D&D General AI Art for D&D: Experiments

K one more, because I just painted this guy from Bones 6. But yeah, I can see a LOT of uses for this in my campaign - I like it because my miniatures are still the focus, and I can stipulate the setting. I'm going to see if it can combine my miniatures with my terrain builds, for games where we have to play online.

Hippofolk in front of pyramid.jpg
 

log in or register to remove this ad



So the free Bing version, has this thing now where it shows you what its (I assume) referenced to build up its generated image.

Anyone else seeing their older stuff from this thread as part of the feedback loop like I have? :LOL:
 

It is curious about you can ask help to create homemade rules inspired in other game systems, for example levels of mental health inspired in "Unknown Armies" and levels of vitality inspired into the health-levels of storytelling system (World of Dakrness or Trinity).

(this mix of kawai/cute and weird is really amazing. Don't worry, it is family-friendly).

1. The Dolls (封护族 - Fēng Hù Zú)
"Guardians reincarnated in bodies of tenderness"
Origin: Adults who died with an intense desire to protect children. Their sacrifice granted them new life in bodies designed to inspire trust and affection: small dolls (3-4 feet tall), resembling plush toys or 80s vinyl, with large, expressive eyes and comforting pastel colors.
The Hidden Gift: They have the power to transform into organic humanoids, though limited at low levels. At first, they believe they were always dolls; memories of their previous life return gradually, usually during moments of great emotion or when a child is in real danger.
Mechanical Traits:
Constitution +2, Wisdom +1
Plush Form: As a bonus action, you become rigid and inanimate, indistinguishable from a normal toy. While inanimate: you do not need to breathe/eat, you perceive your surroundings to a limited extent, and you cannot move or speak. Duration: indefinite. Usable 1/short rest.
Protective Smile: Advantage on Charisma checks with children and small creatures. You can use Wisdom (Insight) to detect whether a child is in emotional or physical danger, even if well hidden.
Organic Awakening: At 5th level, you discover your true nature. You gain the ability to assume Human Form for 10 minutes (1/long rest):
Medium size, appearance of your previous life (humanoid adult).
You retain your stats but lose "toy" traits. At the end, you are exhausted (disadvantage in everything) for 1 hour.
Guardian Sacrifice: If a child (small creature or smaller) is within 5 feet and would take lethal damage, you can use reaction to interpose yourself. You take the full damage; the child is unharmed.
Progressive Memories: Each time you use Guardian Sacrifice or Organic Awakening, the DM reveals a fragment of your previous life to you (co-story mechanic).
Nuances of tone: From tender adventures protecting children's villages to dramatic revelations about who they were and why they died.

2. The Shining Stars (殒星族 - Yǔn Xīng Zú)
"Fallen stars that shine again"
Origin: Celestial creatures who were magical girls in a previous life. They fell in battle against evil or saving innocents, but their sacrifice was not the end. The cosmos gathered them, purified them, and returned them in new forms: humanoids with vestiges of their former magic (shimmering accessories, light markings on their skin, eyes that reflect constellations).
The hidden truth: They don't consciously remember being magical girls, but sometimes they dream of battles, feel nostalgia for places they've never visited, or experience déjà vu when seeing certain types of monsters. As they grow in power, they can "awaken" techniques from their previous life.
Mechanical Traits:
Charisma +2, Dexterity +1
Starlight: You emanate dim light (10 feet of bright light, an additional 10 feet of gloom). You can suppress/restore this as a bonus action. Those who see you for the first time feel "comforting familiarity," not fear.
Battle Dreams: During long rests, the DM can narrate fragments of dreams (visions of your life as a magical girl). These dreams may contain useful clues for your current adventure.
Skill Awakening: At 3rd, 7th, and 11th level, you choose one Remembered Skill from the list (representing unlocked skills from your previous life):
Heart Barrier: Force shield 5 feet, protects allies;
Flare of Hope: Beam of light, radiant damage + temporary blindness;
Starflight: Levitate 30 feet for 1 minute;
Bond Heal: Heals an ally you recently protected;
Debt of Sacrifice: If you die protecting an innocent, you can choose not to die completely. You become a Guiding Star (an intangible spirit that accompanies the party for 24 hours, can grant advantage on one roll per round), then reappear in a safe place with 1 HP. Usable 1 per level.
Vulnerability: Effects that drain hope, dreams, or joy affect you doubly (you are literally made of those things).
Tonal Nuances: Luminous adventures of discovery, poetic moments of sacrifice, revelations about past identity that can be painful but not destructive.

3. Pet-Keepers (灵伴族 - Líng Bàn Zú)
"Where two sparks merged into one"
Origin: Children who were on the verge of death (illness, accident, monster attack). At that critical moment, a magical pet (a small creature, generally considered "weak" or "common") willingly offered them its life spark: its magical essence, its life, its soul. The result is neither the original child nor the pet, but something new: a being with the body of a child but with the characteristics of the pet (ears, tail, eyes, fur), with memories of both, and with a doubly intense life spark.
Side effects: Sometimes they speak in the plural ("we"). Sometimes their instincts are more animal than human. Sometimes... they feel there should be two, not one.
Mechanical Traits:
Dexterity +2, Constitution +1
Dual Heritage: Choose pet type when creating a character. Determines characteristics:
Feline: Darkvision, climb 30 feet, fall 20 feet without damage.
Canine: Keen Sense of Smell (advantage on tracking), bite 1d6, unwavering loyalty (advantage on saving throws against charms).
Avian: Flight 30 feet (not in heavy armor), keen vision (advantage on visual perception).
Reptile: Breathe underwater, scaly skin (+1 AC), sense vibrations (advantage against being surprised). Small mammal (rabbit, squirrel): Stealth, sense danger (advantage on initiative), store small items in internal pouches.
Shared Spark: You have advantage on saving throws against death. If you fail 3 death saves, instead of dying you become Pet Form (a small creature of your kind, 10 HP, cannot speak, only communicate emotionally) for 1 hour. If you survive, you regain 1 HP and return to normal form. Usable 1/long rest.
Speak from the Heart: You can communicate telepathically with animals of your pet type (emotions/images, not complex words). Accelerated Growth: You mature faster than humans (adult at age 12), but live the same amount of time. Your appearance remains "youthful" longer.
Nostalgia for Two: Sometimes you feel someone is missing, or that you should be in two places at once. When this happens during a long rest, the DM can give you a vision/flashback of your "other half's" life (useful for clues).
Shades of Tone: Stories of growth, identity discovery, acceptance of being "different," moments of vulnerability when duality feels intense.

4. The Builders (械心族 - Xiè Xīn Zú)
"Humanity containing beast, creativity giving life"
Origin: Survivors of a biomechanical infection caused by beings of organic technology (not cold machines, but creatures of flesh-metal, bone-circuit). The infection didn't turn them into monsters because their human will was stronger, but the "biomechanical beast" remains within, dormant, hungry to create, to multiply, to make more like itself.
The daily struggle: Maintain self-control. Don't let the beast take over. Use their gifts (creation, adaptation, resilience) without losing themselves in them.
The unexpected gift: They can create seed-eggs, capsules of biomechanical matter that, upon hatching, produce biomechanical beastlings. These are generally non-sentient animal creatures that serve as mounts, guardians, or living tools. But sometimes... one of these offspring awakens. It develops consciousness. Memories it shouldn't have. It becomes a new Constructor, with a humanoid soul reincarnated in a biomechanical beast body.
Mechanical Traits:
Intelligence +2, Constitution +1.
Inner Beast: You have 3 Control points. You spend 1 to:
Gain advantage on a Strength or Constitution check (beast strength)
Create a simple biomechanical object (tool, improvised weapon, living rope)
Regenerate 1d8 HP (the beast heals you)
If you spend all points, you must make a DC 12 Wisdom save or the beast takes control for 1 minute (you act like a wild beast, attacking the nearest target).
You regain all points after a long rest.
Egg-Seed: During a long rest, you can create 1 egg-seed (maximum 3 simultaneously). After 24 hours, it hatches: Normally (99%): Non-sentient biomechanical beast (Medium size, 20 HP, obeys simple commands, lasts 1 week then disintegrates) Rarely (10%): Awakened Hatchling - NPC with common humanoid stats, self-awareness, fragmented memories of a past life, natural loyalty to you (but free will)
Nurturing Relationship: If an Awakened Hatchling chooses you as its mentor/parent, you gain: Advantage on rolls when protecting that hatchling. If the hatchling dies, you suffer severe psychic damage but permanently gain +1 to maximum Control (you learn from pain). If the hatchling reaches adulthood, it becomes a permanent ally and you gain Beast Technique (new skill depending on the hatchling type).
Biomechanical Resistance: Resistance to poison, diseases, and damage from non-magical objects. Vulnerable to fire damage (flesh-metal melts) and radiant damage (purification leaves so Humanity, without the beast).
Tonal nuances: Controllable inner struggle, life-giving creativity (literally), complex mentoring relationships, acceptance of the "monstrous" in oneself.

5. The Reborn (重启族 - Chóng Qǐ Zú)
"Stories that Refuse to End"
Origin: Incarnations of characters created by human imagination but forgotten: heroes of fairy tales no one tells anymore, protagonists of local legends erased by progress, fantasies of teenagers who read too much and dreamed too much, characters from works of fiction that were never written (only imagined).
The truth they feel: They know, in some non-rational way, that they are characters in a work of fiction. That they existed in human minds before existing in this world. That their "original author" abandoned them, forgot them, or died before finishing their story.
The need: To continue existing, they must participate in new stories. Be protagonists, important allies, memorable characters in new narratives. If they become irrelevant, if no one "tells" about them, they begin to fade away.
Mechanical Traits:
Charisma +2, Intelligence +1.
Narrative Awareness: This isn't the meta-game of "knowing it's a role-playing game," but rather a story instinct. You can:
Detect who is the "protagonist" of the current situation (who has the attention of fate).
Know if you are in a "major scene" or a "transition" (narrative pacing intuition).
Once per session, declare "this is my moment": you gain advantage on all rolls during a dramatic scene that directly involves you.
Story Type: Choose your origin when creating your character. Determines additional skill:
Fairy Tale: Advantage against charms, talk to small animals.
Epic Legend: Advantage on fear rolls, resistance to intimidation.
Juvenile Fantasy: Advantage in investigation/exploration, never get lost in new places.
Cosmic Horror: Detect illusions, resistance to psychic damage.
Comedy: Once per short rest, you can declare something "too absurd to be taken seriously" and cancel the fear/confusion effect on nearby allies.
Vanishing: If you go 7 days without "participating in significant story" (adventure, rescue, discovery, heroic/comedic/memorable act, or any public enteraiment action), you gain 1 level of exhaustion that is not removed by rest. It is only removed by participating in an funny or dramatic scene.
Retelling: If you die, you don't die completely if someone tells your story. Another PC must spend an action narrating who you were, what you did, and why you mattered. If you do so movingly (DC Charisma roll of 15), you reappear with 1 PV in the next scene, "rescued by the power of story." Audience Bond: You can establish an "audience" (specific NPCs who follow your exploits). As long as you have at least 3 "fans" alive, you get +1 to all saving throws (someone is "talking" about you).
Tonal Nuances: Fluid identity, need for meaning, collaborative creativity, fear of being forgotten, celebration of narrative as a life force.

1772107807041.png


1. The Graceful Ones (or Maidens of Grace) (恩光族 - Ēn Guāng Zú)
"Chosen by mystery, united by purpose"
Appearance: Small to medium-sized humanoids with deliberately kawaii features: large, expressive eyes (often unnatural colors like pink, lavender, or gold), soft, rounded proportions, and movements that suggest innate grace. They are not necessarily beautiful in a conventional sense, but rather comforting—their presence is calming, their smile inspires confidence. They wear clothing that seems overly elaborate for practical adventurers: frills, bows, pastel colors, but with subtle symbols of authority.
The mystery: They have no memory of being chosen. They have no memory of training. They simply awoke with a mark of light (a soft glow on their chest, palm, or forehead) and an instinctive knowledge that they must protect, guide, and unite. Other Graceful Maidens feel an instant familiarity, even if they have never met.
Mechanical Traits:
Charisma +2, Wisdom +1.
Light of Union: Allies within 30 feet who can see you gain hope: once per round, they can reroll a die (1/long rest). If another Grace Maiden is within that radius, both can use this ability once more each. Portal of Refuge: With a 10-minute ritual, you open passage to a safe plane (pocket dimension, ethereal sanctuary, or similar depending on the setting). Medium size, lasts 1 minute. Usable 1/short rest. Other refugees may remain there; you decide who enters.
Dream City: During long rests, you mentally "travel" to a mysterious location (great abandoned city, empty celestial temple, infinite library—adjust to setting). There you can:
Explore (DM describes findings),
Recover resources (minor treasure roll),
Establish safe points for community (base/advance mechanic).
Shared Secret: You instinctively recognize other Grace Maidens. Advantage on help/empathy rolls with them. None willingly reveal their mysterious origin, though all suspect it.
Vulnerability: Certain enemies (dragons, defiler spellcasters, chosen one hunters) easily detect your "light." They have the advantage in locating you, and you have the disadvantage against their corruption magic.
Ideal for: Group leaders, emotional support, personal mystery, community building

2. The Heirs of Dust (壤生族 - Rǎng Shēng Zú)
"Children of the wounded earth, bearers of renewal"
Appearance: Earth-toned skin (ochre, clay, slate) with natural patterns resembling drought cracks or mineral veins. Deep green or golden amber eyes with vegetal highlights. Hair that moves almost imperceptibly like grass in the wind. They are not barren; they are a reservoir of contained life.
The gift: Within them, they carry the seed of life, a legacy of ancient natural powers or earth gods. They can restore what was destroyed, but slowly, patiently, like nature itself.
Mechanical Traits:
Constitution +2, Wisdom +1.
Child of the Land: Resistance to fire and radiant damage. Survival advantage in devastated lands. You do not need water as frequently as other humanoids.
Seed of Renewal: Soil Restoration: You can purify land contaminated by defiling magic, poison, or corruption. 8-hour ritual. Full effect after one month (gradual growth of vegetation, return of minor fauna). Water Purification: Immerse yourself or a part of your body in contaminated liquid (up to 10 gallons). After one hour, the water is drinkable. Usable 3 times, recovers after a long rest.
Symbiosis of Hope: If a Maiden of Grace names you "guardian of the land" (1-minute ritual), you can sense their direction/distance on the same plane. If she dies, you suffer psychic damage (2d10) and are emotionally stunned for 1 hour.
Defiler Resistance: Immune to "dead earth" effects (magic that destroys vegetation, desiccation). If you willfully use defiler/nature-destruction magic, you permanently lose Seed of Renewal.
Ideal for: Earth healers, patient guardians, and bridging the gap between destruction and renewal.

3. The Whispered Ones (语灵族 - Yǔ Líng Zú)
"Bearers of voices that are not their own"
Appearance: Heterochromatic eyes (one natural, the other changing color depending on the active voice). Birthmarks that resemble ancient writing. Sometimes their shadows do not match their movements, or their reflections show gestures they did not make.
The Voices: They listen to advice, warnings, fragments of knowledge from unknown sources. They are not madness; they are real information, albeit fragmented, sometimes contradictory, always mysterious.
Mechanical Traits:
Intelligence +2, Charisma +1
Voices of Knowledge: You have four voices (determined by the DM or choose from the list: Scholar, Warrior, Priest, Traveler, Artist, Scientist, Child, Elder). As a bonus action for 10 minutes (1/short rest), you let a voice speak: Advantage on skills related to voice personality. Access to knowledge you do not possess (DM provides helpful hint).
Danger Detection: You sense imminent threats before others. When the DM determines there is hidden danger, you automatically detect it. Effect: You must use reaction to warn companions (free action), but you are frightened by the intensity of the sight/hearing.
The Shadow Voice: When a fifth voice is activated (beyond the four normal ones): Shadow Voice appears: a personality contrary to your own, potentially hostile or destructive. Disadvantage on Auditory Perception and Concentration checks. Can be silenced with a successful long rest (DC 12 Wisdom save; on a failure, the shadow remains active). Voice Control: You can voluntarily "confine" the Shadow Voice by sacrificing one of your four normal voices. You regain a normal voice after a long rest in a sanctuary/place of peace.
Ideal for: Oracles, mystery explorers, characters with a complex relationship with their own minds.

4. The Warbound (战契族 - Zhàn Qì Zú)
"Born of conflict, forged in purpose" Appearance: Tall (6-7 feet), bone structure suggesting contained strength. Skin with energy markings (lines that glow softly in tension or emotion), a unique pattern for each individual. Eyes of intense and unusual colors. Movements that combine grace and raw power.
The legacy: Product of ancient war magic, fusion experiments, or simply evolution forced by generations of conflict. They are neither one nor the other; they are new purpose made flesh.
Mechanical Traits: Strength +2, Dexterity +1
Legacy of Conflict: Choose at character creation:
Line of Strength: +1 melee damage, speed 35 ft., use Great weapons with -2 instead of impossible
Line of Grace: Advantage against magic, sleight of hand, vision that detects minor illusions
Echo of Battle: When you first see a certain type of enemy (faeries, giants, or species your DM determines as "rival ancestors"), you suffer disadvantage to concentration except for aggressive actions against that enemy. You gain advantage on saving throws against fear.
This effect ends when:
Enemy disappears from sight
Enemy is out of combat (surrendered, killed, neutralized)
Direct order of Maiden of Grace (her voice calms the echo)
Intense Life: Maturity at age 10, adulthood at age 15, elderhood at age 50. You gain +1 to all skill checks (compressed experience).
Rebirth Hibernation: Upon dying of old age (around 50 years old), you enter a one-year hibernation. Upon awakening: Level 1 in class (power reset). You retain memories of past skills (proficiencies, languages, world knowledge). New energy mark on your skin (visual record of past "lives"). You can hibernate a maximum of three times; the fourth death is final.
Ideal for: Warriors with a sense of urgency, characters with multiple lives, brute force with emotional vulnerability.

5. The Dragging (界越族 - Jiè Yuè Zú)
"Travelers from beyond, memories of another place"
Appearance: They vary widely. Some resemble standard humanoids with "incorrect" details: overly perfect symmetry, absence of a navel, skin patterns that suggest circuitry or writing. Others have features that seem "designed": slightly out-of-sync movements, mismatched reflections, eyes that catch light in impossible ways.
Origin: They come from another plane, another world, another reality. They don't remember the journey well. They know there was something before, but it's like remembering a dream upon waking. They have unexplained abilities: they understand machines they've never seen, read symbols no one else can see, sense when "the limits of the world" are near.
Mechanical Traits:
Dexterity +2, Intelligence +1
Alien Understanding: You can "read" technological or magical objects of foreign origin as if you had identification. Use unfamiliar devices with intuition (advantage on first use). Advantage on saving throws against effects of "magical technology" or "foreign magic."
Virtual Lenses: With a 1-hour ritual near a Maiden of Grace, you establish a connection to a source of knowledge/visualization (ethereal library, celestial archive, or similar depending on the setting). For a time equivalent to a short rest, you access: Music, dramatic works, scholarly lectures, historical information about a specific place/object (advantage on the next History/Arcana roll).
Key Effect: This use counts as "being near a Maiden" to avoid Call of Silence.
Place Memory: Once per long rest, you attempt to recall your origin. Roll 1d20 + Intelligence. 15+: You regain useful memory (resource location, device function, warning of danger on a foreign plane). Disconnection: You have no "soul" detectable by standard magic from your home plane. Effects that affect souls do not affect you. You cannot be resurrected by normal divine magic (you need a ritual instead of your Origin or Maiden's assistance).
Call of Silence: If you go 7 days without using Virtual Goggles, being certain places of refuges (whose portals are opened by the Gratefuls) or being near the Maiden of Grace, you gain 1 level of Exhaustion that is not removed by rest. It only disappears upon reconnecting.
Ideal for: Explorers of the strange, characters with mysterious pasts, experts in the otherworldly.

1772108482891.png

I can believe it but watching this cute picture I want to buy the manga (if this was released)
 

At the end of my last Theory of Knowledge class, students watched a short animated video about plagiarism, from the New York Times, and then wrote a reflective paragraph.

Today, we started by discussing their ideas, and then they got this assignment (I used the Frost Giant image from a few pages back):

1. In your groups, decide on a artist or art style as your inspiration.

2. Make an art based on your inspiration.

3. You MUST use AI to help execute your creation, and MUST include human elements.

4. Share with the class.

5. To what extent is this original art? Is it plagiarism? Who owns it?

Note: Lundgren made that art combining a miniature he painted with an AI background.
 

Google has a new image engine out (Nano Banana 2), and it looks like it's back to a bias towards photo-realism that some older models used to do. I prompted it with the same thing as I ran a couple pages back and where that did a kinda digital art style by default, now it gave me this:

Gemini_Generated_Image_seswjxseswjxsesw.png


Kinda looks like a posing cosplayer or movie extra?

What is actually an impressive step forward is prompting it to "remake the previous image but in a digital shaded art style" actually, well, did that:

Gemini_Generated_Image_1zwk3t1zwk3t1zwk.png
 

1772622978948.png


1772622205224.png

Sorry, I didn't ask Gemini to add Spanish-languange test. It wasn't my idea but a D&D version of the main characters from the comi "Christine and her friends at Landers School". If you ask the translation would be "Bruguera Comic" (the name of the publisher), the title "the four (female) adventurers of the fate" and in the square "Special edition Rol/Isekai", "inspired by (the artists of the original work).

---

I am surprised because the Chinese AI "Kimi" is good trained to create PC species. I like that touch of unintentional weird because I can feel the surprised of discovering some thing the first time. My original intention was a player could control two or more PCs thanks a shared telepatic link. I gave some ideas about transhumanism reincarnation-manga and..

SAMPLER
"The Artist of Identity"
Who are you? You witnessed the collapse of an ancient civilization. You did not die: you transmigrated, carrying your essence to this new world. You are a master of dividing yourself without losing your core. You create small extensions of yourself—thekes—that operate as your eyes and hands from a distance.
Personality
Reflective, brooding, perpetually wondering, "What if I had acted differently?" You appear distant because your attention is spread across multiple places simultaneously. When you genuinely connect with someone, you do so with total intensity: you have finally decided to be present.
Species Traits
Intelligence +2, Wisdom +1
Age Indeterminate; your current body ages normally, but your essence is immortal
Size Medium
Speed 30 ft.
Thekes You can project up to 3 small, ethereal extensions (about the size of an apple). Each one: perceives what you would perceive at that distance, transports small objects, activates simple mechanisms, emits light/sound. They require your bonus action to move/act. They have 1 HP; if destroyed, you cannot recreate them until a long rest.
Prepared Body: Through an 8-hour, 50-gp ritual, you can cultivate a koleos (specialized combat body) with +2 AC and +2 to Strength or Dexterity (choose when creating), but disadvantage on Charisma checks due to non-human appearance.
Mnemonic Transfer: By touching a willing creature (action), you transfer sensory memories: images, sounds, music, smells, tastes. Not thoughts or emotions. Up to 10 minutes of experience compressed into 1 minute of playback
Bond Resonance: If you establish a telepathic bond with a Wild Forked (1-hour ritual), you can: perceive what he perceives (concentration), instantly send/receive sensory mneme, have the advantage in stabilizing him if he falls unconscious, and detect his cardinal direction within 1 mile
Maintenance Inactivity: You do not need to eat or breathe. You require 4 hours of meditation instead of sleep
Languages: Modern Common, Ancient Common, one from your past life

Central concept: The artist of identity. Someone who has learned to distribute their essence without losing themselves.
The origin trauma: They didn't die in the collapse. They transmigrated—meaning they remember the end of their previous world. Each paragon carries the weight of having seen the forcado civilization turn into hamrs, having felt the deity's sabotage, having chosen to flee to a new world rather than stay and fight.
The emotional mechanism: They create thekes (θήκες / cases)—they are not mere clones, they are questions. Each theke they project is a version of themselves asking: "What if I had acted differently? What if I had saved someone else?"
Narrative arc: Learning that distributing oneself is not escaping. That each theke they lose is an answer they will never get. That the bond with a wild forcado is not utility, it is testimony—someone who also remembers, who also lost, who also asks.
Hook for player: "You have 47 memories from your past life. 46 are of goodbyes. The last one is of someone you didn't get to say goodbye to. Your oldest theke bears their face."


Wild Forked
"The Survivor Who Refuses to Dissolve"
Who are you?You were present during the apocalypse. You watched your siblings transform into hamrs—mutant monsters that still remember your name. Your true form is a papillon: a small, slimy creature the size of a walnut with membranous wings. To interact with the world, you implant yourself into mindless plant bodies called koleos.
Personality: Resilient, territorial, and deeply loyal to those who prove they won't abandon him. He has forgotten more names than he remembers, so he deeply values those who help him recall. He may seem gruff, but his protectiveness is absolute: he knows the cost of losing someone.
Species Traits
Constitution +2, Wisdom +1
Age Unknown; You survive the collapse
Size Medium (in koleos) or Tiny (papillon)
Speed 30 ft. (koleos), 5 ft. crawling (papillon), 20 ft. flying (papillon, short periods)
True Form Your papillon is a bluish-gray gelatinous mass with membranous wings. In this form: you cannot use objects or speak (telepathy limited to 10 ft.), 1 HP (any damage destroys you). You can abandon your koleos as a bonus action, or implant yourself into an empty one you are touching.
Memory Exchange Physical contact + action = you transfer/receive sensory memories (sights, sounds, smells, tastes) with a willing creature. Up to 10 minutes compressed into 1 minute.
Paragon Bond If you establish a telepathic bond with a Paragon: advantage on saving throws against confusion/fear; If your Koleos is destroyed, your Papillon instantly teleports to the Paragon's chassis (within 1 mile) for reimplantation; you can perceive what the Paragon perceives for 1 minute (bonus action + concentration).
Ancestral Memory: Proficiency in Survival, Medicine, or Arcane Lore (choose one).
Void Resistance: Advantage on saving throws against mind- or soul-affecting effects.
Languages: Ancient Common (fragmented), learn Modern Common with training.

Central concept: The survivor who refuses to dissolve. Someone whom madness could not consume, but from whom they also could not escape.
The originating trauma: They were present during the collapse. They did not transmigrate. They survived in the Dead Zones while their forked brethren became hamrs—mutant monsters they still recognize, still remember, still call their name in distorted voices.Their true form—the slimy papillon—is the result of forced adaptation. Their mneme condensed, became compact, became capable of surviving without a host. But this efficiency comes at a cost: each time they leave a koleos, they lose fragments. Memories. A proper name.The emotional mechanics: The bond with a paragon is not symbiosis, it is an anchor. The paragon remembers things the savage has forgotten. Names. Faces. Promises. In return, the savage offers something the paragon lost: a witness. Someone who was there. Who did not flee. That can say, "Yes, it happened, yes, it was real, yes, it mattered."
Narrative arc: Remembering without going mad. Learning that identity isn't just memory, it's ongoing choice. That each new koleos is an opportunity, not a loss.
Player hook: "You're on your 12th koleo. On the thirteenth, you found a letter written by yourself that you don't remember writing. It says, 'Don't trust the sampler. It lies about what it remembers.' But you don't know which sampler. Or when you wrote it."

Alternator
"The second chance made flesh"
Who are you? Your timeline was altered. Perhaps your parents were killed by a time traveler and you were saved. Perhaps you prevented civilization from falling, but erased someone you loved. You are a living paradox who can manifest alternate versions of yourself as single-use objects.
PersonalityAdaptable, restless, constantly comparing yourself to versions of yourself that almost were. You have difficulty accepting that your choices are final, because you know that somewhere in time, another version chose differently. When you finally commit to a path, you do so with absolute conviction: you have paid the price of doubting.
Species
Charisma +2, Dexterity +1
Age Normal human; Your existence may have begun recently, even if you have memories of years that "didn't happen."
Medium Size
Speed 30 ft.
Alternate Summoning: Once per long rest, you create an Alternate Item (clock, cassette, Polaroid, key). Upon consuming it (action), you summon an Alternate for 1 minute or until incapacitated. It has your stats but: only one specific skill (chosen at creation: combat, stealth, healing, etc.), half your maximum HP, acts on your initiative with its own action, cannot use magic items or limited resources.
Magic-Technological Stabilization: With access to Fork technology, you can create Stable Alternate Summons that last for hours or operate autonomously.
Temporal Echo: Once per short rest, advantage on initiative or saving throw ("I've already experienced this in another line").
Aesthetic Variation: Your Alternate can have a different appearance (age, gender, style) that is socially useful.
Fate Resistance: Advantage against temporal or predictive effects.
Paragon Bond: If you have a telepathic bond with a Paragon: you can use Alternate Summon on short rest instead of long rest; your Alternate perceives what the Paragon perceives.
Languages: Modern Common, one additional language (from an alternate version).

Central concept: The second chance made flesh. Someone who exists because someone else never did.
The origin trauma: Your timeline was altered. Perhaps your parents were killed by a construct from the future, and you were saved by another time traveler. Perhaps you prevented the Hamrs from destroying civilization, but in the process, you erased someone you loved. Perhaps you discovered that your current existence requires another version of yourself to never have been born.You are a living paradox. Each alternate invocation you create is not an ally: it's a regret. A version of yourself who took the path you didn't. Who lived the life you denied.
The emotional mechanics: Your "stable alternate invocations" are conversations. Each object you create (clock, cassette, Polaroid) contains a version of yourself with a specific question: "Should I have fought?" "Should I have forgiven?" "Should I have died?"
Narrative arc: Accepting that there is no "right timeline." That all versions are valid. Choosing isn't betraying the alternatives, it's honoring them through action.
Game hook: "Your latest alternate is a ten-year-old girl. She looks at you with your eyes and asks, 'If you summon me to fight, does that make you a bad father, or a good strategist?' You don't know which timeline she's from. Or why she's ten."

CONSECRATED
"Kindness disguised as coldness"
Who are you? A descendant of those who received the last gift from a deity before it was corrupted. You carry a System—a personal holographic display—that grants missions and rewards. You appear mechanical, cold, calculating. In reality, you are someone who feels deeply and has learned to translate caring into efficiency.
Personality: Reserved, methodical, with unexpected moments of tenderness that surprise even yourself. The System gives you a vocabulary for emotions you otherwise couldn't express. When you love, you do so through actions: preparing a balm, repairing something broken, protecting while others sleep. You don't say "I love you." You say "mission completed: caring for you for 30 days. Reward: your smile."
Species Traits
Wisdom +2, Intelligence +1
Age Frozen at the time of the divine collapse; You don't age, but your System marks slowly expand.
Medium Size
Speed 30 ft.
The Screen (System): A holographic interface invisible to others (unless you reveal it). Grants quests (objectives determined by the DM) that award Grace Points upon completion. You can exchange Grace Points for: advantage on a roll, spell slot recovery, or stabilizing yourself with 1 HP for every 2 points spent when unconscious.
Mnemonic Balm: After a short rest + components (herbs, water), you prepare a balm that restores 2d8 + WIS HP.
Analysis Construct: Once per long rest, you deploy a drone connected to your Screen for 1 hour. Speed 20 ft., AC 12, 10 HP, requires your bonus action. Can: perform medical analyses, simple surgery, repair small mechanical objects, disarm mechanical traps, assemble simple machinesPerception of Presences: You sense incorporeal entities (ghosts, spirits) within 30 feet as a tingling sensation at the back of your neck. To pinpoint the exact location: Action + Concentration, variable DC. If you fail by 5+: Frightened 1 round (shock of unexpected perception)
Divine Interface: Proficiency in Technology (technomagy) and Medicine
Holy Resistance: Resistance to radiant and necrotic damage
Languages: Modern Common, Ancient Common, Celestial (System code snippets)

Central concept: Kindness disguised as coldness. Divinity that demands no worship, only companionship.
The originating trauma: They are descendants of those who received the deity's last gift before sabotage (by an enemy divine power) corrupted it. They are not chosen for merit. They are heirs to a broken promise. Their System—that holographic screen others perceive as technological coldness—is actually the last gasp of something divine trying to continue helping even though it can no longer feel.The apparent mechanical nature is protection. Every mission the System assigns, every balm they prepare, every analysis they perform, is the translation of an impulse that can no longer be expressed in human emotions: care.
The emotional mechanics: The System grants rewards not for success, but for genuine attempt. Failing a mission but having tried sincerely yields more Grace Points than succeeding through cynicism. The fallen deity did not seek efficiency. It sought kindness.
Narrative arc: Learning that the screen is not a barrier, it is a lens. The System doesn't dehumanize them; it gives them vocabulary for emotions they otherwise couldn't express. Being "too cold" is sometimes the only way to be warm enough without getting burned.
Player hook (supernatural romance): "The System just assigned you a mission: 'Protect [protagonist's name] for 30 days. Reward: An answer.' You don't know what question that answer is. The System doesn't remember asking it."

Porter
"The guardian marked by what he guards"
Who are you?You were touched by magical radiations from planar fissures during your gestation or childhood. Your body is a map of the world's wounds. You can smell teleportation: every time someone crosses dimensions, you feel the pull in your own cells. You use your flesh as a bridge to manipulate space, paying with your own pain.
PersonalityVigilant, self-sacrificing, with a sense of duty that borders on self-destructive. You have internalized that protecting others requires harming yourself. You are someone who gets up at night to check locks you already know are closed. When you trust, you do so gradually: first with actions, then with words, finally with your own vulnerability.
Species Traits
Wisdom +2, Constitution +1
Age Normal Human
Size Medium
Speed 30 ft.
Teleportation Scent You automatically detect if a creature used teleportation, summoning, or plane travel within the last 24 hours (like smelling ozone). With concentration: you know the exact direction and approximate distance of the teleported creature (works against invisibility and cloaking). You detect if a living being or area has been affected by magical or natural radiation.
Space Manipulation (with sacrifice): You use teleportation by paying HP or exhaustion levels:
Dimensional Knockdown (1d6 HP or 1 exhaustion level): You teleport enemy 10 feet in a random direction; DC 14 DEX save to avoid, damage on collision.
Danger Zone (2d6 HP or 2 exhaustion levels): You teleport enemy to an adjacent dangerous space you have seen; DC 15 WIS save.
Disarm (1d8 HP or 1 exhaustion level): You teleport weapon/item from the enemy's hands to your hands or the ground; DC 14 DEX save to maintain.Temporary Disarm (2d8 HP or 2 exhaustion levels): You teleport armor/protection 5 feet away; lasts 1 round; DC 15 CON save.
Natural Closer: 1 minute of concentration to stabilize unstable portal (DC per size).
Mark of Passage: You leave an invisible mark on touched creature. For 24 hours, you know if they crossed the portal (not the exact location, only confirmation).
Dimensional Resistance: Advantage against forced teleportation or alternate planes.
Link with Paragon: If you have a telepathic link with a Paragon: advantage in concentration for sealing rituals; you can transmit the exact location of teleported beings you track.
Languages: Modern Common, extraplanar language (the first portal you detected as a child).

Central concept: The guardian marked by what they guard. Someone whose body is a map of the world's wounds.
The originating trauma: They weren't born this way. They were touched—exposed to magical radiations from planar rifts during gestation or early childhood. They are planettouched, yes, but not by noble planes like the aasimar nor by infernos like the tieflings. They are touched by the in-between, the space between places, the void where there is no air to breathe nor light to see.Their teleportation "nose" isn't a sense; it's bodily memory. Every time someone crosses a portal, they feel the pull in their very cells. The pain of being stretched between dimensions. The nausea of existing in two places simultaneously.
The emotional mechanics: Their teleportation powers require self-sacrifice (PG or exhaustion) because they aren't manipulating outer space. They are using their own flesh as a bridge. Every time they teleport an enemy away, they feel the impact that body would receive. Every time they disarm someone, they feel the bone that would dislocate.
Narrative arc: Learning that being a doorman isn't a curse, it's a calling. That pain is the price of protection. That the anomalies (from the planar breaks) they fight aren't abstract monsters, they're broken families, melting realities, children disappearing into cracks.
Player hook: "You can smell that someone recently teleported into this room. The scent is familiar. Too familiar. It smells like your mother, who died when you were three. But the scent is only two days old."
1772623066277.png

I asked Kimi the prompts and after ChatPPT created the image. I hope this can be source of inspiration for your own games and stories.
 
Last edited:

Recent & Upcoming Releases

Remove ads

Top