Showing posts with label Settings. Show all posts
Showing posts with label Settings. Show all posts

Wednesday, December 01, 2021

Pacts and Spirits: Giving Up Your Self for Power

 I'd been thinking about how I wanted to go about adding warlocks to Destination:Nowhere for a little while, because I wanted to base it on the kinds of pacts made in ChainsawMan, which doesn't lend itself to a four template class format very well.


And so, in favour of flavour, I've decided to go about it in a different way. Every game needs a way to get neat powers outside classes anyways, right?


First we need to reestablish some things about the world, and how spirits operate.


Spirits

Souls are the most common kinds of spirits, they drift around, doing whatever souls do, mostly invisible to humans. They are the spark that sets a forest ablaze, or the mote of wind whistling through the crags. By inhabiting a flesh sack, a soul can grant it sentience, it's own will and determination. It is through a common ritual imbuing that gibbering babies learn to form words. Humans, of course, are not the only species able to gain this sentience, but they most commonly possess it. It is also possible to lose your soul, and in turn lose what makes you unique, this is how men are driven to become like wild beasts, relinquishing their self.

In contrast, it is also possible to tether additional souls to your own, by doing this, you can send out these other souls to perform feats of magic. However, if you're not careful, you may allow another soul to domineer it's will over your body, altering your self along with it.

Artist

Guardians are the more rare spirits. They're more powerful, and choose to inhabit parts of the world, such as mountains, forest groves, or rivers. They manifest themselves from the land they inhabit, and gain followers from nearby souls. The will of a guardian spirit can manifest through the wills of their followers; thus, by garnering a large enough following, guardians can increase their power, influence, and domain, sometimes even putting themselves over other guardian spirits.

By choosing to imprint a larger part of a guardian spirit's will on your self, you can manifest aspects of that spirit. This is known as a pact. Any person may choose to accept a pact, though it is just as easy to be coerced or forced into taking one. If any person goes against the will established in a pact however, the consequences are often quite severe, often result in death or the loss of your soul.

Artist

There's one more class of spirits, known as angels. Angels inhabit celestial bodies, and thus rarely affect the goings on of those on Maamilla, both the name of the planet as well as the common name of it's angel. Angels imprint their will on entire celestial bodies, and thus it can be said that anything which comes from the earth, or rather all life, is a part of Maamilla. The natural instincts of this life are how Maamilla's will expresses itself, in order to keep its dwelling alive.


Pacts

A pact can be made with a guardian spirit or, more rarely, an angel. By letting the more powerful entity in on your Self, it influences aspects of your outward and inward appearance. Those imprinted by a spirit often show some physical trait of the spirit that controls them, and have parts of their personality affected by that spirits Will.
It is not uncommon to see entire villages which are under the influence of a guardian spirit, who may help protect them from attacks, as well as helping their livelihoods.

Cencayohtli
Domains: Cultivation, Burials, Vines.
Mark: shows as a hole peering into a hollow cavity in the forehead, looking inside it will show a weirdly distant rattling skull.
Gift: You don't require water to survive however, the longer you go without it, the more dried up you appear.
If you go a month without drinking water, you gain a permanently dried up appearance, and look not unalike to a hollow dried gourd in the shape of a man.
Imprint: You hate animals and they hate you. They'll either be violent towards you or give you a wide berth. If interrogated they will state that you smell like oppression, this is true and you are at least a little more tyrannical than you were before making this deal.


Atoyaatl-Cihuapille
Domains: Flowing Water, Smooth Stones, Farewells.
Mark: bright blue eyes which glow mildly in darkness.
Gift: You are incapable of drowning in water so long as it isn't stagnant.
Imprint: You forgo your name and Important belongings, no bond is permanent, and you can stay in no land forever.


Temazatl
Domains: Obsidian, Slumber, Dying Flames
Mark: Forearms that appear blackened and charred beginning from about halfway down the arm.
Gift: You are not harmed by reaching your arms into fire. The rest of your body and possessions are more than capable of burning up.
Imprint: After a significant achievement or victory, you must surrender an object of value to the fire. Apathy and inactivity is against your nature now.

Monday, August 17, 2020

Rainforest Creatures - Ccoa, Suuri Snail, and Jokaihdin

 Ccoa

HD 5 Attack 1d10 lightning (1d6 burst) Defense 2 Move 15, fly 24 Morale 16 Save 15

Lightning The lightning selects a random target among creatures or certain objects within a 10 meter radius of the Ccoa, dealing burst damage to all creatures surrounding the target.

Hailstorm As it moves, the Ccoa drops hail behind it dealing 1d4 damage to creatures it hits.

Description Grey cats with fluffy tails and slightly oversized heads. When threatened, they turn into dark, grey stormclouds with yellow eyes piercing through.

Suuri Snail

HD 5 Attack Rasp 1d8 Defense 6 Move 4 Morale 5 Save 14

Rasp On a hit, deals 1d8 as normal, but on a miss, reduces the attacked creatures AC by 1.

Acidic Touch The suuri snail can choose to use it's turn to excrete a layer of acid on it's skin which deals 1d4 damage to anything touching the suuri snail's foot.

Stasis By sealing itself in it's shell, the suuri snail becomes inert and temporarily immune to damage until it leaves stasis. If it's shell is broken through during this time, the suuri snail's foot will be sucked out of the hole created.

Description A massive terrestrial snail with an oblong shell. It is predatory, eating either other gastropods or if necessary, plants. They follow a migratory pattern to look for food which is used by some as a transportation method.

Jokaihdin

HD 6 Attack Bite 1d10 (4 meter reach), Tail 1d6 (3 meter reach) Defense 4 Move 12, 8 swim Morale 15 save 11

Inflate The two flaps situated at the sides of the jokaihdin's neck can be inflated, allowing the jokaihdin to float if need be, but also as a defensive measure to both intimidate and move potential attackers away from it. While it's neck is inflated like this, it cannot use it's bite attack.

Description A sauropod dinosaur with flaps of skin hanging from it's neck and sides. It walks along the riverbed with it's neck held above the water.

Sunday, August 09, 2020

Rainforest Creatures - Quetzalcoatl, Famocantratra, and Vukilpikon

 Took a bit of an unannounced hiatus, it was largely due to moving, job changes, and trying to get back into the swing of things. Basically, I've been too busy and this is what I chose to drop temporarily. Anyways, here's 3 more creatures from the encounter table.


Quetzalcoatl

HD 3 Attack Venomous Bite 1d6+1d4 every hour Defense 2 Move 15 flight, 10 slither Morale 7 Save 8

Quetzalcoatls use hit and run tactics. The feathered snakes fly in from above and attack a targeted creature before swooping away and waiting for it's prey to die. During this time they will follow from a safe distance in the canopy.

Healthy Venom If the venom can be extracted from either a wound or directly from the source, it can be distilled into a healing potion (1d4).

Famocantratra

HD 1 Attack Locking Bite 1d4+1 each round Defense 2 Move 15 Morale 17 Save 6

Famocantratras are small lizards which adhere to the sides of trees with their broad, leaf shaped tails. Once a creature moves nearby, they will leap over to attack them.

Locking Bite Once the famocantratra has attacked a creature, it will remain attached to that creature dealing 1 damage each round after the first. Once attached, the famocantratra cannot be removed except by cutting off the flesh it is attached to (dealing 1d6 damage) or through magical means.

Vukilpikon

HD 7 Attack Bite 2d8, Crush 1d8+pinned Defense 6 Move 18 swim, 10 walk Morale 5 Save 15

Vukilpikons are massive spiky turtles which lurk in shallow water, camouflaged to look like rocks with their snorkel-like noses providing them with oxygen. They sense vibrations in the water up to 50 meters.

Sucking Breath When the vukilpikon makes a bite attack while underwater, the opening of it's mouth creates a vacuum which drags any creatures within a 10 meter cone of it's mouth to be sucked into it's gaping maw. This should be telegraphed beforehand when players are at a safe distance if you don't want to cause a tpk.

Sunday, July 19, 2020

Rainforest Creatures - Cuero, Wako, and Rhox

I decided on a format Im going to use for the following weeks while I figure out what to do next. Im goung to take 1 entry from each of the encounter tables found Here and do a writeup of them. Today I'm doing the cuero, wako, and the rhox.

Cuero

HD 2 Attack grapple 1 CON Defense 2 Move 16 swim, 4 land Morale 12 Save 7

Grapple Carnivorous. The first time anything gets close enough to touch the cuero, it will get a surprise action in which it can choose to grapple that person. It will then swim away under water dealing 1 constitution damage to the grappled person per round until they either die or the cuero is killed.

Description Appears as a mottled brown or spotted cowskin floating down the river. The underside of it is covered in suckers like those of an octopus.

Wako

HD 3 Attack bite 1d6 Defense 2 Move 14 Morale 8 Save 8

Description Carnivorous. Looks like a paca, but the size of a large dog, and with long fangs. Their call is a repeated Ao.

Wako live in communities of 2d20, 2d6 of which are juveniles that only deal 1 damage on a hit. Thry generally have 1d4 patrols above ground near their burrow, who will call to their comrades, which will arive in 1d6 rounds.

Rhox

HD Attack bite 1d8* poison Defense 0 Move 15 flight Morale 5 Save 6

*Swarm Each hit point is treated as a single rhox, and damage is based on how many are attacking, and moves down to the nearest die size to how many hit points the rhox has left.

Description Carnivorous. A small purple spider the size of a grape. They hide in clusters on grapevines, swarming at and biting anything that tries to eat them.

Sunday, July 12, 2020

Gygax 75 Challenge: Week 5

Part 5 of the challenge was sort of a buffet in which you choose three out of a multitude of options. Of those options I decided to:
  1. Sketch out the surrounding geography
  2. Develop encounter tables for each of the hex terrains
  3. Develop a list of system tweaks

Sketch out the Surrounding Geography

It just so happens that I already had a map of the area drawn. In fact, when I was making the hex map. I grabbed a small frame of this map and zoomed in on it. In retrospect, I should've chosen a different option since I already had done this one, but I was just excited to have already had part of the week out of the way.

Develop encounter tables for each of the hex terrains

I don't have any stat blocks for these creatures yet, but I assure you they will all appear on this blog at some point in the near future, be they all in one post or spread out between a few.
Rainforest (2d8)
  • 2. Songòmby
  • 3. Rhox
  • 4. Vukilpikon
  • 5. Suuri Snail
  • 6. Quetzalcoatl
  • 7. Famocantratra
  • 8. Tool
  • 9. POI
  • 10. Tool
  • 11. Famocantratra Omen
  • 12. Quetzalcoatl Omen
  • 13. Suuri Snail
  • 14. Vukilpikon Omen
  • 15, Rhox Omen
  • 16. Songòmby Omen

Sub-Montane (2d8)
  • 2. Devouring Gourd
  • 3. Ccoa
  • 4. Wako
  • 5. Väärehmä
  • 6. Quetzalcoatl
  • 7. Dragon
  • 8. Tool
  • 9. POI
  • 10. Tool
  • 11. Dragon Omen
  • 12. Quetzalcoatl Omen
  • 13 Väärehmä Omen
  • 14. Wako Omen
  • 15. Ccoa Omen
  • 16. Devouring Gourd Omen

River (2d8)
  • 2. Boiùna 
  • 3. Jokaihdin
  • 4. Piranha
  • 5. Vukilpikon
  • 6. Cuero
  • 7. Alligator
  • 8. Tool
  • 9. POI
  • 10. Tool
  • 11. Alligator Omen
  • 12. Cuero Omen
  • 13. Vukilpikon Omen
  • 14. Piranha Omen
  • 15. Jokaihdin Omen
  • 16. Boiùna Omen

List of System Tweaks

  • An equipment and crafting system
  • Stat blocks for most the above creatures
  • Random Tool Encounters table
- - -
I guess that's the end of the Gygax 75 challenge. It was a nice structure, and it kept me more than busy these past 5 weeks. I definitely plan on doing more to polish this setting. Obviously I need to do all the hex entries, but I have a suspicion it's gonna be quite a bit harder without having a defined structure anymore.

Monday, July 06, 2020

Gygax 75 Challenge: Week 4

The week 4 portion of the challenge was to make a city and 5 NPCs within it. Additionally there was determining where the players could purchase equipment.

Equipment is a bit of a weird one for this particular setting though, because I plan on just developing a system where the players craft the tools they need, out of materials that can be found pretty much anywhere. So I basically took a copout and said you can basically ask anyone.


Above is a picture of qhat I have developed of the town map. Apologies for the awful quality but its not much to look at right now anyways, just a general outline of where things are.

The town sits next to a waterfall in a river. If you walk out to a large island in the river, there is a shrine dedicated to the local river spirit, which has recently gone missing. Meanwhile the Great Gourd has sleepers in the town looking for it.

NPCs

A story teller with a missing left eye. She is the oldest person in the town abd is trying to fight back against the Gourd, though the ties she has are far too small to do much of anything against it. She currwntly posesses the river spirit, who has been trapped as a magic item, for its own safety.

A farmer who has a spastic arm. He was the sole survivor of the origibal expedition to Kirratoupunki. He knows some of the secrets of the place, but if his memories are triggered, he'll fly into a murderous rage and begin to cut himself open. Anybody in the town will be able to tell you not to mention the place around him.

A small boy who has a birthmark on his pectoral. He is trying to save his sick mother, who has become ill with a disease nobody in the town knows the cure to. He suspects his father of not only being a sleeper agent, but also of trying to kill his mother.

An explorer who is missing her right hand. She ran put of supplies and found herself here. The people have kept her fed, but are largely untrusting, suspecting her to have been sent by the Gourd. She knows a secret about (a currently undecided) hex.

A man who has a scar on his left cheek. The father of the boy from earlier, he is in fact a sleeper. His goal is to locate and kill the river spirit. He poisoned his wife because she figured out, he's not sure if she told anyone, but he's made sure she wont be telling anyone else. She can be saved from the content in a (currently undecided) hex.

Thats basically it for this week. The NPCs gave me a lot of trouble because developing characters is probably my weakest point as a DM. I think I might've done alright though, even if I haven't named them yet.

Monday, June 29, 2020

Gygax 75 Challenge: Week 3

I chose to use Kirrataupunki as the dungeon because lava tubes are long, straight, and boring. So I came up with the following concept.

- - -

Kirrataupunki is a ruins of an age long gone, crumbling ruins surrounding walls too tall to see over.
Within its walls, dried out husks are all that remain of it's original inhabitants, all reaching away from the great city's center, where a defunct temple seems to draw all shapes toward itself.

- - -

I went over the word count on the entrance, but I really couldnt help myself.

My notes for this week's project. They're barely legible in this image though.

The first floor is a temple containing damned souls and ways to contact them.

The second level contains the temple's targeting system. Which doubles as a star chart. After all, it is intended to take out angels.

The bottom floor contains the rest of the pieces to the superweapon, as well as the reason this once great city fell. Their blood was used as a final sacrifice to get the weapon operational, which requires massive amounts of blood to power it.
The completed map. With all the room numbers.

Id put all the monsters here too but I didnt have enough time to actually write out stat blocks for them, so there's not really much more I think I can put in this post.

Monday, June 22, 2020

Gygax 75 Challenge: Week 2

Week 2 was rough. I spent the first three days drawing my own hex grid because Im an idiot, which certainly didn't help. But in the end I have a (somewhat intentionally) unfinished result I'm happy with.
Picture is upside down lol.

I decided to save the inking and trees until later eventually, as this challenge doesn't include keying up every single hex, making that something I'd rather save until later.

Regardless, I still have all the required parts penciled in, even if the map itself isnt quite finished yet.

Cities:

Virtääves äärellä - A large river village which subsists itself on trades from the villages upstream.

Tulemiset - A small tribe north of Virtääves äärellä, They work to appease the fiery spirit in the nearby volcanoe.

kurpitsamaa - Home of the Great Gourd and his followers. Situated at the peak of one of the nearby mountains.

Terrain Features

Tulivuori - A fiery volcanoe housing a powerful spirit inside of it. It is currently the only spirit standing in the way of the Great Gourd's control of the entire region. The Great Gourd is therefore seeking to ammend this by ending the spirit's life as it sleeps.

Tuivauh Pyläät - Some say they are the graves of spirits long passed on, others say they are the bodies of those spirits who were forgotten, still more believe it is impossible for spirits to die. Though none know the true nature of these pillars of rock, stretching to the heavens, all know of its signifigance.

Kirrotaupunki

The ruins of an ancient city to the south of Virtääves äärellä, it has only been viewed from afar. A group of explorers once tried to establish their own settlement there, but never returned. It was this occurrence that began to build a mystique around the place, and it has since become taboo to even mention the name of the place.

- - -

Im not certain yet whether Im going to use Kirrotaupunki as the dungeon or try and figure something out with lava tubes and the volcanoe. But that's for a later week.

Also, I'm going to be really tempted to do random encounter tables, but it's already the next week as Im writing this post so I really shouldn't work on week 2 anymore.

Sunday, June 14, 2020

Gygax 75 Challenge - Week 1

A number of individuals have decided now is a good time to partake in the ritual many of us turn to in times of boredom, that being the development of a setting.

We are, however, doing it with the Gygax 75 challenge compiled by Ray Otus and Developed by Gary Gygax.

Week 1 asks you to create a series of no more than 7 pitches and sources to draw from when developing your setting.


Pitches

- “Post-apocalyptic” takes place after the fall of a great nation ruled by a true god-emperor. Cities are built on top of ruins of the once great cities that came before.

- There are no gods. Instead there are spirits of varying levels of power. They are just as likely to control you as you are them.

- Heavily Travel Focused Hex-Crawl. Rules light system. Inventories will be tracked.

- There are no currencies. Instead people trade and barter. Fantastical wonders recovered from the ancient civilization are worth their weight in gold (sometimes literally).

- Ancient secrets lie buried deep in the ruins. Far more who enter return mad or not at all than those who grow rich off their spoils.

- Trading posts instead of keeps to replace domain-level play.


Inspiration Sources

The Waterborn by J. Gregory Keyes
This is where the magic item and spirits system is pretty much wholesale taken from, though I guess it’s slightly unique. Basically, spirits act as guardians of their locations and magic items are just trapped spirits. It is possible for a spirit to subdue or eliminate all of the other nearby spirits thus becoming either a ruler or a deity.

Tsingy A National Park in Madagascar, not sure who made it.
I want lots of neat terrain features like this example. A bunch of rock pillars in the sky, In a similar location in Asia, each pillar had its own name and story of being either a person or a spirit. Definitely something else to include.

Some article about people growing giant pumpkins I read years ago.
Oddly enough, what spawned the entire idea of this setting. Giant pumpkins will be an essential part of life somewhere. Of course the Great Gourd will be involved.

The Mesoamericans.
Not any specific sources, but I plan on drawing heavily from that architecture style for dungeons and stuff.


- - -

If you haven't hopped aboard the bandwagon yet, there's never been a better time given the extra free time many of us have. So no excuses!


Thursday, February 13, 2020

On Maamilla's Hierarchy of Spirits

Angels/Demons

Angels and Demons are the same thing; the only real difference between them is their philosophies, but because they disagree, they fight constantly.
There are exactly 490 angels and 666 demons at any given time, the death of one marks the birth of another. Each one looks unique, with its own name and appearance.
Angels and Demons are also the most alien looking spirits, the least familiar and the most distant. They are the guardians of celestial bodies, and are considered the main "gods" of the majority of Maamilla. This doesn't mean they never do things to influence world events.


Patrons/Local Spirits

Patrons often encompass broader concepts, but with more limited spheres of influence, which they must earn from their followers.
They can be anything from warlock patrons to local gods to spirits guarding local streams.
Competition among patrons is often fierce, and they rarely ever team up. Spirits with larger ranges of influence are able to subjugate local spirits as well.
MTG Yarok, the Desecrated

taken from here

Spells/Minor Spirits

Spells are the small bois of the spirit world. They are quick to follow orders because they are used to it, this is why they are so easy to use or lure into your brain.
There are more spells than current numeric systems are able to count to, and they are constantly breeding and mutating.
Spells are never quite exactly the same, but they belong to families in which they are more or less the same, just with minor details, such as personality quirks or variations in manifestation when cast.
the little guy.
Artist



Any spirit can become a magic item, the higher class ones are just much more narcissistic or incessant about the situation, which they have every right to be.

More Images

Artist
Artist

Thursday, February 06, 2020

Toto's Traveling Tavern! Also Gastropomancers

slightly blurry photo of a drawing.
A massive snail trudges across the horizon, a platform with rope ladders hanging from a platform on it's side. On the top of it's shell, a spiraling dome sits with a long staircase leading to the platform below. This is Toto's Traveling Tavern, and he's come to sell you drinks and perhaps a ride.

This is my entry for a tavern mapping contest in one of the discord servers I'm a part of, but I really wanted to write a background for it, so here's my attempt.

Kotilo

The massive snail on which Toto's tavern is built, fondly named Kotilo, travels about the northernmost parts of Maamilla. The Kihagai Tropics acts as a terminal for the it, as it likes to feed from the massive leaves found on the trees growing there. Kotilo isn't the only snail of its kind, they are found aplenty in the Kihagai Tropics, Toto was just the only one mad enough to attempt the feat of building a moving tavern, not to mention the task of taming such a creature. Kotilo has been alive for almost 11 years now, however, and Toto knows they don't have much time left, he is looking for someone to find a replacement for Kotilo, so he can grant it a pleasant retirement. He would do it himself, but he's not willing to leave his buddy alone.

Toto

Toto is a Gastropomancer, which is the reason he was able to make an agreement with and direct the movements of Kotilo.
Toto - HD 3 Gastropomancer
Attack 12 Defense 9 Move 11 Morale 13 Save 9 Stats 10, 9, 15, 10, 13, 13
Spells Speak with Gastropods, Snail Pace, Escargot Pearl.
From Here

Gastropomancer

Perks:

You have a snail shell that is stylistically strapped onto your back. It takes up one inventory slot, but can hold up to five.

Drawback:

Instead of Magic Dice, you have Mollusk Dice, which are d4s instead of d6s, and are removed from the dice pool on a 3-4 rather than a 4-6.

Cantrips:

1. Given 12 hrs. you can eat ~300 lbs. of plants or rotting materials. Only usable once per day.
2. You can float up to the top of an area of water as long as you aren't overencumbered.
3. Snails and slugs are naturally attracted to you and will come out from hiding if called to.

Spells:

You automatically get 'Speak with Gastropods' at first level, roll your other spell normally.

1. Speak with Gastropods | R: - | T: self | D: [dice] minutes
You can talk to gastropods and they can talk back. Gastropods are lethargic and slow, and tend to only know things pertaining to their immediate surroundings, such as which head of lettuce tastes best.

2. Spontaneous Generation | R: touch | T: object | D: -
You hand another creature a nonmagical object, They must willingly take it from you. The maximum size of the object depends on how many dice are invested: 1 [Dice]: pebble-sized, 2 [Dice]: grape sized, 3 [Dice]: Bucket sized, 4 [Dice]: person sized. Up to [Sum] rounds later, you can choose to have the object permanently turn into snails or slugs, perhaps 1 large one. They are slimy and gross.

3. Corrosive Slug | R: touch | T: - | D: [dice] minutes
creates an acidic slug that deals [Dice] damage each turn unless it is removed and the slime is washed off, can also corrode most organic surfaces it is placed on.

4. Snail's Pace | R: 10' | T: creature/object | D: [sum] rounds
Target must save or be reduced to Move as Snail for the spell's duration.

5. Sticky Skin | R: - | T: self | D: [dice] minutes
Your skin excretes a sticky mucus which can be used to climb walls or grab objects, your skin must be in direct contact with the object to stick to it.

6. Wall of Cabbage | R: 60' | T: point | D: [dice] rounds
creates a wall of thickly packed leaves 10 ft. across per [dice], 10ft. high and 5ft. thick. Anything inside of the wall is trapped for the duration.

7. Slug Form | R: - | T: self | D: [sum] minutes
Your biology becomes as that of a slugs for the duration, you can stretch out your body to squeeze through gaps as narrow as a keyhole during this time, and are immune to bludgeoning damage.

8. Blight Life | R: touch | T: [sum] ft.2 organic matter| D: [dice] hours
You suppress growth in an object, causing it to rapidly decay for the duration, at the end of the duration, it rapidly springs back to life.

9. Escargot Pearl | R: - | T: self | D: instant
you lay [Dice] rations worth of white caviar.

10. Slime Line | R: touch | T: point | D: [sum] hours
You create [Dice]x50ft. of a length of slime that can support your weight as you do rigorous activity.

Emblem Spells:

11. Love Dart | R: 100' | T: Creature | D: [Dice] minutes
Fires a Calcareous dart out of the caster's arm, dealing [Sum] damage, and causing an effect as Charm Person for the duration

12. Stasis | R: - | T: Self | D: [Dice] days
You form a calcium shell over your body in a rapid process, you remain sealed in this shell for the duration. During this time, you are sealed off from the outside, and do not require food. The shell cannot be broken by standard weapons.
So someone else had this idea before.
Artist


Mishaps:

1. MD only return to your pool on a 1 for 24 hours.
2. Take 1d6 damage.
3. Random mutation for 1d6 rounds, then save, permanent if you fail.
4. Deafness for 1d6 rounds.
5. Blindness for 1d6 rounds.
6. Roll a d6 for each item in your inventory, on a 1-3, it immediately erodes/rusts/rots.

Dooms:

1. You turn into a slug for 1 day, you can see poorly and can smell, but can't hear.
2. You turn into a slug for 3 days, you can see poorly and can smell, but can't hear.
3. You turn into a level 1 Pile of Snails (see below).
From Here

Class: Pile of Snails

For each Pile of Snails template you possess, you get +1 Defense and -1 Move.
Starting Gear Parasites, Shell, a lot of Teeth.
Starting Skill (1d3) Land Snail, Freshwater Snail, Sea Snail
[A]: Gastropod, Hivemind
[B]: Slime Trail
[C]: Mucus, Stasis
[D]: Regeneration

Snails

Though you were once part of a human, you are now a mere snail. While you do have a mental concept outside of your immediate surroundings, you can not understand complex thoughts like mathematics. You are unable to hear, but can see poorly and smell normally.

Hive-mind

The snails you are made up of share a telepathic connection, and can communicate with each-other no matter where they are at any given time. Every point of damage causes a snail to die in a tragic way. Single Target Save or Die effects instead deal 1 damage to them. Other single target effects affect all of them. Whenever you would take lethal damage, instead of rolling death and dismemberment, instead a number of snails equal to the damage taken die.

Slime Trail

By going ahead and moving across a surface, you create a trail of slime that can act as either a lubricant (grease spell), or as a slime which other creatures or objects can stick to as a glue.

Mucus

Your mucus has minor healing properties, by crawling about on an injured creature, you can remove 1 fatal wound.

Stasis

By entering your shell and sealing off the opening, you can enter a state of stasis, during this time you do not have to eat. You can still be killed if your shell is broken.

Regeneration

When you are brought below 0 HP, roll 1d4. The result is how many snails die, the rest regenerate over a period of 12 hours.

From Here