The d-Infinity Independent Game Awards

The results are in! Meet your 2016 winners.Click here for the results.

Blogs

Submitted by Clint Staples on Feb 28
Riffing on the system that I developed for Runequest, based on Chris Nan Deelen’s article detailing the Brute Tattoo, I decided to write up a system for magical Tattoos in Ragnarok! The RPG of the Viking Apocalypse.
Submitted by Michael O. Varhola on Feb 28
During the most recent episode of our weekly "d-Infinity Live!" show, my co-hosts and I discussed our various methodologies for designing RPG character races. 
Submitted by Chris Van Deelen on Feb 28
Surprise. Another week and I’ve managed to post another blog. This week was pretty much like every other week … work, not able to take a break during lunch to write, so that story I have been trying to finish is still in the works. We shall see what next week happens to look like.

Features

A strange mutant fungus found only in wetlands or areas with abundant water. The creature starts out life as an immobile mushroom, growing on the mossy ground. It appears harmless enough, but the creature is far from harmless. The natural form, before it takes over a host, is that of a large, greyish white mushroom. The typical specimen stands around a foot in height, and has a pleasant, cooked-meat odor which it exudes to a radius of 60 feet around it. Anyone entering this circle must make a saving throw versus poison or be compelled to eat the mushroom. When this happens, the target must then make another saving throw versus death every six hours or lose 1d6 points of Constitution. If the target makes three successful saves in a row, then the body purges the fungus and the lost Constitution will return at the creature’s natural healing rate per day.

If the creature’s Constitution score reaches zero, the creature will die. The fungus will quickly consume the flesh, muscle and organs, spreading across the body over a period of only 1d2 days. Once the conversion is complete, the creature will then use the skeletal structure of its victim to become fully mobile.

Tiny and easily missed, these mutant mice can be found in almost any location across the globe, although they do prefer warmer climates.

They are slightly larger than the average mouse, being nearly six inches in length and can weigh in at about a pound. They are completely hairless, and their skin is heavily wrinkled and has the unsettling shape and coloration of brain tissue. The ears are large and the eyes are small and pink. Their tail is as long as their body.

Live January 12th at 9pm EST

So, maybe you show up in the Clanking Ruin, or hopefully, in Bayside, the community of scavengers, power-seekers and warmongers that has sprung up to exploit the ruin and each other. And maybe you don't know exactly what you are after now that you ave arrived.

And maybe you're thirsty, and a mite peckish . . .

Aura: Moderate transmutation; (CL): 7th

Slot: feet; Price: 25,200; Weight: 1 lb.

Description: These boots are always crafted from sturdy leather, typically using deer, elk, or moose hide. They appear well-worn and are quite comfortable to wear. Upon speaking the command word, the wearer gains the ranger ability of Woodland Stride with all the same benefits as the ranger’s special ability.

The adult version of this mutant plant is harmless. It appears to be a huge fern, growing up to ten feet in diameter, with the same leaf structure and so forth. The major difference between this version and its un-mutated ancestor is that the leaves are blood red in coloration.

What makes the creature so incredibly dangerous are the seedpods it produces. These pods are mobile and incredibly voracious!  They are tiny, no larger than an average watermelon, and are shaped sort of like a pear, with large spikes lining the sides. The top of the pod is puckered and appears to be able to open, and when it does, a series of long, sharp, spike-like protrusions appear, giving the seed a bite attack.

After killing all available targets, the seed pods will land in the remaining soup and absorb it through the tough skin of their bodies. They are immune to the effects of the acid and will absorb 1 point of Constitution per round. Once they have absorbed 10 points of Constitution, they will take to the air and fly away, always travelling for at least 10 miles in a random direction. When they have found a suitable location, they will land on the ground and burrow into the soil.

Within one month of burrowing, a brand new plant will emerge and begin to grow. It grows at the rate of 1 foot per month, and will not begin to germinate seedpods for ten full months.

Strange mutant humanoids found only in the vast ruins across the globe. They cannot stand natural light, and as such have taken to living in the underground, only coming to the surface during the darkness. Even heavy cloud cover will not protect these beings from the harmful effects of Ultraviolet radiation.

Pages