Monday, October 31, 2011

Blackwater Magic

For centuries the witches of the Blackwater swamps have used and refined their own type of magic. As their magic is based on the lore of local plantlife and numerous pacts with the minor spirits of the brackish waters, they can be identified outside their domain by the vials and wineskins of murky water they carry around. They cannot perform their sorcery without this water.

The water has numerous magical properties when used by the witches.

When drunk, the water forces the drinker to fall into a deep, nightmare riddled sleep, where he is besieged by shadows of the spidery, tentacled water spirits of the Blackwater swamps. When the victim wakes up, (usually after 3d6 x 10 minutes, when he manages to escape the creatures, although high willpower will help here) he will be riddled with a vile stomach disease that causes him to vomit near-constantly, but is not lethal. The upside to drinking the water is that the victim is healed of all other poisons and diseases.

When applied to a wound by a witch, the liquid infects the wound and the mind of the victim, making mind affecting effects more useful.
When used on wood or other organic materials, the water causes them to rot and burst in a matter of seconds.

If offered a sacrifice of blood, ample quantities of the water can be used for greater effects, including summoning a spirit or healing wounds. The higher ranking witches are able to conjure the minor swamp gods themselves to aid in battle and divination. The water can also be used to raise the dead, though sufficient skill is needed so that the target does not become a mindless hungering undead.

The network troubles should now be over. I'll be updating more frequently from now on. Also, expect a review of the ebook The New Death and Others later this week.

Monday, October 10, 2011


[Sorry, no picture this time. I've been moving apartments and recovering from the said move during these past two weeks and we still don't have a passable internet connection x.X]

Chrono-Assassins are mysterious operatives that hail from the haunted deserts of the Southeast. Only few people even know about them and none have been known to hire their services. They only work for their almost monastic secret order, the Order of the Hourglass. Some say that the assassins work for Chronolords, powerful liches that have uncovered the secrets of the sands of time and now lurk in timeless dimensions, sending only their agents to work in the material plane.

The Chrono-assassins have control over time, due to the secrets taught to them during their meticulous training. First, they can see a few seconds to the feature with their singe mechanical golden eye, giving them a 50% chance to evade any attack they have the speed and mobility to evade. They are also never caught surprised, unless sleeping. Any given chrono-assassin wields one of two weapons; a gilded bronze khopesh or a silenced firearm, usually a rifle of exquisite detail. Each assassin that has the rifle also has 1d6 chronobullets. These bullets affect their target 1d6 rounds after being fired, usually allowing the assassin to shoot their target a couple of times and, if lucky, even leave the crime scene before the target is hit.

Some veteran (and with a chrono-assassin this might imply thousands of years of training) assassins have additional powers, including jumping in time 1d6 rounds into the future or even the past, effectively summoning a duplicate from the future to fight alongside himself. After 1d6 rounds, however, the original disappears as he travels back into the past. Any wounds done to the original also appear on the duplicate, including death.