Thursday, December 8, 2022

New Spell: Visitation of the Holiday Past, Present, and Yet to Come

So, it should come as no surprise that I love Christmas time. The whole shebang. The lights. The presents. The food. The decorations. The children who are just unabashedly excited about the whole affair. It's just magnificent and it really is magical in the most human sense. So, with that in mind, I couldn't resist what has become a trend for the past century or so: Yet another "remake" of Charles Dickens' A Christmas Carol. So without further delay, I hope you enjoy this new spell for The Hero's Journey, Second Edition.



Visitation of the Holiday Past, Present, and Yet to Come (Master)

This extraordinarily rare spell is known to only a handful of the most powerful wizards across the land and has faded into something that exists more as a myth than a real incantation. Targeting someone with a Visitation of the Holiday Past, Present and Yet to Come bends the very nature of reality itself to offer an once good and true soul a final opportunity to find redemption. This spell must be cast three times on a single target in a one hour period, once for each effect. This makes Visitation of the Holiday Past, Present, and Yet to Come impossible for all but 10th level Wizards to cast. In addition, an individual can only be the target or this spell once in their lifetime. A spellcaster making use of this spell may achieve any one of the following effects:


Visitation of Days Past: The caster selects a single target of this spell, whom they must touch when the spell is cast. This spell may only be cast on a target on the eve of Yule or other central winter celebration. The target of the spell feels no effects until they go to sleep that evening. Once the target has fallen asleep they are visited at midnight that evening by a soft-spoken and gentle spirit that appears for all intents and purposes to be a Goblin Merchant (see THJ2e, pg 171), though if any attempt to injure or attack the spirit is made it fails and the spell immediately ends. The spirit leads the target of the spell on a journey into their own past, showing them a vision of the target performing some acts of lost nobility from days gone by. The spirit then inquires with the target about these events and if, during that roleplaying, the Narrator deems the target of the spell recalls some value in these events showing the person the target used to be, then the target receives a permanent +2 bonus on all Bearing-based Saving Throws to Relax Around the Campfire, provided they have also been the target of and survived the trials of a Visitation from Days Present and a Visitation of Days to Come.


Visitation of Days Present:  The caster selects a single target of this spell, whom they must touch when the spell is cast. This spell may only be cast on a target on the eve of Yule or other central winter celebration. The target of the spell feels no effects until they go to sleep that evening. Once the target has fallen asleep they are visited at around 2 AM that evening by a boisterous spirit that appears for all intents and purposes as a Fir Bolg (see THJ2e, pg 161), though if any attempt to injure or attack the spirit is made it fails the and the spell immediately ends. The spirit leads the target of the spell on a journey into the events of the Yule or winter holiday that is occurring tonight and on the morning to come. The spirit shows them the simple joys of those whom the target has dismissed as unworthy of compassion. The spirit then inquires with the target about these events and if, during the roleplaying, the Narrator deems that the target of the spell recalls the value of these once dismissed people bring to the world and the lives of those around them then the target gains the Yeoman’s Archetype Promise ability as a 1st-level Yeoman permanently, though it can only be used in relation to those featured in this vision provided by the spirit and if the target has already been targeted and passed the trials of a Visitation of Days Past or Visitation of Days Yet to Come. Yeomans targeted by this spell increase the bonus granted by their Promise ability by +1 when it is used in relation to those seen in a vision granted by Visitation of Days Present.


Visitation of Days to Come:  The caster selects a single target of this spell, whom they must touch when the spell is cast. This spell may only be cast on a target on the eve of Yule or other central winter celebration. The target of the spell feels no effects until they go to sleep that evening. Once the target has fallen asleep they are visited in the hours before dawn by a grim spirit that appears for all intents and purposes as a Death Knight (see THJ2e, pg 192), though if any attempt to injure or attack the spirit is made it fails and the spell immediately ends. The spirit leads the target on a journey into the events of a Yule or winter celebration that has yet to pass at some indeterminate point in the future. This vision will always include visions of how figures who the target has mistreated have suffered greatly due to the target’s misdeeds and conclude with a vision of the target’s solemn, solitary death. If the target pleads with the spirit and by the Narrator’s judgment appears to be genuinely repentant, then they awaken at dawn with their heart forever changed and the hope of the holidays lodged firmly in their heart. For the remainder of their days, as long as they keep the spirit of generosity of the holidays in their heart, they receive Advantage on all Despair Saving Throws to resist the effects of Overwhelming Evil, provided they have also been targeted by and successfully faced the challenges of a Visitation of Days Past and a Visitation of Days Present.



Sunday, December 4, 2022

Holiday Lineage: The Yule Elf

Now for a bit of holiday cheer for your legendarium...

Yule Elf

Rare in the extreme and said to dwell in the wintry woodlands far away from the civilized world, Yule Elves

are no taller than three feet and rarely weigh more than fifty pounds. They have round, cherubic features with

perpetually rosy-red cheeks, and their icy blue eyes always seem to twinkle. One and all, Yule Elves have hair the color of

snow, with the men often growing long white beards that are regularly parted by broad smiles and hardy laughs.

They have a particular affection for children and are uncanny craftsmen, with their creativity knowing no bounds.

When left to their own affairs, Yule Elves seem capable of creating all manner of contraptions - most of which

they give away as presents during the winter season.


Table 1-1: Yule Elf Attributes

Attribute

Dice Pool

Might

2d6+1

Finesse

3d6

Resolve

2d6+6

Insight

2d6+1

Bearing

3d6

Weal

2d6+6


Table 1-2: Yule Elf Archetypes

Archetype

Level Limit

Bard

10

Burglar

7

Knight

-

Ranger

6

Swordsman

4

Warrior

4

Wayfarer*

7

Wizard

--

Yeoman

7

*See The Hero’s Companion, pg 23-26


Yule Elf Lineage Abilities

Crafty Combatant: Yule Elves are master craftsmen and tinkerers, with a natural affinity for machines and the
art of crafting them. They can use Light Crossbows regardless of any restrictions imposed by their Archetype.
In addition, all Yule Elves are capable of crafting a unique light crossbow tailored to their size and specific
abilities. The crafting of this crossbow can be done in a single night at no cost to the Yule Elf, as long as no one
witnesses the Yule Elf at work. This Yule Elf Crossbow functions identically to a standard light crossbow, save
that the Yule Elf can imbue it with one of the following Aspects without expending any Myth Points: Balanced,
Valiant, or Winter-Kissed. This Aspect vanishes in the hands of anyone other than the Yule Elf and the creator
can only own one such crossbow at any time. Friend to All Children: Yule Elves receive Advantage on all Bearing-based Attribute Saving Throws when
interacting with children. Secret Craftsman: Unlike other lineages, Yule Elves do not select or randomly determine their profession. All
Yule Elves are trained in all manner of craftsmanshipand are considered to have al of the following professions:
Armorer, Bowyer, Jeweler, Stonemason, Tailor, Tanner, Weaponsmith, and Woodworker. Unfortunately, they can
only practice these professions if they are only in the presence of other Yule Elves or absolutely alone. In all
other circumstances they are considered to be Unskilled.
Small Size: Yule Elves receive a +2 bonus to their Defense due to their small size and quick reflexes. They also
receive a +1 bonus to attack rolls when attacking foes which are man-sized or larger. Snow Sight: Yule Elves can see perfectly in conditions where their vision would be inhibited or impaired by snow
or other winter conditions. Winter Wanderer: Yule Elves receive Advantage on all Saving Throws made to resist the effects of cold, whether
they be from natural hazards, magical effects, or other sources.

MERRY
CHRISTMAS

Wednesday, September 28, 2022

Why Chickens? A Discussion of By Feather and Coop

 The Gallantfunding is currently active for By Feather and Coop, the latest supplement for The Hero's Journey, Second Edition. This zine supplement will be available in both PDF and Print. You can get the PDF for $3.99 or the Print+PDF combo for $6.99. I'd really appreciate your support in this little project.

I know it might seem strange to do a book that focuses on chickens, but for me it was never really out of the question and fits quite well within the paradigm and ethos of The Hero's Journey, Second Edition. THJ2e is firmly rooted in folktales and mythology and more than a few children's stories. This is where the idea began to germinate in my mind - in the works of novels such as The Book of the Dun Cow or fable of Chanticleer and the Fox - the latter of which dates back to the medieval period. 

But beyond even that, The Hero's Journey, Second Edition has a very "salt of the earth" subtext in how it presents player characters. Most of the professions in the core book are workers, farmers, craftsmen, and the like. There are no superheroes in this game. Even its Archetypes, like the Yeoman, are presented with a humble overtone. 

Animal protagonists have a place in fables and animal companions have a place in fairy tales. They'e humble, steadfast, loyal, and use their unique inhuman (yet still very rooted in the real world) abilities to aid their two-legged allies that wield sword and spell to defeat evil. They are often the heart of the story given characterization and form. Whether it's A Horse and His Boy, the dog Denmark from Castaways of the Flying Dutchman, or everyone's favorite pack pony Bill of Lord of the Rings fame. 

Chickens are present in my everyday life and have something so very mundane, so very humble, so very simple in their nature. Feathers to provide mattresses and pillows, eggs to provide food, a crow to wake us at the dawn. But if you've ever seen a rooster get their ire up and prance about proudly, then you know they can be quite fearsome when riled. Provider and protector, yet firmly rooted in the comforts of home that the simple chicken enjoys and protects without complaint.



I can't think of something that more accurately encapsulates the values of The Hero's Journey, Second Edition.

By Feather and Coop is currently Gallantfunding until October 7th. You can support the fundraising pre-order at this link.

Monday, September 12, 2022

Castigant Preview: Sorrow

The following is a preview from a few pages of Castigant: Gothic Roleplaying in a Time of Inquisition. In this preview I'll reveal the unique way that Castigant handles character advancement.

Sorrow

Every player character in Castigant is weighed down by the burden of some terrible deed or event in their past. This can range from the tragic death of their one true love, being violently driven from their homeland after being branded a heretic, having committed some horrible crime such as murder, abandoning those they loved in their time of need and leaving them to their death, or some other moment in a character’s life where their actions (or lack their of) had dire, long-term consequences and has marked them with deep scars of regret that dog them to this day. This event is called their Sorrow. Their Sorrow is often the direct reason why a player character has taken up the battle against the forces of darkness, though not always. 

Players are encouraged to work with the Narrator to determine exactly what their character’s Sorrow is and how it colors their actions. At least once per adventure the Narrator should include a scene, situation, or encounter that reminds each player character of their Sorrow. When this happens, the player character must make a Despair Saving Throw. If that Saving Throw is successful, they are able to steel themselves and draw upon those horrible events to find the strength and resolve to face the coming darkness. The player character immediately recovers 1d4 Endurance per level and receives Advantage on all other Despair Saving Throws for the remainder of the scene.

A character who fails their Sorrow Saving Throw loses 1d4 points of Endurance per level - though they can never be reduced below 1 Endurance by this loss, and suffers Disadvantage on all attack rolls and Saving Throws for the remainder of the scene.

As players continue on their adventures in Castigant they may gain additional Sorrows beyond the one that is taken at character creation. In fact, this is almost guaranteed to happen and directly impacts how the character advances in level. See Sorrows and Level Advancement for more information.

House Rule: Sorrow-Bound

A player that has not yet had to make a Sorrow Saving Throw during an adventure can inform the Narrator that the current scene or situation has triggered such a Saving Throw. They must then inform the Narrator how the scene relates to their Sorrow and if the Narrator approves, the player character can then choose to make their Sorrow Saving Throw. Narrator permission is required when doing this to prevent abuse of the potential benefits of succeeding at a Sorrow Saving Throw or mitigating the consequences of a failed Sorrow Saving Throw in a situation where such a failure would have no significant consequences.

Sorrows and Level Advancement

During the course of a Canticle, players are encouraged to lean into the gothic drama of Castigant. At the end of each session of play, the Narrator should review and discuss the events of that session with all of the players. If, during that session of play, a player character displayed a significant emotional reaction to a horrific or negative situation that occurred during play, the Narrator should discuss with the player whether or not their character gains a new Sorrow. Suggestions can be offered by the player in question and even other players at the table, but in the end the individual player makes the final decision on whether or not they gain a new Sorrow. All characters begin play with one Sorrow, as described above and characters can never have more Sorrows than their level, plus one. Thus a first-level character can only have two Sorrows, while a fourth-level character can only have five Sorrows.

Whenever a player character makes a successful Sorrow Saving Throw and appropriately roleplays how their character is dealing with and overcoming that situation, they should make note of it on their character sheet. If a character makes five successful Sorrow Saving Throws that are all related to the same Sorrow, they permanently overcome that Sorrow and remove it from their character sheet. When a character overcomes a number of Sorrows equal to their current level, they may advance to the next level. Thus a first level character must make five Sorrow Saving Throws related to the same Sorrow they advance to second level. A second-level character would need to overcome two Sorrows to reach third level, and so on.


Castigant: Gothic Roleplaying in a Time of Inquisition is projected for an Autumn 2022 release in digital format with print on demand format to follow. 

Thursday, August 25, 2022

Introducing Castigant: Gothic Roleplaying in a Time of Inquisition

 Not really a Wyrd of the Week or specifically content for The Hero's Journey 2e, I wanted to talk for a bit about Castigant: Gothic Roleplaying in a Time of Inquisition. As the title suggests it is a gothic-fantasy roleplaying game that focuses on the strength and sorrow that can come from those in a place of spiritual and communal power. I wanted to give readers a sense of what the game will include and how it relates to THJ2e.

Castigant and The Hero's Journey 2e

Both games are rooted in the same foundation of rules. The attributes and how they are generated are the same and the game relies heavily on a d20 roll to resolve combat and conflict resolution. Characters still have Endurance, Saving Throws, Archetypes (and specific abilities associated with those Archetypes), Defense, Reduction Value, and the like. Anyone who has played or read The Hero's Journey 2e will be very comfortable with Castigant.

Differences will become readily apparent. Combat and movement are a bit more abstracted. Initiative becomes a static score based on a combination of elements of a character. Movement and range are abstracted into Melee, Near, and Far. Grievous Wounds are expanded a bit. Characters no longer earn Myth Points as they advance in levels. Heirlooms are replaced by four types of magical items: Blessed, Relics, Sacramentals, and Talismans. Magic itself functions in a manner entirely different from what is found in The Hero's Journey 2e. Characters either draw upon the holy strength of Intercessions or the infernal power of hellish Incantation - and any character who uses such magic will find themselves under heavy obligations and risking terrible consequences. Finally, and perhaps most shockingly, the game does not use an Experience Point system for advancement and player characters can only advance to 5th level. 

Player Characters

In addition to introducing five new Archetypes (Metaphysician, Pilgrim, Reliquary, Scapegrace, and Soul-Bound) and two optional Archetypes (Dhampir and Inquisitor). All characters are presumed to be human. But perhaps more importantly, is a character's Social Class. Whether Wretched, Commoner, or Aristocrat, their Social Class plays a huge role in who their character is. This includes their profession, what avenues are available to them in society, their income, and even how they are treated by the law. 

Each player character begins play with a Sorrow - a personal tragedy that has an indelible impact on them that they have yet to overcome either materially or psychologically. A character's Archetype, Social Class, and Sorrow mingle to create a character with depth and purpose without becoming weighed down by excessive rules.

Community and Inquisition

There is no hard and fast setting in Castigant. Instead, it is set in the nebulous realm known as the Forsaken Domain. Akin to late 18th to early 19th century Europe in technology, the greater unifying element of this loose setting is a land of hamlets, villages, and cities that are ruled over by a religious Hierarchy that rules through fear. Whether the faithful live in fear of the very real horrors that lay beyond the bounds of their civilization or the secret evil in the hearts of their fellow parishioners, dark secrets and dreaded locations haunt each community and the Hierarchy teaches that Inquisition is the only way to root out this evil. Player characters, strangers who travel between communities and have strange abilities and powers, can become hated by the very people they are hoping to save if they fail an Inquisition Saving Throw in the wrong moment. 


Castigant: Gothic Roleplaying in a Time of Inquisition is a game that I'm very excited to see coming to life and look forward to sharing more with you in the the days to come. We're aiming for an Autumn 2022 for  PDF/digital release with both hardcover and softcover print-on-demand digest sized physical books to follow soon after. Stay tuned, because until it's release I hope to talk more and more about what makes this game so very special.

Wyrd of the Week: Heidrun’s Mead

Wyrd of the Week hasn't exactly been weekly these days, but fear not! That's only because we're hard at work making new The Hero's Journey 2e content for your legendarium! This time around we've got a preview of one of the heirlooms to be introduced in the short supplement Beard of Silver, Bell of Brass - which will allow players to take up the role of tenacious and clever goats as heroes in their own games. More than just stubborn cloven-hooved sidekicks, buccas have unique items, heirlooms, and abilities all their own. Heidrun's Mead, as shown below, is just one of the new heirlooms you'll find in Beard of Silver, Bell of Brass.

Heidrun’s Mead: No one quite knows the secret of how the bucca brew this strange mead, but when it is given by them as gifts the golden liquid grants remarkable properties that seem to empower the imbiber with amazing resilience. After consuming a dram of Heidrun’s Mead, a character receives Advantage on all Saving Throws made against poisons and Grievous Wounds until the next sunrise. If it is drunk from a goat horn, the imbiber also receives a +2 bonus to all melee attack rolls for the same duration. Heidrun’s Mead is typically produced in batches containing 1d6+1 doses. Cost: 2 Myth Points.


Nudge the Bucca and Bandoras the Halfling drink their friends,
Kristoph the Wizard and Addler the Wildling, under the table.

Beard of Silver, Bell of Brass is currently scheduled for a late third quarter or early fourth quarter 2022 digital release, with print on demand softcover to follow. In the mean time, you can get The Hero's Journey, Second Edition to start your adventure and if you want more animal options for your legendarium right now, then grab Of Beasts Brave and True for feline, equine and avian player options and The Hero's Companion for loyal canine characters!


Tuesday, July 26, 2022

Adventures Don't Often Go As Planned

Some time ago I discussed the future releases for the product line of The Hero's Journey, Second Edition. Let me begin by saying this game line will continue and that I love it as much now as when I began writing it in 2018. But real life takes us off on unexpected adventures of its own and Barrel Rider Games is only a small press. The Covid-19 pandemic has played and continues to play merry hob with the publishing industry, especially small presses. In addition, and on a more personal note, my wife and gave birth to a healthy baby boy in March named Sam and you can imagine the amount of time that takes up in one's life. Finally, and again on a personal note, I also work a full time day job. 

So, I wanted to discuss again the future releases for The Hero's Journey, Second Edition. The following releases are products we're hoping to release digital versions of the following products before the end of 2022, with print versions to follow shortly thereafter. Some of those print products may be released in 2022 and some may not, again the publishing industry (particularly when it comes to printing) is still in a bit of a state of chaos in the aftermath of a worldwide pandemic.

So, without further adieu, here's what's coming...

By Feather and Coop: This short supplement will include Bantams, a new playable Lineage that is quite literally a chicken. But in addition to this slightly silly new option, this book will include new Heirlooms, a new spell, new monsters, a new Aspect, and several new options for both Bantam and non-Bantam player characters.

Beard of Silver, Bell of Brass: Another short supplement will include Bucca, a new playable Lineage that is quite literally a goat. But in addition to this Lineage new option, this book will include new Heirlooms, a new spell, new monsters (including Krampus!),  a new Aspect, and several new options for both Bucca and non-Bucca player characters.

Burrowing Under Briar-Roses: A final short supplement will include Brocs, a new playable Lineage that is quite literally a badger. But in addition to this Lineage new option, this book will include new Heirlooms, a new spell, new monsters (including the Green Man!), a new Aspect, and several new options for both Broc and non-Broc player characters.

I am informally calling these three books The Farmland Trilogy and you've probably seen hints of what these products will bring on this very blog!


On a larger scale, we're aiming to release in digital format in time for Halloween CASTIGANT: GOTHIC ROLEPLAYING IN A WORLD OF INQUISITION. This gothic-horror fantasy roleplaying game is a stand alone product based on the rules set found in The Hero's Journey, Second Edition. However, it operates completely independently of that game and is going to be used to tell different stories than those for which THJ2e was designed. It includes eight new classes, a new method for character advancement, a completely new magic system, new monsters, modifications to the traditional THJ2e combat, movement, and skill systems, and is completely customized to tell stories of gothic heroism and horror. Whether you're a Reliquary using a holy weapon to defend people against a horrid vampiric threat, a Pilgrim using truth and compassion to show that not all who serve a bloated and corrupt Hierarchy have abandoned the truth of their faith, or a forever damned Dhampir drawing upon the powers of darkness to defeat a greater evil than the bloodlust that stirs in your soul, Castigant will use a familiar rules set to tell entirely new stories.

 But wait, there's more! In 2023 we've got at least two products we're hoping to get out. This includes the long-awaited Betwixt & Between: A Book of Fairie Lore which will include new Lineages, new Archetype variants, new magical spells, a small army of new fey adversaries, complete rules for entering and traveling across the many realms of Fairie, wards against the fey, how to deal with fairy curses, and what to do when a player character becomes fey touched! This is in addition to new Heirlooms and Aspects.

Finally, we have a still Untitled Book of Villages and Festivals that will introduce a new way to play The Hero's Journey, Second Edition. With this supplement you'll find rules for running legendariums that focus on a single small town over the course of many seasons. Using these rules you can tell more personal, localized stories in a community that the players and Narrator build together based on the characters they play! In addition, you'll find rules for participating in seasonal and celebratory festivals that can grant permanent and temporary benefits to your character. On top of all that you'll find  five new Lineage variants, four new Archetype variants, an entirely new Archetype, new monsters and adversaries, new spells, new Heirlooms and Aspects in this book!

Like the future itself, things can be unpredictable, so the release order here may change. I know it's been a long, strange adventure for all of us and I look forward to more grand tales of heroism for years to come for both Barrel Rider Games and The Hero's Journey, Second Edition.

Saturday, July 9, 2022

Wyrd of the Week: The Universal Rule

We're a bit behind on Wyrd of the Week because I've been focused on new content for upcoming produicts. More on those products soon, I promise! This time it's not truly new content per say - but instead a simple formula you can use so you can spend less time pouring over your books at the table and keep the legendarium going. Though helpful to Narrators in particular, players should also keep this in mind. Special thanks to Mark P. for putting the idea in my head of codifying this kind of thing.


The Universal Rule

The core rulebook for The Hero’s Journey contains over 200 pages of rules. Really, the entire game can be boiled down to a single rule which can be used to resolve nearly every situation. Using this as a guide, Narrators can quickly and easily make a decision when it comes to rolling and modifying dice. It’s really simple:

  1. Roll a d20 (or a d6 in the case of abilities like Acrobatics, Forestry, Lore, and Thievery).

  2. If the character making the roll has a minor benefit to their roll they receive a +2 bonus to that roll, or +1 in the case of d6-based abilities. If they have a minor penalty, they receive a -2 penalty to that roll, or a -1 in the case of d6-based abilities.

  3. If the character making the roll has a major or significant benefit they receive Advantage to that roll, regardless of whether it is a d20 or d6-based ability. If the character making the roll has a major or significant penalty they receive Disadvantage to that roll, regardless of whether it is a d20 or d6-based ability.

  4. Compare the results to the Defense of the target (in the case of combat-based rolls), the character’s Saving Throw (in the case of non-combat rolls), or special ability score (in the case of abilities like Acrobatics, Forestry, Lore, and Thievery) to determine success.


That’s it. Using that simple guideline, the Narrator can determine the success or failure of nearly any action attempted by a player character. Sure, other modifiers may come into play like a character’s attack bonus or attack modifier - but using this simple method they can confidently keep the game moving at a brisk pace without the need to flip through a book searching for a specific rule.

Monday, June 6, 2022

Wyrd of the Week: Skulking Secondary Lineage

This time on Wyrd of the Week, I present to you something a bit more complicated than I normally write for The Hero's Journey, Second Edition - a Secondary Lineage. This is literally a second character Lineage that is selected at character creation that works in addition to all of the abilities of a character's primary Lineage (except when noted otherwise). This is written wtih the assumption that a character selects a Secondary Lineage at character creation and with Narrator permission. In this instance, the Secondary Lineage is called the Skulking and would be noted on a character sheet as a "Skulking Elf," Skulking Human," or similarly for other Lineages.

SKULKING (Secondary Lineage)

Not all heroes stand as paragons of virtue and heroism. Nor are they all simple, stouthearted folk standing to defend the ordinary joys of the world. Some are broken, corrupted creatures desparate to overcoming the evil that has set itself in their heart, driven them to the edge of madness, and left their physical form twisted and ill to look upon. They are the Skulking, found among all the Goodly Folk of the Mortal Realm. Desperate and wretched, they cling to a single mote of hope that their last deeds before the darkness takes them may make some difference in the world. Through their companions they might find some path to a redemptive act, a final deed worthy of admiration, a last reconcilation for the evil that has buried itself in their soul.

Table: Skulking Attributes

Attribute

Dice Pool

Might

Per Primary Lineage

Finesse

Per Primary Lineage

Resolve

2d6+1

Insight

Per Primary Lineage

Bearing

1d6+2

Weal

1d6+2

Skulking Lineage Abilities
Darkness Can Be Set in All Souls: In addition to the abilities provided by the Skulking Secondary Lineage, a player character also receives all of the benefits of their primary Lineage selected at character creation - except for any beneficial Lineage abilities that affect a character's Despair Saving Throw. A Skulking character has barely a whisp of hope left in their heart and Despair takes hold of their psyche far too quickly. When determining a Skulking character's starting attributes, use the Skulking Attribues table, noting where the Skulking Secondary Lineage provides an alternate dice pool for generating specific attribute totals. In these cases, the Skulking Secondary Linage takes precident and may restrict Archetype choices that would otherwise be available based on a character's primary Lineage.. 

From the Light I Shall Flee: All Skulking characters can advance to 10th level as Burglars, regardless of their primary Lineage restriction. In addition, they recieve Advantage on all Thievery checks. Skulking characters of any other Archetypes recieve and advance in the Thievery skill as if they were a Burglar of equivalent level.

Curse'd and Twisted: When encountering creatures sworn to the service of the forces of evil or when an Insight of the Wise spell is cast, the Skulking character is regarded as being a servant of evil. This means that while monsters are more likely to ignore the Skulking character or even regard them as an ally, most heroic characters will see them as a threat. 

Damned Not to Die: Skulking characters also Advantage on all Saving Throws to avoid suffering a Grievous Wound.

A Shadow Has Taken Hold: Skulking characters suffer Disadvantage on all Despair Saving Throws and all attempts to Relax Around the Campfire.

Wednesday, June 1, 2022

Wyrd of the Week: The Smallholder

 Apologies for the long silence on this blog, but my real life obligatios have consumed a massive amount of my time. But fear not! 
The Hero's Journey, Second Edition is alive and well. Today, I'd like to offer you a new variant Human Lineage: The Smallholder.


Smallholder (Human Variant)

Towns and cities all began as humble settlements that were little more than a single homestead run by a hardy farmer, lumberjack, or hunter. These people grew to live off the land, tending and keeping it so that the bounty of the seasons might provide sustenance while they remain far from the constraints of the more rigid demands of urban environments. Known as smallholders, they maintain farms across fertile fields, live solitary lives in cabins deep in the wilderness, or exist as solitary fishermen on remote islands. In rare instances, they are drawn away from the solitary life and must go out into the world to defend and protect the land they hold dear. When this happens their self-reliant nature and unwavering resilience can serve as both boon and inspiration to their friends and companions. Most smallholders prefer the company of animals to other humans, but when they do form friendships with other humans these are bonds that last a lifetime that are typically only broken in death.


Table 1-1: Smallholder Attributes

Attribute

Dice Pool

Might

2d6+1*

Finesse

3d6

Resolve

2d6+1*

Insight

2d6+1*

Bearing

3d6

Weal

3d6

*See Strength of Simplicity Lineage ability below


Table 1-2: Smallholder Archetypes

Archetype

Level Limit

Bard

10

Burglar

10

Knight

10

Ranger

10

Swordsman

10

Warrior

10

Wayfarer*

10

Wizard

10

Yeoman

10

*See The Hero’s Companion, pg 23-26

Smallholder Lineage Abilities

Humble Arms: Smallholders have learned to use the tools of tending the land into a means of defense. All smallholders are able to wield hand axs, short bows, slings, and spears in combat regardless of any restrictions imposed by their Archetype. This ability replaces the standard Human Lineage ability Combat Training.

Diligent Workman: Smallholders receive Advantage on any Saving Throws or Ability Checks where they are directly drawing upon knowledge or insight gained from their Profession. This replaces the standard human Lineage ability Extraordinary Learner.

Strength of Simplicity: The simple life has subtle rewards. Some smallholders gain strength of body, while others enhearten their spirit, or gain a keen sense of observation. At character creation a smallholder may select two of the following ability scores: Might, Resolve, and Insight. They increase both of their chosen ability scores by 5, to a maximum of 18. This replaces the standard Human Lineage ability Uncanny Adaptability.