Saturday, February 23, 2019

St Bebe's Palsy


I enjoy injecting material based on rock songs/albums into the RPGs I run. My 13th Age campaign was largely based on Queen II.

So here's the band Heart looking like a group of D&D adventurers from Little Queen.

They're probably going to be my players rivals, as the current ones are likely dead.

Ann's clearly the Magic-User.

Nancy is likely a Bard or Thief.

Howard Leese is an Elf and/or Illusionist.

Michael DeRosier is the fighter back there tending to the horses while the rest of the band memorizes spells. In this live footage he has some sort of Dracula trophy hanging off his neck, so I'm not counting out Paladin.

Steve Fossen and Roger Fisher are likely multiclassed:

Steve's jacket on the cover makes me think he's a Cavalier, but the strange harness he's wearing in this clip seems like thieving gear of some sort...

Roger is a clearly Ranger in cover photo, but in most concert footage he seems to be wearing some sort of halter-kimono, suggesting he multiclassed into Monk at some point.
(This clip is a bit rough but still awesome.)
Here's a Heart-inspired malady to afflict your Magic-Users with:

St Bebe's Palsy aka 'Magic Hands'
One miracle performed by St Bebe was ridding the town of Whitehart of a warlock who used his witchcraft to enthrall the young maidens of the village. The story goes that as he attempted to coerce a maiden at the Winter Feast, the young Bebe intervened, exhorting him to 'Make no foolish fight!' His hands then became spasmodic, unable to form the gestures needed to complete the enchantment. Enraged, the vile sorcerer lunged at Bebe whereupon his hands tore themselves from his wrists and skittered away. The warlock exsanguinated and the community was safe from his predation.

Every time a user of occult magicks gains a level, there is a percentage chance equal to their new level that they aquire St Bebe's Palsy. Once the palsy has been contracted, whenever the sufferer casts a spell, they must save vs paralyzation or have the spell fail. If the spell is offensive and targets another intelligent creature, the caster must save vs death or have their hands rip off and crawl away, each becoming their own separate creature. They are still considered parts of the original Magic-User for the purposes of magics that require a portion of the body.

No. Enc.: 1d2 (1d2)
Alignment: Chaotic
Movement: 60' (20')
Armor Class: 4
Hit Dice: 2
Attacks: 1 (claw)
Damage: 1d4
Save: Hands save as a MU the same level as the original host.
Morale: 9
Hoard Class: None
XP: Based on MU's HD, divided by 2

For each hand, roll 2d8 for every level of the magic-user.
Each result allows casting the spell once per day, repeat results increase castings per day.

2 Feeblemind
3 Arcane Eye
4 Charm Monster
5 Confusion
6 Arcane Lock
7 ESP
8 Hold Portal
9 Charm Person
10 Sleep
11 Knock
12 Hold Person
13 Polymorph Other
14 Polymorph Self
15 Remove Curse ®
16 Hold Monster

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