Saturday, December 18, 2021

Wyrd of the Week: Loyal Sidekicks

 As those of you familiar with previous materials for The Hero's Journey, Second Edition can probably guess, I'm a bit of an animal lover. I like to think it's evident in the Rover Lineage from The Hero's Companion and the plethora of animal Lineages in Of Beasts Brave and True. But what if you want an animal companion without actually having to take up the role of a furry or feathered friend?

Perhaps your character wants a loyal hound that walks beside them across the dangerous wilderness, or maybe an uncanny feline brings uncanny luck, or perhaps you have a tiny cricket dispensing simple wisdom. All of these companions are non-combatant allies that do not participate in battle, but instead serve as support for a hero through even the darkest times. Through thick and thin they are Loyal Sidekicks.

Loyal Sidekicks

Any time after reaching second level, a player character can declare they wish to have a Loyal Sidekick. This can be a previously mundane animal they purchased or an entirely new creature that will be introduced organically by the Narrator over the course of the legendarium. Once the player character has undergone the necessary steps appropriate to the legendarium to earn a Loyal Sidekick, they must spend a single Myth Point and decide what kind of Loyal Sidekick is now accompanying them on their adventures. There are three types:

  • Steadfast: Rugged and dedicated, Steadfast Sidekicks stand beside their friend through thick and thin, helping the player character overcome insurmountable odds and survive the most dire perils they encounter. Steadfast Sidekicks are most often small beasts of burden or canines. Select one Steadfast Boon. 
  • Uncanny: Fickle and mercurial, Uncanny Sidekicks bring a kind of strange luck to their friend and though they sometimes seem to harass or harangue the player character, in their heart the bond of love and loyalty is nigh unbreakable. Uncanny Sidekicks are most often avians or felines. Select one Uncanny Boon.
  • Wise: Observant and patient, Wise Sidekicks offer council and words of comfort to the player character. They can help guide their friend in troubled times and restore hope when all seems lost. Wise Sidekicks are often insects or clever woodland creatures. Select one Wise Boon.


A player character's Loyal Sidekick has no Defense, Endurance, Attack Bonus, Saving Throw, or other combat abilities. It does not participate in combat, nor can it be targeted. In short, it is more a narrative device and not a target to be leveraged against the player character. Whether or not it can be targeted by environmental effects or spells is entirely up to the Narrator, though such instances should be rare and appropriate to the nature of the situation and the legendarium. If somehow a Loyal Sidekick is required to make a Saving Throw, it uses the same Saving Throw value as the player character it serves. Some Boons (see below) are one-time use and may, in rare instances, result in the death of the Loyal Companion.

As the player character advances in level, they can choose to spend any Myth Points they earn on either Universal Boons or the Boon-type specific to the type of creature that matches their Loyal Sidekick. Steadfast Sidekicks can grant Steadfast Boons, Uncanny Sidekicks can grant Uncanny Boons, and Wise Boons can grant Wise Boons. Each Boon costs a single Myth Point.

Unless otherwise specified, the player character must be within sight of their Loyal Sidekick to gain the benefits of any Boons. Distance between the two must be traversed naturally unless otherwise stated or some Boon provides an alternate means of the them being reunited.

Universal Boons

Universal Boons can be taken by any type of Loyal Sidekick.

  • A Whisper in Your Ear: You and your Loyal Sidekick can speak in hushed whispers to one another, able to understand each other's speech as easily as you do your own native language.
  • Gentle Companionship: When the Loyal Sidekick and player character are both at the same location, the player character receives a +2 bonus on all attempts to Relax Around the Campfire.
  • My Life For Yours: In the event that the player character suffers a Grievous Wound, the Loyal Sidekick is slain instead. The player character permanently loses a point of Resolve, must make a Despair Saving Throw as if suffering the effects of a Fallen Ally, and their Loyal Sidekick is lost.
  • Sharp Whistle: You can give a sharp, loud whistle and if your Loyal Sidekick is not established to otherwise be at another, specific location, they will arrive at the edge of the horizon in 1d12 combat rounds.

Steadfast Boons

Steadfast Boons can only be taken by Steadfast Loyal Sidekicks.

  • Comfort of the Wild Womb: Any time you and your Loyal Sidekick make camp together or rest for an extended period within close proximity of one another, you heal three points of Endurance each day naturally instead of two.
  • Creature of the Rugged Realm: While the Loyal Sidekick and player character are traveling together, the player character has a Forestry of 1. If the player character already has Forestry, they gain +1 to their Forestry ability, to a maximum of 5.
  • Ease Your Burden: Your Loyal Sidekick can carry up a number of items equal to 5 Significant Items on their person. They are readily accessible to the player character as if they were on their person as long as the Loyal Sidekick is within arm's reach.
  • Trod Upon the Hard Road: Once per day a Natural Hazard that is encountered while exploring the Wilderness can be avoided completely.

Uncanny Boons

Uncanny Boons can only be taken by Uncanny Loyal Sidekicks.

  • A Second Set of Eyes: Your chance to be surprised is reduced by one as long as you are within sight of your Loyal Sidekick.
  • Sense the Misshapen: Whenever you encounter a being that is under an enchantment or magical effect that conceals their true appearance through magical means, such as an illusion or transmutation, you may make an Insight-based Saving Throw at Disadvantage. If this Saving Throw is successful, your Loyal Sidekick gives you some subtle indication that the individual is not what they seem.
  • Strange Kind of Kismet: You receive a +2 to all Weal-based Saving Throws as long as you are within sight of your Loyal Sidekick.
  • Well-Timed Distraction: Once per session of play, the Loyal Sidekick can provide a brief distraction that allows you to remain stealthy and more easily concealed. For purposes of remaining unseen and silent, you gain a Thievery of 3, or if you already have Thievery you receive a +2 bonus to your Thievery (up to a maximum of 5). This benefit can only be applied to a single attempt, regardless of whether it is successful or not.

Wise Boons

Wise Boons can only be taken by Wise Sidekicks.

  • Detect the Deceiver: Once per session of play the Loyal Sidekick can detect when an individual is knowingly telling a lie to the player character and subtly inform them of the lie. They can only tell the player character whether a lie is occurring - not the exact nature of the lie.
  • Recall the Conscience: Once per session the Loyal Sidekick can remind the player character of their morals and virtues, entitling them to a new Saving Throw if they are currently under the influence of a spell, enchantment, or magical effect that would otherwise cause them to break their personal code.
  • Simple Wisdom: As long as you are within sight of your Loyal Companion, you receive a +2 to all Insight-based Saving Throws.
  • Lore of the Humble: Once per session you can consult with your Loyal Sidekick, asking them a simple question with a "Yes" or "No" answer that is answered correctly if you succeed on an Insight-based Saving Throw. If both "Yes" and "No" are appropriate answers, then the Loyal Sidekick will provide whichever answer is more true to the spirit of your question.

OPTIONAL RULE: If the Narrator permits it, Steadfast Sidekicks can purchase Uncanny and Wise Boons at the cost of 2 Myth Points, Uncanny Sidekicks can purchase Steadfast and Wise Boons at the cost of 2 Myth Points, and Wise Sidekicks can purchase Steadfast and Uncanny Boons at the cost of 2 Myth Points.

It is important to note that a player character can never have more than one Loyal Sidekick at any given time.

Sunday, December 5, 2021

Wyrd of the Week: Santa Claus

 With all the holiday craziness, I missed a week - sorry about that! But this time we've got an appearance by the big man of the season himself this time on Wyrd of the Week. I present you with Santa Claus for use in all your heroic holiday journeys!

Santa Claus (Unique Being)

Defense: 22

Endurance: 100

Reduction Value: 5

Attack Modifier: +7

Attacks: Santa’s Walking Stick (1d6+3)

Special: Enchanted Thievery, Gift from Santa, Holiday Hope, In Defense of Children, Little Helpers,

Master Craftsman, Naughty or Nice, Teleportation

Move: 5

Saving Throw: 3

Hope Rating: 12

He is known by many names. Dwarves call him Jólnir Langbarðr. The elves call him Daidí na Nollag. Halflings

call him Kringle. But humans, and most of the world, know him as Santa Claus. Whether he is a mortal wizard

of immense power, an unknowable fey creature, or a force of nature personified, none can say. Though legends

of his heroic deeds have been heard through all time and in all cultures, especially in regards to his compassion

towards and defense of children, many of the truths regarding him vary from culture to culture. 

There are several traits agreed upon by the many cultures and heritages of the world. Santa Claus appears as a

man with a snowy white beard and is known to be tall and broad - though sometimes to his consternation, he is

described as “fat.” Always clad in a great red winter coat that is trimmed in white fur, with a broad belt and black

boots, he strides the winter landscape with a merry twinkle in his green eyes. Strangely enough, his heritage

seems to vary depending on which culture is telling his story - always appearing as the same heritage telling the

tale. To humans he is human and to dwarves he is a dwarf. Elves see him as one of their own, as do halflings. In

the case of the latter, who do not traditionally grow facial hair, Santa appears to have a dashing van dyke when

among the elves and a pair of glorious mutton chops when among the halflings.

Santa has a myriad of magical abilities, only a few of which are described below. He is a master craftsman in all

forms and some dwarves say that he is actually Wayland the Smith in disguise. He can craft very nearly any work

of wood, metal, stone, or jewel without fail and do so in one-tenth of the time it would take a normal mortal. He

is also capable of teleporting to any location in the Mortal Realm at will, though he must always appear within

100’ of a child or in his own home - which is said to be somewhere in the vast north of the Mortal Realm and to

border Fairie. Santa is remarkably stealthy as well, in spite of being depicted as rotund and large in size. He has a

Thievery of 5, which he can use to avoid or disable even magical traps. He always rolls Thievery with Advantage.

Perhaps the greatest of his abilities is that if any mortal being meets his green-eyed gaze, he can instantly tell if

they are pure of heart or have chosen to serve the forces of darkness. This effect can only be avoided by the

target if they make a successful Resolve-based Attribute Saving Throw at Disadvantage.

Those who are seen to be pure of heart may receive a Gift from Santa. This Gift is always magical in nature. It is

an Heirloom with a Myth Point cost equal to the level of the one receiving the Gift. Thus a 4th level character

receiving a Gift from Santa receives an Heirloom worth 4 Myth Points. It is given freely and in good spirits by

Santa, but it can only be given once per year. 

In addition, all who are pure of heart that see Santa with their own eyes find their spirit lifted in even the darkest

times. Instead of having a Despair Rating, Santa has a Hope Rating. Anyone Santa has deemed as pure of heart

who sees him may make a Resolve-based Attribute Saving Throw with Advantage. Those that succeed gain a

pool of Hope Points equal to Santa’s Hope score. These points can be used to gain a bonus equal to the number

of points spent on any Despair Saving until the next Yule. 

Many grown adults in the Mortal Realm say they do not believe in Santa Claus. Unfortunately, anyone who has

made this claim can never receive a Gift from Santa or the benefit of his Holiday Hope unless they perform an act

of great heroism worthy of being called a Holiday Miracle in the service of Santa and all he believes. Also, he’d

very much appreciate an apology.

Santa almost never fights except in defense of children, of whom he is fiercely protective. He is surprisingly well-

armed, carrying a gnarled walking stick of remarkably strong pine that has been lacquered and polished. It is a

Balanced, Bane, Blessed, and Winter-Kissed Staff, with a Bane against anyone who has injured children or been

gazed upon by Santa and seen to not be pure of heart. When fighting in defense of children, Santa receives

Advantage on all initiative checks, attack rolls, damage rolls, and Saving Throws.

Finally, on very rare occasions, perhaps once in a century, Santa Claus needs help to save the holiday from the

myriad of strange beings who would see it destroyed. He may select a handful of heroes who he has seen to be

pure of heart and name them his Little Helpers. Little Helpers are able to use Thievery with the same level of

skill and ability as Santa himself, can teleport as he does, and receive all of the same benefits in combat as Santa

does himself. The benefits of being a Little Helper lasts for but a single night.

This strange gifter of gifts and protector of children is said to have countless other abilities that uncanny allies.

Whether they be great elk, enchanted to fly at speeds beyond mortal comprehension, or a cadre of elvish

craftsmen who aid him at the forge, or even a jolly little wife whose kindness and skill at the oven are beyond

even his own (the halflings in particular, favor this one), Santa Claus and his legend continue to bring hope and

joy to children and adults who still believe - even during the darkest and coldest of winters.


The Hero's Journey, Second Edition and all its supplements can be purchased at DriveThruRPG.com!

Sunday, November 14, 2021

Wyrd of the Week: Broc

 Broc: An Animal Lineage for The Hero’s Journey, Second Edition

Badgers are curious creatures. In many tales they are portrayed as kindly or even polite to woodland travelers
who offer them courtesy and respect Yet other stories speak of a terrible ferocity that becomes all consuming
when thesee burrowing mammals are cornered or their cubs are threatened. Both are equally true and on rare
occasion a badger will find itself drawn to a strange visitor from beyond their forest home or in the company of
woodland dwellers like elves or even halflings. This gives rise to their natural curiosity and spurs them to
adventure, setting them apart from their kin. Known as Brocs, they travel alongside heroes and adventurers whom
they take up as a surrogate cete or clan. Rabidly defending their new family, they become surprisingly hardy allies
to the rare few who have been offered the friendship of a diminutive but tenacious Broc.

Table 1-1: Broc Attributes

Attribute

Dice Pool

Might

1d6+2

Finesse

1d6+12

Resolve

1d6+12

Insight

2d6+1

Bearing

2d6+1

Weal

2d6+6


Table 1-2: Broc Archetypes

Archetype

Level Limit

Bard

--

Burglar

3

Knight

--

Ranger

5

Swordsman

--

Warrior

4

Wayfarer*

3

Wizard

--

Yeoman

7

*See The Hero’s Companion, pg 23-26


Broc Lineage Abilities

Ferocious Nipper: Like other animal lineages, Brocs are incapable of wielding weapons in combat regardless of what is normally permitted to them by their archetype. In addition, they cannot wear armor or use shields. Fortunately, their thick fur provides them a natural Reduction Value of 1. When engaged in combat they are quite furious in spite of their small size, becoming more so if a battle lasts for an extended period. Badgers fight using a combination of their ferocious bite, which inflicts 1d6 damage or attacking with one of their clawed paw which inflict 1d4 points of damage. Because they cannot wield weapons, Brocs may spend any Myth Points they earn to add Aspects to their natural weapons.


Mad Badger: If a Broc dedicates themselves to battle, they become a whirling dervish of claws and fangs. On any round in which a Broc has made a successful melee attack with their bite attack or one of their two claw attacks then on the following round they make one additional attack with one of those three weapons. If they make two successful melee attacks on the second combat round, their fury grows and they can make three attacks on the third round of combat. These attacks must be made using their natural weapons and the same natural weapon cannot be used twice in a single combat round. This means a Broc can make a maximum of three melee attacks in a single combat round when so enraged: a single attack with their bite and one attack each with their claws. Once a Broc has achieved a state of rage where they are capable of making three attacks per combat round they remain able to do so until all of three melee attacks made in a single round miss. At this point, the process starts over again if a Broc remains in melee combat.


Sharp Claws, Sharp Senses: Brocs may use their claws to burrow through soil and other soft materials at the rate of excevating one five-foot cubic area after an hour of dedicated work. Their keen sense of smell and sharp hearing also means their normal chance to be surprised is a 1 on 1d12. They are also capable of seeing clearly in low light conditions, such as moonlight or starlight, but are still blind in complete or magical darkness.


Tiny and Agile: Because of their small size and natural agility, Brocs have a +5 bonus to their Defense. They have the same Movement as Humans and Elves. They may also climb trees and other natural surfaces, but may only do so when moving at Cautious Movement.


Tenacious Survivor: Brocs receive Advantage on all Saving Throws made to resist Grievous Wounds and heal one additional point of Endurance each day when recovering Endurance through natural means.


Languages: Brocs can understand the languages of humans, villar, and mammals that dwell in forested regions such as squirrels, bears, elk, and the like. Their speech is limited, however, and they cannot verbally communicate with humans or most other sentient species. Strangely enough, they are able to converse with the villar as well as other forest-dwelling mammals.


Brocs and Professions

Brocs do not normally have a profession (see page 13 of The Hero’s Journey, Second Edition) and almost all are Unskilled. If the Narrator wishes to allow Brocs to have a profession, then they should reference Table 1-3: Broc Professions. Regardless of their profession, Broc do not begin play with any equipment or gold.


Table 1-3: Bucca Professions

Roll (1d100)

Bucca Profession

Farmer

1-5

Forester

6-70

Gambler

71

Navigator

72-24

Unskilled

75-100


You can buy The Hero's Journey, Second Edition and all its supplements on DriveThruRPG.com! If you're looking for more Animal Heritages then check out the Rover, a loyal canine, in The Hero's Companion or our supplement dedicated entirely to playing furry and feathered friends, Of Beasts Brave and True!

Sunday, November 7, 2021

Wyrd of the Week: Heroic Advancement

 In a traditional legendarium player characters increase in power through earning Experience Points. However, some may find this system of character progression to be a bit thin on flavor, so presented below is an alternative method of character advancement that is more in fitting to the themes of The Hero's Journey, Second Edition.

Heroic Advancement

Instead of earning Experience Points, a character can opt to gain levels through Heroic Advancement. Though this method requires less number crunching at the table, it requires both players and Narrators to do a bit of prep work before being implemented. 



When using Heroic Advancement a few additional steps are needed during character creation. During character creation, each player selects one Personal Goal for their character and one Ideological Goal. A Personal Goal is exactly that: It's something that the individual character would like to accomplish personally. This has to be something significant and that will require the character to overcome a reasonable series of challenges, but is within the realm of tangible possibility. Examples in fiction might be Frodo Baggins at the beginning of Fellowship of the Ring and his personal goal of "Get the Ring to Rivendell" or Luke Skywalker at the beginning of Star Wars with his goal of "Save Princess Leia." Personal goals are always tangible, concrete, and definable.

After determining a character's Personal Goal, the player should then sit down and think about the character's Ideological Goal. This is typically much larger in scale and will seem nigh impossible to achieve. To continue the previous example, Frodo's Ideological Goal might be "To Protect the Shire from the forces of Mordor," while Luke Skywalker's might be "To return Anakin Skywalker to the Light Side of the Force." Both of these are monumental, nigh-impossible tasks. More important, there is no defined or set path to go about accomplishing them. They are open ended and in spite of their difficulty, there could be many means by which they could be accomplished.

After determining a character's Personal and Ideological Goals, the players should talk among themselves and each player then selects one other character in the party and describes how that other character's Personal or Ideological Goal is important to them and why they want to see the other player character accomplish that goal. This is called a Bonded Goal. In short, what is important to you friend matters to your character. Sam wants to see Frodo get the Ring to Rivendell because he wants Frodo to be safe and wants to return home. Ben Kenobi wants Luke to return Anakin Skywalker to the Light (even if he thinks its impossible) to help him overcome his own terrible failures during the Clone Wars. Characters in The Hero's Journey are not going on that journey alone. They're in it together.

Finally, the group as a whole should agree on a Group Goal. This is a single unifying goal that every character at the table in is invested in seeing accomplished. In the case of Frodo, the Fellowship of the Ring is invested in bringing the Ring to Mordor and seeing it destroyed. In the case of the Heroes of the Alliance, they all want to see the Empire overthrown and the Republic restored.

Whenever a character accomplishes a Personal Goal or an Achievement Goal, they earn one Achievement. Whenever a friend accomplishes a Bonded Goal an Achievement is also earned. Finally, if a Group Goal is accomplished, then everyone in the group earns three Achievements. As Achievements are earned, characters advance as detailed on the table below and earn all the normal benefits that come with gaining levels of experience.

Whenever a character accomplishes a Personal or Ideological Goal, they should collaborate with the Narrator and the other players between sessions to select a new one that is appropriate to the continuing narrative of the legendarium. If a friend accomplishes their Bonded Goal, then the player is under no obligation to select a new Bonded Goal, though it is encouraged. When a Group Goal is accomplished, then all the players and the Narrator should sit down and discuss what the next Group Goal is going to be as it is likely a driving force in the greater story and context of the legendarium. Another option is to simply not select a new Group Goal and bring a legendarium to its natural conclusion at the end of that particular story.

Goals, whether Personal, Ideological, Bonded, or Group, should never be easy or simple to accomplish and should always be appropriate to the unfolding narrative and nature of the legendarium. Personal Goals are typically the smallest in scale, with Ideological Goals being larger, and Group Goals being grander still. This system of character advancement relies heavily on player and Narrator collaboration and a good deal of trust between all parties involved. It's an in-game reward for good collaborative play and engaging storytelling. As such, it is up to the players and the Narrators to agree upon what exactly qualifies as a Goal.

Level

Achievements

1

0

2

1

3

3

4

6

5

10

6

15

7

21

8

28

9

36

10

45

The Hero's Journey, Second Edition and its supplements can be purchased on DriveThruRPG.com