Avimar Sorrinash

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Dark Archive

Hello Everyone I need some advice. 6 months ago my group finished up skull and shackles after 2 1/2 years of play. For most of them it was their longest reoccurring game and the first campaign ever seen to completion. A month after it ended we picked up with new characters in wrath of the righteous, run by one of my players who wanted to step up and let me have a turn at playing. We played for about 3 months, finishing book 1, before needing to take a break as life got in the way for all of us.

During that break we have run one shots in a number of systems and nearly everyone has DMed. Now at the present we are starting to talk about returning to Wrath of the Righteous. However there seems to be a disinterest from some players as they mention fondly their exploits in skull and shackles and compare my running of that game with the way in which the current DM does things. Conversation is always "remember x time or x thing in Shackles? Good times, wish we could go back."

The problem I'm having is this nostalgia is lessening the experience of our current game and undermines what our current dm is doing, he is being overshadowed by the memory of the game I ran. What can I do to encourage him as the DM and somewhat lessen the nostalgia for our old game and embolden the new one? Thanks in advance everyone. Sorry if my explanation was confusing.

Dark Archive

Hello everyone. What follows is my attempt to make vampires a playable race for my home setting using Pathfinder. The goal is to create a class that is playable, not overpowered compared to other races, meets the CORE themes of "what a vampire is", and is fun to play.

The current version was made without the framework of the race builder from ARG but does pull some abilities from it. Additionally the race functions off a modified version of the undead subtype. Please let me know what you think, whether or not you would play this race and why. Thanks.

VAMPIRE RACIAL TRAITS
+2 Dexterity, +2 Charisma, No Constitution: Vampires are fast and seductive, but their bond to the undead impedes their mortal vigor. A vampire has no Constitution and uses its Charisma score in place of Constitution when calculating hp, Fortitude saves, and any special ability that relies on Constitution. (When generating a vampire character using a point buy system, you must still spend sufficient points for a Constitution score of 10.)

Vampire: Vampires are humanoids with the vampire subtype.

Medium: Vampires are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Vampires have a base speed of 30 feet.

Senses: Darkvision 60 feet.

Weaknesses: Reducing a vampire's hit points to 0 or lower incapacitates it but doesn't destroy it. However, certain attacks can slay vampires. Exposing any vampire to direct sunlight, or while within the radius of a daylight spell, staggers it and it is dazed during the first round in which it escapes the light. Driving a wooden stake through a helpless vampire's heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.

Vampiric Undead: Vampires are a race of undead and as such gain a modified version of the undead subtype with the following traits. (Being undead provides a complex new experience with many immunities and weaknesses. You gain immunity to death effects, disease, energy drain, exhaustion/fatigue, poison, sleep effects, and stunning; your connection to negative and positive energy is reversed, that is you are healed by negative energy and damaged by positive energy; you are susceptible to effects that target undead; you are not at risk of death from massive damage, you cannot be returned to life/undeath by raise dead, reincarnate, resurrection or true resurrection; you do not breathe, eat, or sleep.)

Defensive Abilities: A vampire gains channel resistance +4 in addition to all of the defensive abilities granted by the vampiric undead subtype. If reduced to 0 hit points in combat a vampire is disabled (as per the condition) and attempts to escape. It must reach a subterranean refuge (such as a crypt, graveyard, etc.) within 2 hours or be utterly destroyed. Additional damage dealt to a disabled vampire has no effect. Once at rest, the vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing as normal.

Nimble Faller: Vampires land on their feet even when they take lethal damage from a fall. Furthermore, they gain a +1 bonus to their CMD against trip attempts.

Stalker: Perception and Stealth are always class skills for Vampires.

Sprinter: Vampires gain a +10 foot Racial bonus to their speed when using the charge, run, or withdraw actions.

Melee:[/b} A vampire gains a slam attack, dealing 1d6 damage on a successful hit. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

[b]Special Abilities: A vampire gains the following special abilities.
Blood Drain (Su): A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 2d4 +Charisma modifier damage each round the pin is maintained. Drained hit points are applied to the vampire as permanent hit points, though hit points gained in this manner never allow the vampire to exceed its normal hit point maximum.
Blood Gift (Ex): A vampire can feed its own blood to another vampire or vampiric null to heal it. It costs 1 hp to start the process, and the vampire can transfer up to 1 hp per round per level of the lowest-level vampire in the exchange, to a maximum of 10 hp/round.
Create Null (Su): If a vampire reduces a humanoid or monstrous humanoid to -10 hit points with its blood drain attack, the victim arises 1d4 days later as a vampiric null. If that vampire instead gives a blood gift to restore the victim to 0 hit points, it rises 1d4+1 days later as a full vampire. In either case, the draining vampire has no special control over null it creates.
Shadowless (Ex): A vampire casts no shadows and shows no reflection in a mirror.

Languages: Vampires begin play speaking Old Tongue. Those with high Intelligence scores can choose any language it wants (except secret languages, such as Druidic).

Vampire Null
A vampire can elect to create a vampiric null instead of a full-fledged vampire when it uses its create null ability on a humanoid creature only. This decision must be made as a free action whenever a vampire slays an appropriate creature by using blood drain. A vampiric null's statistics are identical to those of a wight, save for the following changes.

• It gains the blood drain vampire special attack.
• It gains channel resistance +2, DR 5/silver, fast healing 2, and the shadowless vampire qualities.
• A vampiric null gains all of the standard vampire weaknesses.
• A vampiric null is CR 3.

Dark Archive

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Hello everyone this is my first attempt to create a new base class for my home setting so please bear with me. The calss is called the Cardmaster and is centered around the idea of roguish spellslinger who funnels his magic through a deck of cards (yes like Gambit from the Marvel universe). Any feedback you have please let me know in the comments, this is only the first draft and I expect alot of errors and changes will need to be made.

Cardmaster

Those gifted with the power to wield magic are often viewed with great respect and brandish massive amounts of power; yet sometimes only a trickle of magic blossoms within a person. This curse, or gift, to control even a small amount of magic can often aid someone if they know how to apply the magic. Cardmasters are a rare breed of scoundrel who are born with a slight knack for magic. Though not as strong with magic as a wizard or sorcerer a cardmaster puts what knowledge of magic he has to aid his underhanded tricks and games of chance. By enduing items, and weapons, with magic energy the cardmaster can turn even a deck of gambling cards into deadly projectile weapons.

Role: The cardmaster’s reputation often precedes him (often in a negative fashion). His ability to dabble in magic, coupled with his charismatic nature often gets the cardmaster in trouble with the locals of any village. No slouch in a fight the cardmaster endues his weapons, and most often his favorite gambling cards, with magical energy allowing them to deal a fair degree of damage to his opponents. Add to this the cardmaster’s agile nature, among other talents, make the cardmaster a begrudgingly welcome addition to any group of adventurers.

Alignment: Any.
Base Attack Bonus: Full
Good Saves: Reflex, Will
Hit dice: d8

Class Skills
The cardmaster’s class skills are Acrobatics (Dex), Appraise (Int) Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Use Magic Device (Cha).

Skill Ranks per Level: 7 + Int modifier.

Class Features
The following are class features of the cardmaster.

Weapon and Armor Proficiency: Cardmasters are proficient with all simple weapons in addition to the falchion, rapier, sword cane, and the swordbreaker dagger. They are proficient with light armor, but not with shields.

Spells: A cardmaster casts arcane spells drawn from the carmaster spell list presented at the end of this section. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a cardmaster must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cardmaster’s spell is 10 + the spell level + the cardmaster’s Intelligence modifier.
Like other spellcasters, a cardmaster can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the accompanying table. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table 1–3 from the Pathfinder Core Rulebook).
Spells Known
Level 0 1st 2nd 3rd 4th 5th 6th
1st 3 1 - - - - -
2nd 3 1 - - - - -
3rd 3 2 - - - - -
4th 4 2 1 - - - -
5th 4 2 1 - - - -
6th 4 3 2 - - - -
7th 5 3 2 1 - - -
8th 5 3 2 2 - - -
9th 5 3 3 2 - - -
10th 5 4 3 2 1 - -
11th 6 4 3 2 2 - -
12th 6 4 4 3 2 - -
13th 6 5 4 3 3 1 -
14th 6 5 4 3 3 2 -
15th 6 5 5 4 4 2 -
16th 6 5 5 4 4 3 1
17th 6 6 5 5 4 4 2
18th 6 6 6 5 5 4 3
19th 6 6 6 5 5 4 4
20th 6 6 6 6 6 5 5

Spells Per Day
Level 1st 2nd 3rd 4th 5th 6th
1 1 - - - - -
2 2 - - - - -
3 3 - - - - -
4 3 1 - - - -
5 4 1 - - - -
6 4 2 - - - -
7 4 2 1 - - -
8 4 3 1 - - -
9 5 3 2 - - -
10 5 4 2 1 - -
11 5 4 2 1 - -
12 5 4 3 2 - -
13 5 4 3 2 1 -
14 5 5 3 3 2 -
15 5 5 4 3 2 -
16 5 5 4 4 3 1
17 5 5 4 4 3 2
18 5 5 5 4 3 3
19 5 5 5 5 4 3
20 5 5 5 5 4 4

The cardmaster’s selection of spells is extremely limited. A cardmaster begins play knowing four 0-level spells and two 1stlevel spells of the cardmaster’s choice. At each new cardmaster level, he gains one or more new spells. (Unlike spells per day, the number of spells a cardmaster knows is not affected by his Intelligence score. The numbers on the table are fixed.)
Upon reaching 5th level, and at every third cardmaster level after that (8th, 11th, and so on), a cardmaster can choose to learn a new spell in place of one he already knows. In effect, the cardmaster “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level cardmaster spell the cardmaster can cast. A cardmaster may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A cardmaster need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Endue Energy (Su): Though the cardmaster is nowhere near as strong with magic as some other classes he is able to apply what magic he can control to a variety of fields many casters cannot; one such area is the ability to endue magical energy into his weapons. Focusing his magic into his weapon it becomes coated in magical energy allowing it deal additional damage. This ability can only be used upon weapons the cardmaster is proficient with. Attacks from weapons endued with energy deal an additional 1d4 points of magic damage on a successful hit. Enemies with magic resistance and immunity to magic are not affected by the additional damage done from this ability.

Cantrips: Cardmasters learn a number of cantrips, or 0-level spells, as noted on the accompanying table under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Card Throw (Ex): In addition to regular weapons, a cardmaster is adept at pushing the magical energy of his endue energy ability into gambling cards that he can then hurl at his enemies. A cardmaster can use this ability a number of times per day equal to double his level + his Intelligence modifier, or until he runs out of cards to throw, whichever comes first. Once the card is endued with energy it becomes unstable, and if not thrown in the round in which they are created expels the pent up energy in the form of an explosion centered on the cardmaster, or where ever the card is left.
Drawing a card and throwing it requires a standard action that provokes an attack of opportunity. Thrown cards have a range of 20 feet and use the Throw Splash Weapon special attack (see page 202 of the Pathfinder RPG Core Rulebook). For the cardmaster thrown cards are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, a cardmaster’s card inflicts 1d4 points of energy and piercing damage + additional damage equal to the cardmaster’s Intelligence modifier. The damage of a cardmaster’s card increases by 1d4 points at every odd-numbered cardmaster level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from a cardmaster’s card is always equal to the cards minimum damage (so if the card would deal 2d4+4 points of energy damage on a direct hit, its splash damage would be 4 points of energy damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the cardmaster’s level + the cardmaster’s Intelligence modifier.

Throw Anything (Ex): All cardmasters gain the Throw Anything feat as a bonus feat at 2nd level. A cardmaster adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any.

Knowledge of the Cards (Ex): Great knowledge can be found buried in gambling cards, and in the cards of the harrow deck, if one knows where to look. The cardmaster knows the secrets that the cards can teach, about oneself and the world around them. By thinking back upon the knowledge the cards possess the cardmaster can 1d4 points to any knowledge check, that he is capable of making.

Luck of the Draw (Su): When the cardmaster uses his card throw ability he can choose to tap further into what magical knowledge he has to apply a magical effect to the card he throws. However in the heat of the moment the cardmaster can never be sure what kind of magical effect will choose to manifest itself. When using this ability roll 1d6 to determine what ability is added to the card throw ability.
(1-2)Card of Force: When the cardmaster throws a card, it inflicts force damage. Creatures that take a direct hit from a card of force are knocked prone unless they succeed on a Reflex save.
(3-4)Frost Card: When the cardmaster throws a card, it becomes covered in ice and inflicts cold damage. Creatures that take a direct hit from frost card are staggered on their next turn unless they succeed on a Fortitude save.
(5-6)Card of the Inferno: When the cardmaster throws a card it erupts in arcane fire and inflicts fire damage. Creatures that take a direct hit from a card of the inferno take an additional 1d6 points of fire damage.

Harrowed (Su): Due to his affinity for fate and his knowledge of the Harrow deck once per day, a cardmaster may draw a card from a Harrow deck he owns. At any one time for the rest of that day, he may apply a +2 bonus on any d20 roll modified by the card’s suit. For example, if he drew a card from the suit of Wisdom, he may apply a +2 bonus on a Will save or a Wisdom-based skill check. If he drew a card from the suit of Dexterity, he could apply this +2 bonus on an Initiative check, a Reflex save, a Dexterity-based skill check, or a ranged attack roll. He may assign this +2 bonus after he makes the roll, but he must do so before he knows if the roll was a success or not. If the cardmaster doesn’t have an actual Harrow deck handy to draw from to determine his bonus, he can randomly determine the ability score by simply rolling 1d6 (1 = Strength, 2 = Constitution, 3 = Dexterity, 4 = Intelligence, 5 = Wisdom, 6 = Charisma).

Read the Cards (Ex): The cardmaster begins to understand more about the magic that he has control of. He is therefore able to influence, if only slightly, the kind of magic he unleashes. This ability adds +1 to the roll used to determine the effects of the Luck of the Draw ability, and is an immediate action.

Shingle Runner (Ex): A cardmaster learns quickly that climbing and jumping off roofs provides a quick escape from town guards, or sore losers in card games. Cardmasters gain a +2 bonus on Climb and Acrobatics checks, and may take 10 on Climb checks even when distracted. If he falls, he automatically reduce the damage taken by the fall by one die, as if you had fallen 10 less feet. This reduction in damage stacks with the Acrobatics check to further reduce falling damage.

Blessing of the Harrow (Su): The cardmaster may, once per day, perform a harrowing for himself and all allies within 20 feet of him. This harrowing takes 10 minutes, and allies to be affected by it must remain within 20 feet for the entire time. The harrower interprets the harrowing as normal.
At the conclusion of the harrowing, count up suits of cards used in the reading. This harrowing provides a bonus based upon the suit with the most cards showing. In case of a tie, choose one suit. The bonus lasts for 24 hours. The suits grant morale bonuses as follows. Strength: +1 on attack rolls; Dexterity: +1 to AC; Constitution: +1 on weapon damage rolls; Intelligence: +1 on all skills; Wisdom: +1 on all saving throws; Charisma: +1 on caster level checks. All of these bonuses are insight bonuses.

Wild Card (Ex): As a standard action the cardmaster can throw three cards at his highest base attack bonus. These three cards deal damage equal to the damage done by the cardmaster’s card throw ability. These three cards can be thrown at a single opponent or divided amongst a maximum of three opponents. The cardmaster can use this ability 4 +Int modifier per day.

(Improved) Read the Cards (Ex): The cardmaster has become well versed in the magics he is able to wield and can exercise a fair amount of control over the outcome of his magic. This ability functions like Read the cards except that it applies a +2 bonus to any Luck of the Draw roll. This ability is an immediate action.

Cardwalk (Su): In an explosion of gambling cards that encircle the cardmaster he vanishes from his current spot and teleports 25 feet in any direction, reappearing in another explosion of cards. The cardmaster can use this ability three times per day beginning at 10th level.

Stacked Deck (Su): In order to fuel what small amount of magic a cardmaster has he has learned, that in times of great need, he can cast a spell by sacrificing some of his physical vitality. A cardmaster can cast a spell, using this ability by sacrificing a number of Constitution points equal to the level of the spell rather than using a spell slot. These lost points of Constitution are considered temporary ability score damage for all purposes, but they cannot be
healed by magical means and must be regained by rest. If the ability damage is prevented, the spell will fail.

Better Lucky than Good (Su): The cardmaster becomes incredibly lucky for the purpose of landing one attack. Once per day when a cardmaster rolls a natural 1 when making an attack role may use this ability as a swift action to instead treat it as a natural 20.

Smooth talker (Ex): A cardmaster of 13th level or higher can use his charismatic nature and quick wit to make a suggestion (as per the spell) to a creature that is not hostile to him. Using this ability requires a standard action to activate. A cardmaster can use this ability equal to 4 +Int modifier per day. A Will saving throw (DC 10 +1/2 the cardmaster’s level + the cardmaster’s Int modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language dependent ability and relies on audible components.

(Improved) Endue Energy (Su): As a cardmster’s grows in power so too does his ability to endue weapons with energy. (Improved) Endue Energy functions exactly like the Endue Energy ability except that attacks from this improved ability deal an additional 2d4 points of magic damage on a successful hit. Enemies with magic resistance and immunity to magic are not affected by the additional damage done from this ability.

Raise the Stakes (Ex): At 14th level the cardmaster can choose, at any time during combat, to focus on the precision of his attacks, at the expense of hiding the chinks in his own armor. Until the end of his next turn, any of the cardmaster’s attacks can score a critical hit on a roll of 17–20, and any attack against him can score a critical hit on a roll of 19–20. A cardmaster can use this ability once per encounter, additionally this ability does not stack with feats that improve critical hit chance.

Card Clone (Su): The cardmaster can create 1d4 duplicates of himself that conceal his true location. These duplicates are made up of cards and when struck return to the form of cards. This ability functions as the spell mirror image, using the cardmaster’s level as his caster level.

Dumb Luck(Su): Luck favors the cardmaster when he enters a situation that should kill him. Once per day when a cardmaster rolls a natural 1 when making a saving throw he may, as an immediate action treat the roll as a natural 20.

A Face in the Crowd (Ex): While in any rural location larger than a hamlet, a cardmaster of 17th level or higher can use the Stealth skill even while being observed.

Knave’s Gambit (Ex): Beginning at 18th level once every other encounter a cardmaster may attempt to make a decisive attack using this ability. Should his attack miss the ferocity of cardmaster’s attack causes his startled enemy to strike out at another nearby foe. The cardmaster makes his attack at his highest base attack bonus but should his attack miss the target must makes a basic melee attack as a free action against an adjacent target other than the cardmaster. Additionally the attack caused with a miss from this ability gains a bonus to the attack roll and damage roll equal to the cardmaster’s Intelligence modifier.

Tempting Fate (Su): Lady Luck smiles on the cardmaster as she saves him from death’s door. Once per day whenever a cardmaster has at least 1 hit point remaining and would be dealt enough damage to kill him, he can use this ability as an immediate action to take only enough damage to reduce him to one point above his negative Constitution score, and automatically stabilizes.

52 Pickup (Ex): Once per day at 20th level the cardmaster can throw two full decks of gambling cards into the air pushing his magic into all of the cards at once, causing them to fly around his body acting as both a sword and shield to his enemies. These cards swirl around the cardmaster in a 10 foot radius burst, this area is treated as difficult terrain for anyone entering the burst, aside from the cardmaster. This shield of cards moves with the cardamaster and lasts until the end of the encounter in which it was activated. Opponents beginning their turns, or moving into, the storm of cards must take 5d6 points of damage; additionally any attack made against the cardmaster has a 50% miss chance due to the defensive nature of the magically effused cards. However this miss chance has no effect on environmental effects or supernatural abilities. Lastly after activating this ability any card throw, luck of the draw, or wild card attack receive a +2 bonus on attack rolls, in addition to their normal bonuses.

Cardmaster Spell List
Cardmasters gain access to the following spells. While the majority of these spells can be found in the Core Rulebook, those marked with an asterisk (*) appear in the Advanced Player’s Guide, and those marked with two asterisks (**) appear in Ultimate Magic.
0-Level Cardmaster Spells--- dancing lights, daze, detect magic, flare, ghost sound, know direction, light, mage hand, message*, open/close, prestidigitation, read magic, resistance, spark
1st -Level Cardmaster Spells--- acute sense, anticipate peril**, beguiling gift*, break*, bungle**, charm person, comprehend languages, confusion, lesser, dancing lantern*, delusional pride**, feather fall, feather step, flare burst*, grease, innocence*, jump, keen senses, longstrider, shield, silent image, unprepared combatant**, vanish, ventriloquism, vocal alteration**
2nd -Level Cardmaster Spells--- alter self, badger’s ferocity**, bear’s endurance, blur, boiling blood**, calm emotions, cat’s grace, cure light wounds, daze monster, delay pain**, delay poison, disguise other**, dust of twilight*, eagle’s splendor, frigid touch**, glide, heroism, hidden speech, hold person, honeyed tongue*, hypnotize, invisibility, minor image, misdirection, oppressive boredom, owl’s wisdom, resist energy, silence, snapdragon fireworks**, steal voice**, tongues, unnatural lust**
3rd -Level Cardmaster Spells--- ant haul, arcane concordance*, arcane sight, ash storm**, campfire wall, charm monster, clairaudience/clairvoyance, confusion, coordinated effort*, countless eyes**, cure moderate wounds, displacement, fear, flame arrow, force punch**, glibness, good hope, jester’s taunt*, keen edge, malicious spite**, pain strike, scrying, seek thoughts, shifting sand, sleet storm, slow, smug narcissism**, wind wall
4th -Level Cardmaster Spells--- arcane eye, break enchantment, denounce*, detect scrying, detonate*, echolocation**, envious urge**, fire trap, freedom of moment, geas, lesser, hallucinatory terrain, hold monster, illusionary wall, modify memory, moonstruck, neutralize poison, remove curse, shout, zone of silence
5th -Level Cardmaster Spells--- Aspect of the wolf*, Cure serious wounds, Dispel magic, Dominate person, False vision, Foe to friend, Joyful rapture**, Mirage arcana, Phantasmal killer, Prying eyes, Secret chest, Seeming, Sending, Threefold aspect*
6th -Level Cardmaster Spells--- acidic spray, analyze dweomer, bear’s endurance, mass, brilliant inspiration*, cold ice strike**, cure light wounds, mass, daze, mass, dominate monster, eagle’s splendor, mass, fool’s forbiddance*, fox’s cunning, mass, freezing sphere, geas, permanent image, teleport, true seeing, veil, vengeful outrage**

Dark Archive

Does anyone know where I can find a blank map of the Shackles? I am going to be running S&S in my homebrew campaign setting and have the perfect location to slot the Shackles in, the only problem is that it is on the eastern coastline not the west.

A blank map picture would allow me to flip the region of the Shackles to fit my setting and then go in and add my own labels. Additionally I can allow players to add in their own labels as they go.

Any help anyone can offer would be greatly appreciated.