarily the same as fair use for notes you put up on a website for anyone to see. That’s still publishing something, and the rules can be very different.

DON’T be the person who steal’s a company’s work, or degrades the value of an artist who is paid to create something!

ALSO SUPPORT CREATIVES
If you want more cool stuff, you have to pay for what is created.
For example, if you want more blog posts from me, you can back my Patreon!

Who Are You? Who Do You Speak For?

As soon as any part of your career involves having your name attached to the things that make you money, you need to begin to consider who you are, and who do you speak for.

It genuinely doesn’t matter if that’s as a creator, or facilitator, or because your job comes with a nametag. Once your name is linked to your career product in some way, that should be assumed to follow you wherever you go, especially online. Of course with privacy, surveillance, and social media where they are today it CAN follow you whether your name is directly linked to your work product or not, but it’s far easier if that first step—publicly linking your name to your job—is handed out for free.

I’m not saying that’s universally a bad thing. Having my name be displayed on products I have had a part in and companies I have worked for has been a tremendous boon to me in building a career. (I am my own brand.) But it also creates a level of exposure. My anonymity is reduced. If someone doesn’t like something I say, they can easily link who I am to who I work for, and decide to take action based on that knowledge.

I try to make it very clear what hat I am wearing whenever I communicate in anything but the most private venue, and even for a lot of private communication. If I am working a Paizo event, I am speaking as an employee of Paizo. If I am writing a blog for the Green Ronin website, I am clearly communicating as a Ronin. And if I speak on my own social media, be that Facebook, blog, or Twitter, I am speaking as an individual.

But I can’t pretend that individual isn’t also linked to Paizo, GR, Rite, and Rogue Genius Games. Even if I feel my private thoughts should be judged exclusively on their own merits, rather than through the lens of who pays me, it’s been pretty solidly proven that may not be the case.

Now let me note that I am pretty experienced with this, and in general I have received a great deal of trust and support from all my employers, be that those that give me a regular paycheck or the ones who hire me for freelance writing and consulting. But that’s not to say over my 20-year career I’ve never had to defend myself for things I said in public, or that I am immune to blowback if I am seen as unprofessional or a liability. Mostly, the people I work with have my back. But when I speak, I need to remember that those words aren’t separated from my career by some invisible barrier. Even on my own time, even in unofficial venues, there can be consequences.

That isn’t all nefarious, either. If I make statements that make some perspective or current employer decide I’m an asshole, it’s perfectly reasonable for them to not want to work with me. That persona, of who I am online or who I am in business, is a fair consideration for people to judge me by. Indeed, I often boldly state that there are statements I make that if those cost me work, then I didn’t want to work with those people anyway.

But, being human, I also sometimes frak up and say things I regret. It’s worth remembering that more and more, I can’t depend on those things to go away because I erase them. And, just because I haven’t yet suffered from being targeted unfairly by bad actors for things I have said doesn’t mean I could never have that happen.

Of course as a cis white hetero male with an established career, I have a fair amount of built-in slack about these issues. Many people have the same privileges. I can’t really advise anyone on the “right” way to decide to handle these realities. I just acknowledge them, and decide what that means for me.

Because who I speak for means more than one thing. Yes, sometimes I speak for employers, and coworkers, and friends, and colleagues, and what I say or do can reflect on them. But I also have a pulpit, however small, and who I am is also defined in part by who I speak in defense of. When I am willing to take a risk. How I support my claim to be an ally.

I sadly fall short of where I think I should be on those points, but I do not forget them. A shortage of spoons, a risk-averse nature, a dislike of interpersonal confrontation, and even a concern that I am not the right voice to be raised on a topic often keep me silent. More often than they should, in fact, though I accept there are times where I am my best self by listening and learning, rather than opining and asserting.

I don’t expect I’ll ever be satisfied I have the answers on any of these issues. But I know know I need to keep asking the questions.

Who am I? Who do I speak for?

If you wish to, you can support this blog, and therefore my voice, at my patreon.