# Lindwyrm Lockbox
## some small additions

### Character Options

Kith & Kind: Non-human characters can be handed several ways.  
If the difference is just cosmetic, make the PC normally.  
If the PC gets special abilities, apply just like class modifiers (x0.15 xp / level per mod).  You can even use ‘class’ mods, renamed.

Some possibilities:

- Beastfolk: Turn into a specific animal at will (no larger than a horse).  
Gain movement and general abilities but no magic; your hp, etc are still yours.
- Mech: +3 AC; can install up to 6 items into self, making them always available; 
they don't fill carrying capacity.  -2 Save vs. magic, healing magic ½ as effective.
- Esper: One innate spell, using hp to cast; can swap spell when leveling.  
+2 Save vs. magic.
- Elf: See in the dark; 2-in-6 to sense secret doors and other hidden things; 
+1/level to tests involving nature or arcana (choose).
- Orc: +2 to melee damage, +2 to feats of strength, 2-in-3 identify metalwork, 
+1/lvl for tests involving tech
- Dwarf: See in the dark; +4 Save vs poison, disease; 2-in-6 to identify stone- or metalwork
- Dhampir: +2 Save vs. undead abilities, +1 AC against undead attacks, life drain: ½ weapon damage, melee only, gain half damage as healing or acts as rations.
- Ratfolk: Squeeze through spaces no smaller than head; chew through 
organic materials, +4 Save vs poison, disease; eat anything organic as rations
- Damned: Fire and ice resist, +2 on reaction tests, evil eye: give -4 to a roll, 
1 / 2 lvls daily

* xp tax on non-human abilities can be avoided if a common weakness (“allergy”) – 
sunlight, wool, iron, etc – is chosen; -2 to rolls when in contact or close/touch range,
 any possible damage taken is doubled

- Spellcasting Devout: If you're really hankering for more divine punch, 
give the devout the Arcana option for free.

 -Wizard Starting Spells: There's no harm in allowing a wizard to start with two 
spells, say; starting with at least one is kind of assumed –

More Class Modifiers

- Psychic: Speak telepathically within 100’; lift objects 1 lb/lvl and move them up to 100’; +1 initiative
- Pugilist: Unarmed damage = weapon damage; +2 AC if unarmoured; inflict 
Stunned or Confused status by strike, 2 daily / lvl
- Weaponmaster: +1/lvl to attack rolls with chosen weapon; counterattack 
against an attacking melee opponent, once per initiative round
- Face: 2-in-6 chance to puzzle out written language; +1 / 2 lvls to reaction rolls 
and hireling ML checks

* Combo Classes: This is getting a bit into the weeds, but if you want (part of) a 
class mod but not the xp tax, take the part you want and swap a standard class 
ability for it (fighter's chain attack for Tactician, for example).


### Equipment Packs

Pilgrim: Sturdy staff, satchel, lantern, oiled cloak, pilgrimage badges
Acolyte: Consecrated garment, censer, knife, holy icon, prayer focus
Squire: Light armour, 1 weapon, letter of recommendation, knight-lord's badge
Hedge Witch: Sickle, wicker basket, fox or crow, herb packets, poultices
(ex?-) Cultist: Dagger, dose of sleep, purloined idol, cultic texts, mask
Merchant: Goat- or dog-cart, abacus, ledger, lantern, 3x trade good
Vampire Hunter: Wooden stakes, holy icon, 1 weapon, light armour, ciphered notes
Tinker: Leather apron, toolbag, bundle of scrap, whitesmith's anvil, coil of wire


Lifestyles, per month:

Squalid  5 sp
Poor  1 gp
Average  10 gp                     
Fancy  50 gp
Luxurious  500 gp               
Noble  1500 gp+


### Rules Bits

More Magic (optional):  Anyone can cast from a spell scroll, but they need to 
spend 2 hp/lvl of effect to do it.

Status Effects: codifying these a bit –
- Paralyzed: cannot move or speak
- Stunned: cannot act
- Blind, Deafened, etc: self-explanatory
- Bleed: lose listed hp/action until treated
- Confused: addled, 2-6 to act randomly
- Charmed: friendly towards source
- Poisoned: variable
- Fear: -2(+) to all rolls; may cause fleeing

Conflict:
- Unarmed Damage:  Normally, ½ weapon class weapon damage.  Some things
 may modify this.
- 2-Handed Weapons:  Double damage, but no shield (or anything else) can be 
carried.
- Dual-Wielding:  Roll for each attack, no shield.
- Called Shots:  Just give a difficulty to roll, just like a Save or other attempt at 
a feat.


### Monsters And NPCs

Aeolian Hare: Dog-sized rabbit, flying with feathery ear-wings. Curious but nervous.  
1 HD, AC 12, +1 windslash (1d6 ranged), ML 7

Eagle: Or other raptor, swift and fierce.  1 HD, AC 12, +1 claws (1d4/1d4), ML 7, 
flying

Weaponspirit: Manifested soul?  Possessed blade?  Strange steel enchantment?  
1 HD, AC 16, +1 strike (1d6+bleed), ML 12, flying, telepathic, bleed: 1d4, chill: 1d3, 
ranged

Whisper: A translucent scarab larger than any scarab should be.  1 HD, AC 12, 
+1 bite (1d4), ML 8, swift silence: always wins initiative

Brigand: Leather, sharp blades and a disdain for the life and liberty – or is it lordship –
 of others.  2 HD, AC 14, +2 sword or crossbow (1d8+1), ML 9, call minions: 1d4+1 
0-lvl, arrive in 1-4 actions

Horse: Is a horse, of course, of course.  2 HD, AC 10, +2 kick (1d8, 1d10+1 if warhorse), 
ML 8 (10 if warhorse), carrying capacity 15 + rider 

Steelknight:  Not always a knight, this automaton of metal and porcelain.  2 HD, AC 14,
 +2 strike or weapon (1d6), ML 11, resist physical damage, vuln. lightning

Cursed Lordling: Tattered finery and wild eyes.  3 HD, AC 12, +3 rod or sword (1d6), ML
 9, mad command: Save or follow instruction, or Fear for 10 minutes; returns after 
death, -2 to own and killer's rolls until curse dealt with

Goldmaw: Yellow-gold orb that gapes to devour anything – but especially precious 
things.  3 HD, AC 10, +3 bite (1d6 + devour), ML 6, devour: 2-in-6 bitten target 
engulfed

Panther: Sleek great cat, purring wisdom.  3 HD, AC 12, +3 bite (1d4) or claw 
(1d6/1d6), ML 8, slash: if both claws hit, kick for 2d4; sleep breath, calming breath

Ogre: A mortal falling to damnation, or a demon leading the way.  Rarely evil in 
service of good.  Vengeful, cunning.  Muscled, horned; burning eyes and fangs.  
4 HD, AC 14, +4 claw (1d6+ bleed 2) or burning weapon (1d8, flame), ML 9, 2d3 
spells, cause Fear, cause Berserk, immune to mundane weapons, vuln. holy.

Primal: Elemental manifestation, fey and alien.  Appears in many forms, with many
 varied desires.  4 HD, AC 16, +4 various (1d6+1 or more, elemental damage), 
ML 10, 1d6 spells, resists mundane weapon damage

Nightmare:  Sometimes a night-black steed, sometimes burning darkness.  Always
 diabolic.  5 HD, AC 14, +5 kick (1d8) or bite (1d4+bleed 1d3) or hellfire (1d6 ranged),
 ML 10, flying, ride into hell, ride into dream

Warwalker: Hulking bipedal metal monstrosity.    6 HD, AC 16, +6 trample (1d8) 
or beam (2d6, elemental, ranged), ML 12, trample: lose action, lightning vuln.

Vampire: Fanged (sometimes), elegant (sometimes) undead warlords, scholars and
 stranger things.  8 HD, AC 14, +8 bite or weapon (1d8+drain), ML 10, drain: heals
 damage inflicted, or lowers victims’ STR and CON by 4 (24 hrs), 3d4 spells, undead, 
fire and holy vuln.

Dragon: Scales like armour.  Wings blot out the sky.  Ancient, wrathful, wise, avaricious.
  10 HD, AC 18, +10 bite (1d12) or claws (1d8/1d8) or primal breath (5d8, ranged, 2d4
 targets), ML 11, 2d6 spells, flies, elemental resist

Hopeful Hirelings: Are 0-level (1d6 hp, no bonuses except from stats) – but if they 
earn 50 xp, can gain a class!

01.  Xixy.  Strong, timid; shoulder yoke
02.  Tam.  Curious, alert; trained fox
03.  Rana.  Sleepy, sturdy; luck charm
04.  Peny.  Cheerful, quick; cauldron and kit
05.  Zev.  Quiet, breathy; map collection
06.  Alys.  Brooding, sharp; sealstone
07.  Vine.  Brash, forgetful; marbles
08.  Kur.  Methodical, watchful; sickle
09.  Jek.  Precise, mercurial; snares
10.  Bri.  Patient, riddling; ward-chalk
11.  Ran.  Bitter, haunted; lorebook
12.  Seri.  Insightful, spooky; poultices


Who are you, mysterious quest-giver?

01.  A bored/eccentric/vengeful lordling
02.  A calculating young dragon
03.  Twin to a dungeon’s big villain
04.  Older adventurer down on their luck
05.  Actually a god in mortal guise
06.  A patient, erudite tiger
07.  The shade of a former adventurer
08.  A merchant looking for assets
09.  A sorcerer wanting new subjects
10.  Would-be revolutionaries

Well, someone is behind all this …

01.  Mad angel “forging heroes” in a “crucible”
02.  Lost trapper turned skystone cultist
03.  Would-be new god gathering relics
04.  Garden variety naughty sorcerer
05.  Fae noble competing with rival
06.  Those would-be revolutionaries again
07.  Animate statue inhabited by spirit
08.  A vampire knight reclaiming dominion
09.  A dead star possessing several hosts
10.  Venal noble in a pact with hell


### Spells and Magic

* Just Like Home: Target acclimates to local environmental extreme for 4 hrs. 
And ignores the first 10 hp of related damage (fire/heat in a desert, etc).
* Restriction: Spirals of chill force enclose 1d4 targets, paralyzing for 2d8 minutes.
* Pearltouch: Purge a poison, disease or mental influence from target by touch.
* Warpwalk: Instantly transport self and up to 5 others to a known place within 100’/
level.  Burning half of total hp changes this to miles.*- * Taste Of Blood: Cast on 
weapon or spellcaster; next strike or injurious spell inflicts bleed, 1d4+1/lvl.
* Spirit Gaze: Conjure intangible flying orb that ranges out to 50’/lvl; see whatever it 
“sees”.
* Minlings: Conjure one 1 HD minling – a brass-skinned flying beastie – per level.  The
 minlings remain for 1d4x10 minutes.

Themes and Schools: Spells of a “type” might be formally associated; or maybe a 
wizard just has a theme.

Mashin
* Steelsheath: Target’s flesh hardens to metal; +3 AC and 1d8 unarmed for 10 actions.
* Encode: Copy 10 pages/lvl into line-and-node tracings on a palm-sized metal or glass
 billet. You can always read your own encode.
* Tinkerstitch: Repair an inorganic object.  Tiny brass and silvery tracings mark the repair.

The Curse
* Deadsense: Detect undead or their works, 20’ radius + 10’ rad./lvl.
* Lifebite: Infuse a weapon or object with baleful power; +1d6/2 lvls for next attack or
 when touched, double against undead.  Lasts until sunrise or -set.
* Grey Aegis: +4 to Save vs. undead magic or abilities, 1d4+1 actions.  

Natura
* Transmute: Change 1 cu. foot/level from one element to another (fire to earth, ice to
 air, etc).  Does 1d6/lvl to elemental creatures.
* Shaper’s Art: Work any natural material with bare hands as if clay, 20 min/lvl.
* Verdance: Encourage up to a year’s growth in plants, 20’ rad./lvl.

Lumina
* Suntouch: 40’ area is filled with gentle sunlight.  Living beings heal 1d4; undead etc.
 take 1d4 damage.
* Kaleidoscape: Fills up to 40’ area with shifting, colourful light-shapes.  Targets inside
 are confused for 2d6 minutes.
* Ray: Casts a lance of light at a target (up to 50’), 2d8 damage and Save or blinded.

The Grave
* Dead Whispers: Speak with remains.  10 min./lvl. (you might get haunted.)
* Bonedance: Target’s skeleton begins to act independently. 2-in-6 of attacking allies,
 otherwise just dances. 1d4+1 actions.
* Skeleton Key: Reshape a bone to fit a lock, expending the bone in the process.

Warding
* Guardrune: Trace symbol on door or other portal; any who cross uninvited take 2d4
 damage.  12 hrs.
* Soul Barrier: Within 10’ rad./lvl centred on caster, designated target type (demon,
 undead, butterflies) must Save to cross inside, and -1/lvl to rolls while inside.  10 min./
lvl.
* Seventh Sealing: Close a door, book, window, box, etc; it is now sealed closed until 
required time or trigger occurs.  Up to 7 months/lvl.

Magic Items

- Mystic Arms: This weapon is translucent; its wielder uses their INT bonus instead of
 STR in melee, WIS instead of DEX for ranged, aside from any other enchantment.
- Godsunder: A legendary weapon, a serrated two-handed sword that deals 2d8 
damage to divine creatures, bypassing all protections.
- Night-apple: This concerningly violet-black fruit allows any who eat a quarter to 
enter the underworld alive.
- Salamander Parchment: Once written on, this ruddy parchment ignites into ashes
 after it is read once.
-  Scarabeus: A scarab construct the size of an open hand, capable of flight (like a
 crow).  Its abdomen hinges open to carry small items.

## The Other Zeroth Rule:
### If someone isn’t having fun,
### no one is having fun.
### Check in with your friends.

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