----------------------------------------------------------------------------- INNATE ABILITIES 1st Tail: Dancing Lights 3/day 2nd Tail: Disguise Self 2/day 3rd Tail: Charm Person 2/day 4th Tail: Misdirection 2/day 5th Tail: Invisibility 2/day 6th Tail: Suggestion 2/day 7th Tail: Displacement 2/day ----------------------------------------------------------------------------- SPELLS Base Ability Misc. Lvl DC Spell/Day Bonus Bonus Spell Per Day Spell Known 0 14 any + 0 + 0 = any / 7 1 15 6 + 1 + 0 = 7 / 5 2 16 6 + 1 + 0 = 7 / 3 3 17 4 + 1 + 0 = 5 / 2 X = Memorized Spells. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 0¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Detect Magic Haunted Fey Aspect Light Mending Prestidigitation Ray of Frost Read Magic ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 1¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Burning Hands Identify Keep Watch Mage Armor Snowball ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 2¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Burning Arc Flurry of Snowballs Scorching Ray ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 3¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Dispel Magic Fireball
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Seed #1: The City of Doors
This one is a notably episodic game in some ways. You would wake up with a full set of memories, but they don't end with you being in a strange city built of glass and metals you don't recognize, empty except for faceless automatons that seem to be there just to maintain the city. Said city has eleven portals of various descriptions scattered around, and each one has eleven settings on it that take you different places - so 121 total destinations that this place has permanent Gate effects going to. At firt the game will be a very simple and episodic "go to new location, solve the problem in it" kind of thing, but the city in between is not as empty nor as benign as it seems, and there remains that quiet mystery - how exactly did you end up here, and can you figure out how to go back?
As far as mechanical details, mid level and obviously anything goes for race etc when you've been grabbed from all different places, possibly not in the same world. Drawing heavily on Mass Effect, as well as the Death's Gate Cycle, Max Gladstone's Craft series, and even a little on things like Portal or Dead Space for the entirely empty city.
As far as the themes, this one is really looking at the fish-out-of-water element, but in a non-comedic way. You're wandering into people's lives, seeing them at their most raw, but you don't have the context or the emotional connection. You see things that strangers shouldn't see. You walk in on intractable problems and think you're the one to solve them, so like, what kind of arrogance inspires someone to go "you've got more knowledge of the situation and can't fix it in however long you've been trying, but I can show up and solve everything."? And again, there's that little nagging voice saying that this doesn't happen this way, people don't just wake up in alien interplanar portal hubs and find them empty for the taking.
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Seed #2: Where Light Burns Brightest
This one is a bit of an opposite to the last, in that rather than an episodic plot in terms of location, it's episodic in terms of activity. It leans strongly into a concept found, and developed rather poorly I'm afraid, in Horror Adventures, which is corruption. It revolves around a blasted waste that used to be a city before being taken over by...something, something bad. Exactly what and how are unknown, but the whole city is now a sort of radioactive zone, and people who go in don't often come out the same. People outside are occasionally marked with the same sort of mutations starting, and are summarily thrown into the confines of the old city wall, which is manned by people ready to shoot at a moment's notice. Having now been abandoned to your own fate inside the wasted city, you decide to find the heart of this corruption, and end it.
This story is mostly inspired by a mix of the game Darkest Dungeon and an entry on the SCP Foundation site. Mechanically, you'd be fairly high level, and you'd be working with me on a corruption - a way that your character is changing away from their base race into something wrong over time. I'm not going to use the base corruption rules because I dislike the "and then they were an NPC" thing they do. But it's definitely inspired by some of the same things.
Thematically, there are really two very distinct thematic thrusts here. The first is kind of, what do you do when you know you're doomed? These corruptions, they are progressive, and they erode sense of self as much as they do the body. Perhaps more. So now that you're marked, you are on a very clear timer. How does that affect how you live? Does it change how you think? The second, as you might guess from the Darkest Dungeon reference, is trauma. Being a soldier is intensely traumatic, it causes PTSD more than almost anything else does, and there's no reason to think that's a recent development. Ancient warriors were dealing with intense traumas. What does that look like? What does it do to someone to see these things, to do these things? How do they cope with their own memories?
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Story Seed #3: A City of Snow and Ashes
Irrisen is a nation little-known by outsiders. It has no need of outsiders, and those from beyond its borders seldom care much for it save as enemy or trading partner - and that last is limited at best. But the Realm of Winter has its own culture, its own social norms, its own whole world, built around the endless winter and the cyclic return of Baba Yaga to crown the new queen and take the old to parts unknown for unclear reasons. This is the year of the Witch-Queen's hundred-year cycle, the year that a new queen will be named and Queen Elvanna will be taken by the same impossibly ancient matriarch who crowned her. When the magical crown itself is stolen, though, the ritual seems impossible to be performed without its return. And Baba Yaga is not accustomed to being denied.
Obviously, a much more social/intrigue game than the other starts. Heavily revolves around Irrisen and building up the culture of the nation to explore. Inspired by classic heist films and stories, with the twist that this time, you're trying to steal the crown jewels back.
In terms of theme, this is the closest to Imagine Tomorrow. It looks at an insular regime, and what it's actually like to live under what is essentially a magical dictatorship. How do you deal with that? And how does the dictator herself deal with knowing that someone even stronger than she is, much stronger in fact, is coming to depose her and set another on her throne? Do you even want to steal the crown back, or do you want to break the cycle entirely? This is especially poignant for "monstrous" races, because Irrisen is actually shockingly inclusive, and one of the only places on Golarion that a lot of these races are seen as full citizens - albeit citizens of a brutal dictatorship.
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Least of all in 1 because it's episodic and the insidious corruption at her centre doesn't fit so much.
Most of all in 2 where she already has corruption at her centre.
In 3 though, I imagine what she would want to do would be to end Baba Yaga so maybe not.
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Woohoo! We defeated Whisper and nobody died!