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The Charter -all old-

 
The charter shows a number of strange symbols in territories on a map, the territories and markers shift and update every midnight, seemingly in accordance with the movement of real creatures.   Strangley the bottle the charter is wraped about leaks a kind of thick smoke when uncorked, and if left uncorked for any significicatn period of time (~10sec/1action) has the effect of casting fog cloud.
   

The old Charter


Bonus action to make smoke   Current 9 charges:   The Charter has 13 charges. It regains 1d4 charges every midnight. Each sacrifice to the charter gives +1 charge. A sacrifice must be a burned part of a monsters corpse poured into the mouth of the bottle. Each type on monster (I.E. blink dogs, satyrs) can only be sacrificed once per day. Sacrificing a part of a monster you have marked gives d4 charges.   Abilities: Monster Map: Shows the location of prominent monsters, and loosely indicates their territory. Updates every midnight.   Track, sacrifice a part of a monster and expend 6 charges: The monster will take priority on the map, and the charter will glow a shade ranging from white to black based on proximity to monsters of that type (100ft = white, 50ft = gray, 10ft = black).   Mark, sacrifice a part of a monster and expend 3 charges: A specific individual monster (the one whos part was sacrificed) will take priority on the map, and the charter will glow a shade ranging from white to black based on proximity to that monster (40ft = white, 20ft = gray, 10ft = black).   Hunt, expend 7 charges: Cast locate creature on tracked or marked creatures with a duration of 1 action.     Number of sacrifices the party has offered: Yuan Ti purebloods Tuan Ti things Blink dogs Giant spiders Displacer beast Satyr Dire Wolf Redcap Sprite Scorpian Stirges Vampire Goblin Hobgoblin Bugbear Hogdogs Centipede Aurochs   Next unlock is at 13 Unlocks the ability to cast identify on a type of monster for 10 charges - must be a creature that has been sacrificed to the bottle before       Charges - 13   Effects   Regain d4 charges per day +1 charge for a sacrifice (parts of the same creature or type of creature do not count as additional sacrifices - I.E. you get one charge for sacrificing goblins blood and no additional charges for additonal goblins) +2 charges for sacrificing part of a general tracking (if you are tracking goblins in general sacrificing a goblin part gives two charges) Regain d4+1 charges for sacrificing a part of a specific tracking; you must have killed the creature (if you are tracking a specific goblin sacrificing part of it without killing it will grand 2 charges, if you have killed it it will grant d4+1 charges)   Add effects that relate to the smoke   detect tracked monsters (colored aura by approximate distance: perhaps color changes by distance and concentration) 7 charges casts locate creature targeting any instances of the current tracked monster, or the specific monster if a specific one is being tracked Display nearby monsters (generally) No charges, but ensure the info is light Low update speed (only once a day) Monsters can overlap one another (the most present / impactful one as determined by the charter) Takes a charge or a skill check to use Track monster (tag or track a specific monster, or type of monster) 3 charges for type (e.g. goblins), 6 charges for specific (e.g. the goblin whose blood it is) and a sacrifice ( a piece of the creature blood fur etc) Light changes to black as the tracked monster type is near (grey within 30 ft black within 10) - basically just cant be ambushed by the tracked monster You need the sacrifice to be of that specific monster if you want to track it - you cant use one goblins blood to track specifically a different goblin, but you can use it to track general goblins Provide information on tracked monster (AC, weaknesses immunities, abilities etc) 3 charges, but require they pick information Pick AC/weaknesses immunities/resistances 3 ability scores 1 unique ability behavior etc They must sacrifice a significant component of the monster as part of using this ability Change displayed area All charges (takes a week)                 All charges (Not yet) Gain additional class feature roll a d20 1 wild shape into one of three animals 2 Blood Frenzy. The monster has advantage on melee attack rolls against any creature that has less than half its hitpoints 3Damage Absorption. Whenever the monster is subjected to a specified damage, it takes no damage and instead regains a number of hit points equal to the damage dealt. 4Living Shadow. While in dim light or darkness, the monster has resistance to damage that isn’t force, psychic, or radiant 5Regeneration. The monster regains 10 hit points at the start of its turn. If the monster takes acid or fire damage, this trait doesn't function at the start of the monster’s next turn. The monster dies only if it starts its turn with 0 hit points and doesn't regenerate. 6Adhesive Filament. The monster can use its action to extend a sticky filament up to 60 feet, and the filament adheres to anything that touches it. A creature adhered to the filament is grappled by the monster (escape DC 13), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 15; 5 hit points; immunity to poison and psychic damage), but a weapon that fails to sever it becomes stuck to it, requiring an action and a successful DC 13 Strength check to pull free. Destroying the filament causes no damage to the monster, which can extrude a replacement filament on its next turn. 7Aura of Annihilation. The monster can activate or deactivate this feature as a bonus action. While active, the aura deals 5 necrotic damage to any creature that ends its turn within 30 feet of the monster. Undead and fiends ignore this effect. 8Benign Transportation. As a bonus action, the monster teleports up to 30 feet to an unoccupied space that it can see. If it instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places. 9 10 11 12 13 14 15 16 17 18 19 20

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