Showing posts with label glog. Show all posts
Showing posts with label glog. Show all posts

Saturday, August 3, 2019

GLOG Curse: "Wizzard Bidness"

This isn't "Wizard Business". This is "Wizzard Bidness". It's the difference between a scientist and a science enthusiast. Everything is going to go wrong, and it'll be your fault, but man, look at all these results! For further reading, see here.

This is a Curse class for the current GLOGosphere challenge. The first template is accrued through critically failing a Save vs. Fear upon seeing someone else be killed in a horrible accident while visiting the Haunted Alchemabulary. Rather than taking the sensible option of running and screaming, you feel an overwhelming curiosity. Maybe that only happens sometimes. Maybe it happens all the time. Either way, it's time for more TESTS.

Other, truly wonderful and/or bizarre GLOG Curse classes:
Princesses and Pioneers - Curse of the Mirror Struck
A Blasted, Cratered Land - Curse of the Hero
Archon's Court - Nanoweapon Poisoning
Same is Shark in Japanese - Curse of Ska
Slugs and Silver - Curse of the Ogre
Anxious Mimic - Curse of Oath-Rot
Benign Brown Beast - Curse of the Restless Dreamer
Parasites and Paradoxes - Curse of the Doppelganger
Bugbear Slug - Curse of the Abattoir God
Words for Yellow - Several curses in one!

This can only go well. Credit Jan Weßbecher


Friday, June 28, 2019

"What can change the nature of a man? Is it drugs? It's drugs" - Narcomancer and Beeromancer Wizard Schools

I've had both of these wizard schools sitting in my generator for months now, without a problem. Now I have had two Narcomancers and a Beeromancer show up, and it is a nightmare.

So I'm inflicting it upon you, gentle reader. Hubris!




First time is free. Then you pay. Credit Lester Camacho


Perk: All drugs you prepare take effect instantly, and you can take them as a free action.

Drawback: Disadvantage on checks involving courtesy, partying or appearance.

Starting equipment: Three caches of drugs, three doses each.

Here are some excellent lists of drugs, many of them showing up summarised in the list below.
  1. Alterket (+damage resistance, -dodge, immune to pain and can't feel HP)
  2. Notcoke (+attack, +initiative, save vs. impulse decisions)
  3. Otherpot (immune to illusions and spell-interuption, save vs. screwups when you try anything new)
  4. Unmandy (+ranged attacks, read emotions through facial expressions, very chatty and no filter, save vs. distractions)
  5. Oblian (+damage, +HP, -awareness, save vs. naps)
  6. Tooka (predict all opponent actions, 1-in-6 it's just too confusing and makes you feel sick)
  7. Tuss (+Int, +Wis, +spell research, -Dex)
  8. Talkleaf (+initiative, +save vs. fear, -carrying capacity, makes you nervous if you can't smoke)
  9. Crate (+Con, +endurance, -focus, difficulty judging time)
  10. Terrorleaf (+Str, +rage, +save vs. charm, paranoia and psychotic breaks)
  11. Coffee (+Wis, +Dex, each dose makes up for 2 hours lost sleep, +crit fail range)
  12. Drill (+save, body load fills inventory slots, [dose]% chance of hallucinating vermin)
  13. Silvercaps (immune to nausea and sickness, -fall damage, body load fills inventory slots)
  14. Pixie Dust (+float off the ground, +Cha, -Wis, save vs. sparkles)
  15. Wizard Teeth* (+1 MD for the day, -save)
  16. Fizzbop* (+2 MD for the next spell, +1 Instability Die, -save)
  17. Talakeshi Jelly (+initiative, +Str, doubled food requirements, all breakdowns/insanities are psychosis)
  18. Mevverwen** (+euphoria, forget the last N rounds, removes mental effects in that time, -Wis)
  19. Angelshit (+Wis, +inventory but lose items if not drugged up, save vs. horror at the sight of corners)
  20. Brood*** (+max HP, feel bugs everywhere, save vs. eating coal/dirt/tar/sulphur)
*Each Tolerance point decreases your MD-keep-range by 1. So, starting at keep 1-3, lose 4-6, the first point of Tolerance changes this to keep 1-2, lose 3-6. If your keep range drops below 1, you lose a point of max MD and start again at keep 1-3.
**Each point of Tolerance will eat the first floating X you gain that day
***A random body part grows insect legs per Tolerance in addition to -1 max HP. Pray that it isn't important/internal, as it might try and escape

Usage rules (very slightly edited from here):
  • Each drug has several effects listed, upsides, downsides and side-effects. 
  • When you take N doses of a drug, you take:
    • +N to any of the upsides
    • -N to the downsides
    • And make saves or suffer a side-effect 
  • At the end of a day when you took drugs, make a CON check with...
    • Add your Wisdom modifier
    • Add your Tolerance
      • If you fail, gain a point of Tolerance

Tolerance
  • Represents the drug becoming less effective for you
  • If there are any upsides, each point of Tolerance gives you a negative to that stat
    • If upsides are non-numerical, figure out the opposite of it, or apply a penalty to the relevant trait
    • If the drug has an * after it, then the Tolerance penalty is different
  • For instance, a point of Tolerance to Notcoke will give you -1 Attack and -1 Initiative. Luckily, you can just take a hit to cancel it out! Lucky, lucky you...

Recovery and Withdrawal
  • If you go a week without taking you have Tolerance for, make the same CON check, but subtract your Tolerance instead of adding it
    • If you succeed, lose a point of Tolerance
    • If you fail, the effects of the Tolerance are at x2 until you take a hit
      • If you fail again next week, the effects are at x3 etc.

Spells:
  1. Confusion
  2. Animate Powder
  3. Inflict Withdrawal
  4. Phantom Limb
  5. Circle of Mushrooms
  6. Sleep
  7. Profitable Curse
  8. Haste
  9. Teleport Substance
  10. Cone of Numbness
  11. Brain Swap
  12. Extract Essence

Confusion
R: 30ft T: creature D: [sum] rounds
For the duration, the target cannot differentiate between friend or foe, different directions, or specific items, so long as they are even slightly similar

Animate Powder
R: touch T: drug D: [sum] minutes
Turns the drug into a tiny critter (1 HP, 0 Def), changing form depending on the drug. Can apply themselves to a willing target, but an unwilling target can swat it away with an attack roll. Stimulants have +[dice] Defence, relaxants have +[dice] HP, hallucinogens can change appearance randomly and do so each round.

Inflict Withdrawal
R: eye-line T: creature D: [sum] rounds
This spell requires taking a hit of a drug while staring at the target. The drug takes effect as normal, but for the duration of the spell, the target must endure the effects of [dose]x[dice] Tolerance. If you have no personal Tolerance to the drug being used, Save ends.

Phantom Limb
R: 50ft T: limb D: [sum] rounds
For the duration, you control the actions of that limb each round. Target can make a Strength-[dice] check as an action to try and prevent it. In addition, you take half of any damage inflicted specifically on that limb.

Circle of Mushrooms
R: 10ft T: floor beneath caster D: instant
Roll 1d8+[dice] on the following table. Roll at -2 if the floor is solid rock or something equally inhospitable, +1 if the floor is coated in manure of a particular quality:

2. or less: green slime. Oh dear...
3. Stinking fungus, causes severe gastric distress if eaten, or even smelt too much
4. Wriggleweed, will try and eat your shoes
5. Edible, if disgusting, 1d4-1 rations
6. Mushmice, highly mobile, useful distractions
7. Potent hallucinogens, save vs. bad trip
8. Edible, 1d4+[dice] rations
9. Tasty, exquisitely poisonous, save or die if eaten
10. Truffles! Will go off remarkably quickly, but valuable while fresh
11. Purgatives, useful for rebalancing the humours and clearing out whatever other poisonous mushrooms you've eaten...
12. or more: Own choice!

Profitable Curse
R: 30ft T: creature D: [dice] hours
If the target creatures dies before this spell elapses, and they are under the effects of a particular drug, their corpse contains [dose]x[dice] additional doses of the drug. Extracting these doses is likely to be gross, messy, risky and result in inferior product.

Teleport Substance
R: [dice]x10ft T: creature D: [sum] rounds
Up to [dice] doses of a substance are swapped with an equal quantity of water within the target. If they succeed on the save, then the next nearest target must make a save. This continues until the water is successfully swapped.

Cone of Numbness

R: 15ft cone T: creatures D: [sum] rounds
All targets have -4 on the first roll they make each round.

Emblem Spells

Brain Swap
R: touch T: creature and self, or two creatures D: instant
If an unwilling target has more than [dice] HD, they can make a Save to negate. If both targets are unwilling, the higher HD/Save is used. If the spell is successful, then all the memories, spells, and abilities are transferred between the two. If either body had Tolerance to a drug, then half of it is left behind, as are any Withdrawal symptoms. This is a heretofore unknown spell to society, but will be condemned as Necromancy is if discovered.

Extract Essence
R: touch T: creature ability D: [sum] hours
Unwilling targets can Save to negate, unless the caster has ten minutes of contact to cast the spell. Once complete, the ability is compressed into an elixir, philtre, powder or potion, and can be consumed. The ability will return when the spell expires, and some exceptionally strong abilities will lose an hour of duration per active use.

Malignancies

Mishaps:
  1. Gain 1 trauma
  2. Take 1d6 damage
  3. Mutation for 1d6 turns, save or permanent
  4. Spell hits a random additional target
  5. Unable to discern friend or foe for 1d6 rounds
  6. Gain a point of tolerance

Dooms:
  1. All (all) bodily fluids are replaced with mild opiates. -1d4 Constitution, permanently
  2. One of your limbs permanently turns into a lump of highly addictive substance, heretofore undiscovered. It's mostly immovable and completely useless.
  3. The rest of your body follows suit, 3-in-6 to remain conscious, but you are effectively a corpse

This Doom could be prevented by taking the Angelic Ultimate Detox. Which obliterates every internal organ. Usually. It is also only ever given to good people. Taking drugs is a sin.





PARTAAYY. Credit André Meister


Perk: If you gain five drunkenness in one day, gain +1 MD. Anyone assisting you in casting a spell can "contribute" their drunkenness to it, usually by saying "I love you man" or throwing up while leaning on you.

Drawback: Can't cast spells if completely sober.

Starting equipment: Three potent drinks, each worth three drunkenness.

(Alcohol is simple - each point of Drunkenness increases critical fail range by 1)


Spells:
  1. Enchant Improvised Weapon
  2. Cure Wounds*
  3. Water to Wine
  4. Wine to Vodka
  5. Explode Alcohol
  6. Aura of Intoxication
  7. Wizard Vision
  8. Detect Party
  9. Purge Body
  10. Shape Alcohol
  11. Eldritch Hangover
  12. Summon Party

Enchant Improvised Weapon
R: touch T: non-weapon object D: one fight
The next attack you make with target object deals +[sum] damage, at +[dice] to-hit, breaks the object and ends the spell.

Water to Wine
R: touch T: body of water D: permanent
Turns [sum] litres of water into low-grade hooch. Alternatively, deals [sum]/2 poison damage to touched creature, save for half, as well as [dice] drunkenness.

Wine to Vodka
R: touch T: wine or other alcoholic beverage D: permanent
Condenses up to [sum] litres of wine, or whatever you have on hand, into a collection of drinks that is [dice]x2 times stronger and lower in volume, producing a cloud of steam. This also traps many magical impurities in the process, save vs. Mishap if you cast any Beeromancy spells on or with drinks produced by this spell.

Explode Alcohol (based on Explode Corpse)
R: 50ft T: booze D: instant
Target container or puddle explodes, dealing damage in a [dice]x5' radius, Save vs Dexterity for half. The maximum damage dealt is dependent on the potency:
Swill: 1
Beer/Wine: 1d6
Spirits, liquors: 2d6
Rare and weird: 3d6
Ancient, eldritch and/or one-of-a-kind: 6d6

Aura of Intoxication
R: 20ft radius T: self D: [sum] minutes
Everyone in the Aura has [dice]x2 additional Drunkenness.

Detect Party
R: [sum] miles T: party D: instant
You know the direction and approximate route to the nearest gathering of two or more people where the majority are having a good time. You can add [dice] additional conditions, like "needs a drink" or "nobody hungers for human flesh".

Purge Body
R: touch T: creature D: [dice] rounds
Target must save vs. horrendous bodily disfunction (i.e. stun) each round. It's messy as hell, but they can make a new save against any ingested poisons, beverages or drugs each round. If you are mad, you might be able to recover some of whatever they... relieve themselves of.

Shape Alcohol
R: 100ft T: drunk creatures D: instant
Deals [sum] damage to any creature within 20ft of a given point that is drunk. In addition, as Shape Water, only applying to alcohol of course.



Emblem Spells

Eldritch Hangover
R: touch T: one creature D: until dispelled
As Bestow Curse, with zero of the normal backlash on you. However, any hangover cure has a 50% chance of dispelling the curse, with only a single chance at working. Save+4 negates, at a [sum] penalty. If they target saves, they suffer a crippling headache and a tongue tasting like cat vomit for [sum] rounds instead, to no other effect.

Summon Party
R: 0 T: self D: [sum] hours
Brings [sum] people to a given location, with the specific and general purpose of having a good time and getting to know each other. While this spell does seem to be merely the result of popularity and coincidence, it is an actual magical effect. When cast, pick [dice] of the following, and roll one at random:
  1. They arrive in minutes, if not seconds.
  2. Everyone brings enough food and booze for everyone else.
  3. They come armed and potentially armoured.
  4. They arrive on entirely unsuitable means of transport, potentially the infamous flying Booze Boat of Captain Joe of the 77nd [sic] Beer Battalion, the original Beeromancer.
  5. You can specifically invite [dice] people by name, they'll be there no matter what, so long as they are within [sum] miles. Don't invite dead people, it's just not worth it.
  6. Their raucous cacophony is guaranteed to bring the local authorities within 2d6 rounds, wherever you are.
  7. Local humanoids will wander in and, after having a great time, think the party members are awesome.
  8. BYOP - Bring Your Own Potions!
  9. The Party is a pool party, and you weren't informed. Luckily, they brought their own water.
  10. The Party sends a representative of the Central Committee to give you your next set of nonsensical orders
  11. Half the party is partly imaginary, and will forget anything negative that they experience during the party.
  12. A surprise guest will join the party halfway through! They will be famous, supernatural or just incredibly fun, potentially all three.


Malignancies

Mishaps:
  1. Gain 1 trauma
  2. Take 1d6 damage
  3. Mutation for 1d6 turns, save or permanent
  4. Random stat is halved until you sober up
  5. Random limb becomes hostile to you, 2d6 rounds
  6. Forced purge, lose all drunkenness… messily

Dooms:
  1. The next time you carouse, you and everyone that carouses with you wakes up in a completely new location, with half of your inventory replaced with random items, and no memory of how you got there.
  2. Your liver packs up shop and leaves. Roll to determine which way it exits. One hour after taking any drink, you take 1d6 poison damage. Your Save vs. Poison drops to 1.
  3. Terrible but completely ordinary accident once per day if you are drunk, save vs. death unless you stay completely sober.
Avoiding the Doom, apart from not drinking, is incredibly difficult. Having your biology completely replaced is a start, but fundamentally, if you aren't being poisoned by booze, the magic doesn't flow. Perhaps try combining the weirdness of the Archaeans with the susceptibility of the Myconids.




Thursday, April 4, 2019

"There are more things in Heav- OH GOD IT'S BACK KILL IT KILL IT" - Nightmare Parasite for GLOG

Long, long ago, I was interested in this. I then discovered GLOG, and all of that melted away. But some of it stuck around. This is a love-letter to a 3.5e rebalancing homebrew, written for an OSR DIY sub-system:
For those who do walk his path, who embrace Terror as a means of strength, they may master the primordial arts of that Titan which should not have lived. To them, “Unafraid” is a mistranslation of “Ignorant”.
These inborn instincts can be traced back to The Nightmare himself, who rots and decays in that destitute pit, letting his existence blossom out unto the great wheel, spreading his legend, watching even in death, silently pushing those of his ascendents closer to his dream of perfect life. 
~ Xefas

It's so... purple. I dig it. This hobby rules.

Micah from Nuclear Haruspex designed this challenge to create parasite-related content for GLOG. There are many others like it, but this one is mine:

Biocon
Body King
Cuckoo Folk
Eater of Tongues
Hydrargent
Klyntar
Mother of Osk
Mycorrhizan
PARASITE
Parasite Brain
Spellbug
Temporal Paradox
Umbrant

Most other contributions are about people that have parasites, or playing a parasite that infects someone. You are a parasite, a scar, a blot on reality itself. And you're hungry.

This is you now. Credit Piotr Foksowicz

Tuesday, March 26, 2019

"I ought to be thy Adam" - Golemist (Wizard School)

This was a request/challenge by Micah from Nuclear Haruspex. I was all for collaborative work, but my honour was impugned, and thus, a friendly challenge was born! You can find his version here.

Optionally: there are two competing schools of Golemistry engaged in a cold war amongst the hallowed halls of the Foreign Parts. Golemists are uniquely placed in their ability to compete without risking anything other than the material components of their war machines. Consider:

  • Minute golem saboteurs
  • Gigantic mechs stomping about
  • Contracting them as mercenary forces will inevitably result in your opposition receiving a bid as well

These golems are completely different from elven drones. Probably. Maybe. Who's to say?


Credit Henrik Rosenborg

Tuesday, September 4, 2018

"And Taborlin the Great said to the stone: BREAK! and the stone broke..." - Truenamer v.1

In the beginning, language and reality were indivisible. The word and the object were one and the same. Saying something, describing something, immediately brought it into being. As you can imagine, small-talk was exceptionally difficult. Nowadays, this ancient language has no bearing whatsoever on the flapping lip-noises the pretentious monkeys make. It's been locked away, for the good of everyone. The Authority no longer makes use of it, the angels are forbidden from touching the stuff. From now until the end of time, the fabric of reality is a solid bedrock upon which everyth- Oh. Oh it's you. Never mind then.

To a Wizard, it appears that you are seconds away from casting a spell with at least three Magic Dice. No physical effects. No one else will notice a thing. But to those that can see the truth of the world, you are blinding. You have no idea what all the fuss is about.

To a Cleric, you are beyond heresy. They can't even categorise you, they just hope you'll eventually blow yourself up.

To an angel or a devil, you are a lowly thief, an up-jumped cretin with access to ancient powers you are completely unworthy of, and they all want what you've got...

Monday, September 3, 2018

"These are not the murderhobos you are looking for" - Psion v.1

There are dozens of wizards. There are three or four different types of cleric floating around out there. I know of one psion for OSR usage, but I haven't seen a proper mentalist (beyond this one, which is very good but not quite what I'm looking for) designed specifically for GLOG.

I've never felt power/ki/mojo/whatever points felt all that differentiated from spell charges or MD, so they don't show up here. Instead, the Psion is about maintaining spiritual, mental and physical equilibrium in order to allow access to an array of permanent, reasonable strong abilities. Strict diets, blindfolds, silk clothes and meditative regimes are all well and good on the surface, but by the time they are 37 rooms deep into the dungeon, I'm sure it'll be a different story.

In contrast to Psi Points et. al., one mechanic that's been cribbed from mainstream D&D is the idea of Psionic Focus. This is halfway between a new ability and a unique item slot. A fresh Psion starts with three options for them to activate through Focus, and each new discipline adds/modifies the Foci to allow for new tools.

Hooking into the tropes of mystics and yogis, Psions also start with Third Eye, a very loosely designed move. I'll include some examples below, but as a general rule, each restriction should have both gameplay and narrative effect. The first Surge is slightly more potent than an effective skill check, and the second Surge is equivalent to a basic spell.

This version of the Psion hasn't been playtested since its most recent changes but the main differences are reductions in the ease of which new Disciplines can be acquired. Originally, they were acquired at level 1 and every template thereafter, completely for free, PLUS any extra Disciplines learnt from masters. A Psion could do what a Thief OR Fighter OR Cleric could do, and sometimes even better than the original class!

Gasp! It was the 3.5e Wizard all along!

Friday, August 31, 2018

"Nothing is destroyed, nor anything created, except by the Hand of the Authority" - Heptamancer (Wizard School)

A few pointers on Wizards:

  1. I don't use cantrips. If someone really likes a cantrip, I'll make it a spell they can learn.
  2. Sometimes, a spell can be cast using 0 MD. You still need at least 1 MD in order to do it, and it never deals damage. For example Fireball cast with 0 MD would be equivalent to a Summon Flame cantrip. Extrapolate as necessary.
  3. Wizards buy spells using this as a general guide. Basic spells go for 10 gold ($1000 in the real world), Advanced spells are 30 gold and you don't buy Emblem spells.
With that, introducing the Heptamancer, Master and Slave of the Seven Souls.



Lesser Disintegrate, credit Daniel Correia
Heptamancers are a weird, pseudo-priestly bunch. They know what happens when you die. Not the Hesayan drivel of "the pious will be rightfully rewarded" which is pretty much the same as "no comment" for them. They know the what, when, where and why of life and death. You should give the player this whole handout and this one. Some may even know about Shadoom. Some may even know what actually happened. Naturally, most Heptamancy spells are Second Degree Heresy, alongside non-bipedal necrokinetics and spells that result in excessive littering.

The Seven Souls themselves are MineralVegetableAnimal, Purple (Memory), Red (Personality), White (Morality), Blue (Magic). The Mineral and Vegetable souls are your material form and biological structure, and so remain with the body when you die as the Lower Souls. The Animal soul defines your basic instincts and and few of the higher-order biological functions, like breathing when you aren't thinking about it (not digestion). The four Higher Souls of Memory, Personality, Morality and Magic are the ones that go to the afterlife, stick around as ghosts, and eventually even reincarnate.

Several Heptamancer spells and Dooms relate to losing souls. This is a Bad Thing. You might be able to find a spell, demon, angel or other extraplanar being (and they are all the same thing really) willing to act as a replacement, but not for free.

Monday, August 27, 2018

"cladem proclamabit, Bellonaeque canes in praedam immittet" - Havoc, Orc-As-Class v.1

When an immortal creature engages with a challenge, they do so perfectly, ofttimes to the point of self-destructive obsession. When the high elves vanished they left beyond all their creations, including their soldiers. They were designed to be an all-in-one solution to the problem of violence, manipulated by chemical cocktails as needed. Without these, they degenerated. Some managed to interbreed enough to become a functional race, the sturdy, oft-maligned orcs. Rarely is their lust for warfare and brutish temperament caused by anything more than a rough upbringing within their tribes. Their gods have abandoned them. Their champions of old, the purebloods, have all been hunted down and exterminated. The orcs of today are at most half- or even quarter-breeds, diluted, stilted. But sometimes, just sometimes, the bloodlines converge... and a nightmare stalks the lands again. 

Your name has become synonymous with uncontrollable devastation. You will be killed on sight by any civilised race. You are the herald of no army. You are the army.

The HAVOC.




Yeah. That guy. Credit Chris Wilkinson

ORC-AS-CLASS

Orc racial traits: Reroll Strength. Turn a Major Injury or Save vs Death into a Scar, works once per level. Save vs. Fear when exposed to Divine Magic.

Prerequisites: Must be an orc, at least level 2 and have decapitated an enemy.

A BIRTHRIGHT, COVENANT, +1 Damage

B INVULNERABLE, +1 Damage, +1 Attack

C INDESTRUCTIBLE, +1 Damage


BIRTHRIGHT
You begin to manifest the traits of a Pureblood Orc. Gain one each level. If you take a second trait, increase all your HD by one step. Depending on how obviously Noble these traits are, you are more or less likely to be identified. People don't want to see a Havoc, so don't give them any reason to. If you are recognised, you will be hunted down and killed.
  • Serrated horns, d4+STR, increases with age, easily visible from above
  • Jutting brow, +1 Defence, struggle with helmets
  • Clawed toes, kick for 1d6, can’t wear shoes
  • Bulging spine, +1 Strength, increases your height significantly, anyone who has met you a month ago or more will notice
  • Second heart, +1 Constitution, anyone that lies with you will run screaming at the doubled beat
  • Grey sclera, +1 Dexterity, anyone having a conversation with you might spot them
  • Black blood, +1 Save, immediately marks you as Noble


COVENANT
You start with 0 Covenant. You gain a point every time you land a critical hit that kills something. You can choose to automatically hit an Attack by gaining a point. Every sunrise after you have gained at least one point, roll 1d100. If you roll under, you are selected to be destroyed by the gods.

It is possible, albeit unlikely, for you to lose points of Covenant.


INVULNERABLE
You can reroll any Save, Defence or physical check (Str/Con/Dex) by gaining a point of Covenant. You can try this again but the cost doubles each time.


INDESTRUCTIBLE
You can use your racial feature 1/day for a cost of 1 Covenant, alongside the once per level capability. You are really hard to kill.


"Selected to be destroyed by the gods?"
  1. Angels. 3HD the first day, +1 each day after that.
  2. Lightning strike. 1d6x1d20 damage.
  3. A chasm opens beneath you, grasping hands dragging you down to Hell.
  4. Launched into space.
  5. Wasting disease, 1d2 CON per day.
  6. Cursed. Save drops to 1.
  7. Gain a mutation 1/day until you explode. Every mutation after CON/2 requires a Save vs. Apotheosis.
  8. Your skeleton tries to escape. Probably succeeds as well.
  9. Every day at noon, the light of the sun lenses into a single iota of incandescence, centred directly on... you. 6d6 damage at the surface, drops by 1d6 every day straight down you travel.
  10. The high elves come to collect you.

Wednesday, August 22, 2018

"We learn from failure, not from success!" - Experience and Levelling

This sub-system takes it's heritage from a wide array of sources. Some of it harkens to Apocalypse World and it's related spinoffs. Other parts from random snippets during various sessions, both my own thoughts and players. It is still an evolving system and hasn't been examined at higher levels, but the majority of my games only exist below level 4. This will still go through a number of iterations before - I'm never going to be satisfied with it. Oh well.


Unrelated image because this is all rules, credit Kev Chu



You need 5x[current level] EXP to get to the next level. So, to reach level 2/3/4/5 you'll need 5/15/30/50.

You can earn 1 EXP for:
  • Showing up
  • Almost dying
  • Having a decent funeral for a dead ally (good luck if they were a sinful S.O.B.)
  • As a group, successfully winning a fight against a more powerful enemy force
  • “Wasting” gold (assuming silver standard) equal to 10xlevel grants 1 EXP. If it doesn’t “help” you in the dungeon, and it doesn’t make money on it’s own, it probably counts. Training and research are perfect, as is debauchery, statue funding and having songs written of your exploits
  • Rolling a critical success, so long as it actually has an impact on the story. Always ignore Initiative rolls
  • Rolling a critical failure. The DM will suggest a bad outcome, if you come up with something worse, you earn 1 EXP, otherwise 0
  • Swearing a binding oath*. If you break it, you can’t get experience from oaths ever again, as well as some other nasty side-effects
  • Being exceptionally clever, at DM’s discretion

Finally, at the end of the session, everyone votes on each of the following. That player gets +1 EXP:
  1. Most dramatic moment
  2. Most Valuable Player
  3. Wooden Spoon (whoever is lowest total experience)
If you have enough experience, level up next time you take a long/short rest, or at the start/end of a next session.



And that's it! Benefits include - being able to tempt someone with a juicy experience point, level drain dealing damage to experience easily, easy tracking, and unified progression rates. Players will pretty likely reach level 2 if they survive their first session, and I've so far had two players reach level 4 over the course of a whole campaign and a bit, which feels about right.

*Oaths are a bit different. You can solemnly swear to rescue the princess, and say "no, I don't want the experience" or casually agree to rescue the farmer's son from the dungeon and get the point. The oath has to matter and NPCs have to notice. Normally, you have to frame them in the negative. That is, there has to be some way to clearly say if you have failed your oath. Recovering your word once you've lost it is extremely tricky. NPCs will notice if you try and swear an oath but it doesn't stick. Then they'll start to wonder...



If you retire, your next character starts with experience equal to your current level. Dying gives you nothing, unless you died a capital-H Hero and the other players actually cared about you. If that's the case, see below

Karma:
When you die, for real, you gain starting Karma equal to your half current level. You get +1 Karma: if you got a decent burial, if you dodged Hell, if you ended up in Heaven, for every notable act (the other players act as a judge of this), and if your new character is somehow related to the dearly departed. You lose a Karma for every time you have skipped out on Death, and if your death was entirely your own fault for absolutely no gain. You can spend 1 Karma to reroll your new character, 2 Karma to haunt the party as a ghost briefly, 2 for an heirloom item from the previous character, and 1:1 for the XP of the new character.



Beyond Level 4:
You stop gaining HD at level 3, and stop getting class abilities past level 4. Keep tracking experience though, you can spend it for various bonuses:

+1 Attack (costs 10 XP, max +4)
Test a stat for improvement (costs 3 XP)
+1 Save (costs 5 XP, max +10)
+1 Luck Point (costs 5 XP)

Monday, August 20, 2018

"You can tell a lot about an adventurer by the contents of their bag" - Adventurer v.1

...but I don't think that's what you had in mind.

The idea for this class came after I had a single Thief blaze their way through the entire top floor of the Chambers of God (megadungeon-in-progress), only losing a single limb along the way. The vast majority of their progress could be tracked through the various bizarre objects that they collected, used, abused and tossed aside. Their backstory was minimal-to-none, more or less just a jury-rigged explanation for the random extra gear they had available. They were defined less by who they were, and more by what they had on them, who they were with, where they were going, and how big of a splash they made when they got there.

That's what the Adventurer-as-class is all about. They are a blank page, ready to be written on. Also, there aren't enough classes that use Intelligence, so there's that.




Inventory slots equal to Strength score, credit Brian Shearer



ADVENTURER-AS-CLASS

Starting equipment: two additional random items, leather armour

Skill - The first one that you use

A Practiced Perfection, A Natural, +1 Inventory Slot

B Improvise, d8 HD, +1 Inventory Slot

C Stalwart Companions OR Tinker, +1 Inventory Slot

D Copy Cat, +1 Inventory Slot


Practiced Perfection
Twice per Adventurer template, if you miss a d20 roll by 1, you instead succeed and permanently gain +2 to that type of roll. For example, Attack and Defence are with/against that particular category of weapon, while a Strength check due to lifting something would be seperate from a Strength check while swimming. If you have two or more bonuses in the same category, you can remove one and replace it with a generic bonus i.e. if you have +2 with rapiers and +2 with axes you can sacrifice the axe-bonus for +1 Attack.

A Natural
You start with a random Mindset

Improvise
While you aren't wielding a manufactured weapon, you can ignore one penalty to a dice roll each round. For example, you could ignore the Attack/Defence bonus of an enemy, or a penalty due to being over-encumbered.

Stalwart Companions
Any Hirelings you acquire cost 1g less, and have +1 Morale. Non-combatants will risk their lives to save you, so long as you would do the same for them. Hireling rules - You can have up to 3+CHA retainers before they will start getting in each others way, arguing and generally being useless.

Tinker
When you take something apart, you learn one of the following. You can make an Intelligence check to learn a second one:

  • Who made it
  • Where it is from
  • What it did
  • How to put it back together


Copy Cat
When you see someone or something use an ability or special attack, you can make an Intelligence check to Copy it. You can then use that ability with the same limitations and effects. If you Copy something else, you lose access to that ability. Supernatural abilities require a roll under half Intelligence and some appropriate props to recreate. If you are attempting to Copy a spell, you'll need to get your MD from somewhere else. It is bad manners to copy a Capstone ability (Template D) the first time another party member uses it.



Sunday, August 5, 2018

The Three Forms of Magic Weapon, part 3 -- Remnants

In my previous two posts I developed Occultum "magic" items and Temples, which are cantankerous and finicky versions of classic weapons of mass destruction. Remnants are simply GLOG rendition of Fetishes. They haven't been playtested yet, but most of the numbers have been wrangled to one extent or another. Depending on how powerful +1 MD is, I'd modify the level of body horror in the Overload table to your level of comfort. My gut feeling? Make 'em bleed.


Remnants - Just tape it together, you'll be fine


Hopefully you won't end up as someone else's Remnant, credit Oleksandr Serdiuk

Occultum is good for everyone, and Temples are a pretty direct route to powerful weapons, but what about wizards? Wands, staves etc. are difficult objects to create, but jury-rigged substitutes can be cobbled together out of mundane objects that have been regularly exposed to magical energies. It takes 1d10 years for organic material and 1d10 decades for inorganic material to reach sufficient saturation, with a spell cast nearby either continuously or every week or so. It can then be used to channel and focus magical energies in place of a fragile, squishy brain, a property all casters will probably appreciate.

Remnants can be used in a few different ways. In the hands of a skilled spellcaster, it can be used to add 1 MD to a spell as it is cast. It can even be used to grant 1 MD to a non-spellcaster or exhausted wizard, though this is liable to wear out the Remnant even faster. On the flipside, channeling 4+1 MD through a Remnant can pose more than a few risks.

For those feeling exceptionally brave, a spell can be added to a Remnant to allow it to be cast by any mundane plebian. This is a little different to trapping a spell in a scroll. A standard paper book or scroll is a barren, tin cage. An appropriately prepared Remnant would be equivalent to a lush, well-appointed steel vault, which happens to have a cannon attached.

Casting using a Remnant grants 1 MD, and incurs a Break on a 5/6. If cast alongside other MD it incurs a Break if the MD contributed shows a 6, or if a Mishap is rolled. Remnants can withstand 3 Breaks by default, modified below. After that, if it gains another Break, it will... well, it won’t be good for the caster, that’s for sure! Dooms also result in Breaks equal to the number rolled (triple 2 = 2 Breaks), but that is probably the least of your worries.

This Remnant can withstand three Breaks...
-1 if the object is very small (less than an inventory slot)
+1 if the object requires two hands to carry
+2 if it’s exceptionally large (requires a cart)
+3 if it can’t be moved

-1 if it contains a spell
-2 if it contains more than one spell

You need to roll under Intelligence/2 to learn how to cast using a Remnant under its own steam. You incur a Break if you fail the Intelligence check completely.

+1 for every additional minor Remnant attached
Make an Intelligence check for every attachment beyond the first, a failure incurs a Break instead

+1 if it is cleaned, coddled, caressed or otherwise cared for in an exceptional manner
-1 if it is treated poorly, gets wet or otherwise physically mishandled
Incurs a Break if used as an improvised weapon/shield in combat. Nitwit.

Double the chance of breakage for one hour after you incur a Break. You can reduce this time by cleaning off the char marks with a silk cloth, realigning the chakras, or the equivalent.


Quick reminder:

1. "I'm adding 1 MD to my own MD for this spell" - Incur a Break if the MD shows a 6, or if you roll a Mishap. If you broke something in the last hour, incur a Break for 5 or 6.

2. "I'm out of mana and using the MD on it's own" - Incur a Break if you roll a 5 or 6. If you broke something in the last hour, Break on anything above a 2.

3. "Hur-dur, me want magick shpell" - If there is a spell residing in the Remnant, non-spellcasters must roll under half Intelligence to learn how to activate it. If you fail the Intelligence roll completely, Break something. Once you've figured it out, as #2.


Example:

Phlaturgas the Blue helped a cadre of knights take down the cultists that had been sacrificing babies on the stone table beneath the manor. He pilfered the ancient brazier which had been there for years, next to the rune-scarred summoning circle. It’s large enough that he needs two hands to carry, and he uses the troll earwax he collected ages ago for the candles. It smells foul, but works as a minor Remnant. As such it can withstand 3 +1 (size) +1 (earwax) = 5 Breaks. He convinces his spare Magic Missile to live in it, reducing the cap to 4. If he was trying to get an uppity Flight spell, or Zulin forbid, a Lighting Bolt, he’d probably have to make a blood sacrifice, or even lose a few points from a mental stat for a few days. With the new magic item, his buddy Michael (a Fighter) can cast Magic Missile at 1 MD!

Except its not that simple. Michael has to make an Intelligence check and get under half. He only has 8 Int. He rolls a 6 the first time, which isn’t quite enough, but isn’t a disaster either. Phlaturgas takes Michael into town to find a specialist, who grants a +1 to the check. He rolls 17. Now with only three Breaks remaining, Phlaturgas takes it back, grumbling, and uses it to bolster his own casting ability. Some time later, he rolls a 6 and a Mishap at the same time. Ears ringing, he spots a couple cracks in the metal frame of the brazier.

He better not use this one for now… but of course he will, because what kind of wizard wouldn't trade safety for power?

Monday, July 9, 2018

The Three Forms of Magic Weapon, part 2 -- Temples


In my first post I talked about Occultum in detail, especially about the esoteric but fundamentally predictable properties. Occultum is the equivalent of magic Lego, many parts all interlocking, but fundamentally in a predictable fashion. Oh, and hideously expensive. Temples are different. They are much more "traditional" magic items, but have an immense array of potential forms. A few magic items can be created as either Temples or through judicious application of Occultum. For example, an alloy of rare earth metals and Occultum will lock onto the nearest large magnetic field, acting in a similar manner to an Immovable Rod. However, the strangest and rarest of magic items go beyond what can normally be achieved with Occultum. Strange alloys and weird substances merely bend the rules a little. Temples break those rules.

Temples - Brick and Mortar, Soul and Story


Not just this kind of temple, credit Grady Frederick

This kind of temple, credit Jeff Chen


Weapons and Armour

Calling a freshly-forged blade something pretentious like “Heartripper” is the equivalent of a drilled-out starter-pistol: it's dangerous, but unreliably so, and mostly used for the purposes of intimidation. Most weapons are given names only after years of heroic action, as a label and a reminder. Most people don't realise why, but misnaming a weapon is seen as very poor etiquette, primarily amongst the nobility. Names hold power, and the tools of war are not to be labelled lightly.

But what has this got to do with magic items. It stems back to the nature of spells themselves, as the alternate forms of spirits, demons, angels, and other, even stranger things. Some are given homes in corpses, others construct bodies of light and flame, while others still exist solely in the minds of Wizards and Warlocks. The barest few are capable of existing in their true form, and almost invariably are revered as gods. However, this isn't a binary, there's a spectrum from the humblest of Magic Missile to the grandest of Outer Deities. Whatever the case, most spirits/spells that exist in the material world for any length of time require a vessel. Ideally, it is something they are proud of, something that resembles their true form and purpose. Something that can be worshipped. A Temple.

These Temples are not restricted to physical locations. Certainly, nature spirits will inhabit a grove, and some gods have been domesticated by architecture, but many more will choose a form that allows them to actively participate in the mortal world they are now a part of. Of most interest to many adventurers, offensive and defensive spells will gladly* inhabit a suitable weapon or piece of armour.

Now, suitability is a tenebrous and tenuous concept when it comes to Temple items. However, arms and armour that have survived countless battles and adventures and have triumphed over insurmountable odds are invariably hot property for spirits on the rise. Lower class spells will tolerate merely masterfully created pieces, particularly if they given the respect they deserve. Jewels, rituals, solemn oaths, blood sacrifices, all this and more may be required to convince the average spell to adopt physical form. Assume the worst if a spirit deigns to inhabit a sword of a clearly lower class than one would normally expect. Hence, the importance of naming conventions. Swords are only given names after they’ve lasted through enough battles and adventures to warrant a truly magnificent Temple. Misnaming a blade and attempting to coerce a spirit to reside within is liable to result in an insulted spirit and a vaporised enchanter.

Keep in mind, the only spells that are powerful enough to form flashy** magic weapons are Emblem spells, the rarest and most sought-after of arcanum. Spells of a lower potency won’t be able to impact the material world without the power of a mortal caster behind it, and that’s nigh-impossible when sealed in steel. However, these ordinary spells have an obviously supernatural understanding of their host, the Temple, and can grant various bonuses to a wielder... but they can also revoke that bonus if their esoteric demands are not met. Far more reliable to mix a drop or ten of occultum into the molten metal and call it a day.

So, you’ll need an already incredibly rare Emblem spell that will consent to inhabit a material object, a suitable weapon which has probably been in a family of knights for generations, enough jewellery to choke a duchess and the knowledge to combine all of these without blowing your face off.

In theory.
In practice, it’s much harder.

Other Items

The equipment of ancient heroes aren't the only objects that form suitable Temples The spells used to form Bags of Holding have a liking to the containers used in heists, bank robberies etc. and so are often found possessing ratty sacks or unassuming crates. The day-to-day accoutrements of prophets and sages, tea-cups, bits of furniture and the like, can be used to house divination spells. However, objects exposed to magic directly have a slightly different tune to play, which I will explain in the last part of this little trio: Relics.


The Results

It can be hard to predict the the final result of the creation of a Temple. The behaviour of the spell, the quality of the materials used, even the mindset of the creator can have an impact on the final results. However, the majority of Emblem spells can be formed into items that behave in a similar manner within a reasonable margin of error.

Spell Hosts Demands Effects
Fireball Swords, Axes Regular use in combat, burnt sacrifices, arson Flaming - +1d6 fire damage, target must save or ignite
Lightning Bolt Hammers, Spears Jewels, pandering, continual prayer Shocking - Target must save or take 1d6 lightning damage, 1d12 if wearing metal. Item returns to matched gauntlet if thrown
Power Word: Death Bladed weapons Murdering family members, close allies etc. Vorpal - Critical hits behead targets
Heal Any wielded in Holy purport Saving orphans, donating to charity etc. Smiting - +1d8 radiant damage, undead must save vs. fear if brandished
Mutate Any Drinking strange potions, being exposed to radiation Unstable - Reduce die size, deals x1d4 damage, critical hits add a mutation
Wall of ... Any Constructing altars Mutable - Only handle required, blade etc. constructed out of linked element
Fade Any Stealing artwork, creating a shrine Phasing - Ignores physical armor
Magic Missile Thrown weapons Regular, obsessive polishing Returning/Homing - Either reroll a missed attack, or returns to hand at end of round





*Except not at all, evidently.

**Anything involving fire, lightning, or jabberwockies will problem need an Emblem spell. +1 weapons, not so much. Some exceptionally potent "ordinary" spells may exist, but they rarely deign to inhabit mortal forms without significant encouragement, hence their more tractable cousins are used instead. Which would you rather inhabit your brain: A Magic Missile happy with three square meals of Magic Dice a day, or one with raging narcissism and a habit of firing off when displeased?

Friday, July 6, 2018

The Three Forms of Magic Weapon; or, a Flame-Tongue of your own in 2517 easy steps!


When it comes to heroic figures wielding blades of fire and lighting, the ballads usually don’t go into great detail about their composition. Oh sure, all the named weapons have long and storied lives of their own, forged by such-and-such and used in the Great War of whenever to genocidal effect. But the bards singing the songs don’t know a spell from a jar of spit, so they fudge the rest and nobody minds.

Since you are reading this, you probably mind. There are three methods a “magic item” might be created: Occultum, as a Temple and as a Relic. This will be the first of three posts regarding the different formulae and ritual used to bind eldritch power into an otherwise mundane object.


Occultum - The King of All Metals 


Credit, Nihal Rahman

Many pantheons and cults have claimed occultum to be the “metal of the gods”. It certainly isn’t, at least, it certainly doesn’t belong to any god(s) that we know of. Occultum is universally the hardest possible currency, and substantial deposits are likely to instigate, and eventually end, wars. In its pure form, it is completely immune to magic, occasionally reflecting spells directly back at the caster. Occultum plate armour would make a royal treasurer weep, and weigh about half a ton, but would be entirely impervious to spells as well as being extraordinarily resilient. When not being used as coinage (1 occultum = 10 platinum = 100 gold), occultum is sometimes melted down and mixed with base metals. These alloys elevate the properties of the base metals into new and stupendous forms, requiring comparatively little of the ultra-rare active ingredient. For example, Occult-Iron blades are harder, sharper, tougher and rust-resistant, while Occult-Silver wires are used to conduct magic. These alloys are the most reliable and long-lasting of all "magic items" due to simply being a result of unique metallurgical properties. You'll still get songs sung about you though.

Working with occultum is remarkably difficult due to its immunity to magic and high melting point, but never fear! It is highly ductile, and metals wrapped in thin occultum wires or sheets still demonstrate many of the related properties. Liquid occultum has certain properties some magic-users abuse to horrifying effect. Care should be taken that it is not exposed to excessive jostling, as it is liable to decay into octarine light and high-velocity lead shrapnel.

The less said of gaseous occultum, the better. It is a Bad Thing™.

Properties of Occultum Alloys

Now, while players are welcome to read the list below, most of mine have had far more fun experimenting with the tiny tidbits of occultum wire they've dug out of golem corpses in the Chambers. Remember, nothing bad can ever* happen from mixing occultum with other materials.

Iron
Results in incredibly strong, flexible, rust-resistant metal that can be sharpened to a much finer point. Adding lumps or wires of Occultum to ordinary metal provides a +1 damage bonus, reforging it allows for +1 Attack as well.

Steel
Heavier and harder than Occult-Iron, and nigh-indestructible, but the secrets to its manufacture are entirely lost. The dwarves know the secret ways of carbon, but only the elves knew how to keep the Occultum content high enough without total meltdown. Used for +2 weapons.

Tin
The springs produced by Occult-Tin are capable of powering golems, guns and all sorts of gadgets. The Moon Colony is powered almost entirely by a subterranean network of Occult-Tin, with a Mostly Immovable Rod vibrating at its core.

Silver
These wires are used as the "nerves" for golems in the Chambers of God, conducting micro-spell instructions to the limbs, as well as for more... practical purposes. Thicker Occult-Silver wires are capable of conducting a higher spellsurge, but will radiate excess energy at uncomfortable frequencies.

Gold
A room temperature ultraconductor. Effectively has negative resistance, and will actively draw power out of every available supply, acid or electrolyte and send it in colourful, destructive arcs of lightning.

Platinum
Extremely psionically reactive. A normal person, given some meditation tips, could a make an Occult-Platinum coin slowly levitate and wobble about the room. A true master? One shudders to think.

Uranium
Once again, a lost art, this time for good reason. There's a sizeable portion of octarine light mixed into the radiation. However, small animals like rats or cockroaches have a 15% chance to spontaneously develop sentience when continuously exposed.

Copper
Looks solid. Feels heavy. Bends like butter. Will slowly morph back to its original shape, like memory foam.

Lead
Occult-Lead has some strange properties. Left in a laboratory overnight, every single experiment nearby decayed, rotted, fell over or otherwise failed. It seems to somehow draw bad luck into itself. More research required.

Mercury
This amalgam probably isn't sentient. Probably. However, it seems perfectly content to solve mazes, picks locks and open jars. Just pour it in and watch what happens. Breathing the fumes is not advisable.

Silicon
When placed in close proximity to a cube of, say, stone, a lump of Occult-Silicon will slowly twist itself into an identical shape. Higher levels of Occultum are required for smaller, more differentiated objects like a key.

Carbon
Only small scraps of Occult-Carbon have been located in crumbling high-elven facilities, many wizard guilds would kill for a sample. Kill you, for example. It is an extraordinarily durable material, though it struggles to hold an edge, so it's best suited for tools rather than weapons. However, it's properties truly show through when used as armour. Blunt-force trauma will cause it to bulk up into thicker padding, while it will react to a sharp jab by forming hard scales. Fire makes it crisp up into an diffusive layer, while extreme cold has it seal any gaps with insulation. What is even more remarkable, a few minutes later any modified Occult-Carbon armour will reverts to a serene grey sheen, as if it never changed at all.

Aluminium
A simple property, Occult-Aluminium is just as hard as the original metal, but weighs the same as air.

Bronze
Combining the traits of Occult-Copper and Occult-Tin, this alloy is capable of absorbing and diffusing impacts at an astonishing rate. Care must be made during the forging, since no further adjustments can be made. Results in +1 armour and shields.





You'll probably be thinking at this point, most of these properties don't seem particularly... magical. And you'd be right! Occultum is anti-magic, at it's core. It is a mix of phlebotinum and unobtainium. It defies physics, but in a pretty reliable way. It is the exception to all the other rules. Each of these material properties makes it incredibly useful in a wide number of potential projects, limited only by your imagination and how bloody hard it is to find the stuff!

When I give players a 'magic item' and tell the wizard "this object contains a small amount of occultum" I can just watch their eyes light up. As Skerples says: If you want to build something insane, you'll need a bag full of occultum. It's a little bit like residuum, just less crap. Sure, you can just use that +1 sword. Or, you can use the fire trap from two floors back to melt away the lesser metals, leaving behind pearls of occultum and that make something of your own. And I think that's what makes it special.


That's all for now, next time: Temples! Or rather, how to convince a spirit with godlike powers to live inside a metal stick so you can hit things with it.


*Except that one time. So far.

Thursday, June 28, 2018

"You seek the Holy Grail -- You know much that is hidden, oh Tim" - Paladin v.1

So far this blog has been awash with all manner sin and devilry, what with Skindancers, Hellborn and Warlocks all prancing about sacrificing babies and devouring souls. Well, enough of that. It's time for some good*, honest*, hardworking* and righteous* adventuring with this particular rendition of the Paladin.

We've had Paladins of the Wind and Paladins of the Word, but this is more of a generic spellcasting type, with a few unique* twists of my own. While a Fighter/Knight and Cleric multiclass would be a perfectly viable, there's always room for the questing crusader amongst the ranks of heroic figures exploring ancient ruins. Plus, you can grab golden artefacts, boldly state "This belongs in a museum an abbey!" and trade them in for new spells. 

These paladins haven't been playtested since the onset of my new(ish) hitpoint system**, so some teething issues are liable to show up. I predict them to sit on the low end of the power curve, and if that's the case I'll drop an extra +1 Attack in the first template to match the other martial classes. These Paladins cast spells using their own lifeforce, which is always a dangerous game to play. However, if they've taken damage that day already (see Conviction) they can tally up that damage to use for spellcasting.

A Paladin who has been knocked down to zero hitpoints can, in true dramatic fashion, open a can of spiritual whoop-ass at negligible cost. Without a store of Conviction to work with, Paladins get a tough choice each time they cast a spell: do I take damage right now, or burn HD and keep fighting at at full strength. A cadre of Clerics could totally lay down a continuous avalanche of healing on a Paladin, allowing them to continue spellcasting with little regard for mortal limitations. And that is awesome.

In my opinion... I'm really not sure about how it has turned out. I feel like there's a disconnect between the heroic, quest-going, defender-of-the-people and the mechanics I'm using. The previous version was pretty simple: burn maximum hitpoints to fuel spells. If you've taken damage, then the spells are "free", for now at least. Once again, the image of a low HP Paladin doing the full smiting on a Lich's face is really what I'm aiming for. I'll have to try this out at the table and see how well it works.





PALADIN

Starting equipment: Sword, chainmail, holy symbol, random spell, a quest

Skill (1d3) - Wandering Judge, Priest, Chosen One

A Doer of Deeds, Conviction, d10 HD

B Strength of Will, Detect Evil, +1 Save, d8 HD

C Stand Tall, By Our Powers Combined, +1 Attack, d8 HD

D Avatar, +1 Save, +1 Luck Point


Doer of Deeds

You learn a spell every time you return a holy/unholy/magical/valuable artifcat to their church. Instead of Magic Dice, you cast spells using your Paladin Hit Dice. When you cast a spell, for each die rolled choose between - taking that much damage, or burn that HD for the day. You recover burnt HD when you rest, but you don’t heal from them.


Conviction

Whenever you take damage, add to your pool of Conviction. Whenever you take spell damage, including your own, you may choose to reduce Conviction first. Conviction resets to zero whenever you take a long rest.


Strength of Will

You can pray instead of eating a ration for lunch. You can spend two points of Conviction for +1 to saves vs. disease.


Detect Evil

You can smell it, “it” being demons, devils, cultists, heretics and the undead. Roll Wisdom for specifics.


Stand Tall

You can remain conscious even with Fatal Wounding. While you stand in defense of the truly deserving, you have CHA-in-6 of healing a Fatal Wound automatically, rather than 1-in-6.


By Our Powers Combined

By praying with them for 10 minutes you can grant one of your spells to an ally. Once they cast it (using their HD) it goes back to you, they can only receive a spell 1/day.


Avatar

You gain three beneficial mutations that represents your calling. Wings, razor-halo, guardian spirits, sanctified liver, armored flesh, golden-flame-spitting eyes, you name it, it’s yours. You’ve earned it. Very large mutations may come with penalties, likely to Stealth or Intelligence.



Spell list

1. Shield of Faith

Gain [sum] temporary hitpoints against a single attack.


2. Blaze of Glory

Takes an action. Your weapon burns with holy fire for [sum] rounds. Sinners or undead must save or catch alight. Save at +4 if higher HD than your level.


3. Smite

Deal +[sum]+[dice] damage after hitting with a weapon.

Optional balance: Ranged attacks work with this spell, but the cost is still paid on a miss.


4. Sanctify

Bring the area around you into the domain of your god for [sum] days, its influence on things inside it is increased. 1HD enemies or less must save to enter.


5. Banishment

Single target must save or vanished for [sum]/2 rounds. Outsiders save again to avoid permanent dismissal. Enemies with higher HD than the caster automatically succeed on second save. Can target diseases, ghosts.


6. Lay on Hands

Heal [sum], or deal [sum]+[dice] damage to any disease or invasive spirit.


7. Sword of Damocles

Charge your weapon with [sum]. To make an attack at bow range, pay 1. To make an attack at anyone within line-of-sight, pay 2.


8. Last Stand

Take [sum] damage, ignoring any that put you into negatives. Immune to damage for [dice] rounds.

Optional balance: You must burn HD to cast this spell.


9. The Call

Pray for 1d4+[dice]-CHA rounds. A [dice]d4 HD angel will appear at the beginning of the next round, here for one task of noble bearing. It’ll probably be pissed afterwards. Low HD angels usually fluoresce rapidly at sea-level.


10. Circle Against Evil

Draw a line [sum] feet long. Undead, Ghosts, Demons of less HD than you cannot cross it until noon. With higher HD, must save with [dice]x2 penalty to cross or do anything on the other side.


11. Ceremony

[sum] targets can join your circle. If they are pious they can use your Save, or a similar boon against the darkness. Lasts until they commit a sin.


12. Crusader’s Mantle

Pray over a symbol of your god for one minute. Anyone who holds it or fights in its defense gains +1 to something of their choice for [sum] minutes.






*Hahahaha, except not necessarily at all.

**Rather than maximum HP, all characters have a collecting of Hit Dice (HD). These default to d6, but range from d4 (Wizards) to d10 (Barbarians). You can get a max of three. For your first adventure and any time you take a long rest in luxurious*** conditions, roll all of them twice and take the higher. Whenever you take a long rest during an adventure, roll all your HD. If the the new total is lower than your current HP, don't change anything, otherwise you heal up the that amount.

***And luxurious is different for each class. Thieves and Fighters will need a tavern and booze, Wizards will require a library and most likely a bath, while Barbarians definitely need a mead-soaked feast in a longhall. +1 XP to the first player to combine the last two effectively.

Monday, June 25, 2018

FIGHTING MEN



Sometimes you want complexity. Sometimes you just want to hit things real good. I've also found that interesting equipment is the calling-card of creative, insightful, and downright entertaining gameplay. Hence, I've mushed all these things together into a level-less, mono-classed way to play GLOG. It hasn't been playtested as a whole yet, but each individual part works rather well. I'm also not quite sure how hard it'll be, hence a few "easy mode" options have been included to lighten a little of the load.

Each Fighting-Man starts with a main weapon, a special move cribbed from the original Notches move-list, a backup plan, a useful item and a "bizarre circumstance" which range from mild supernatural powers to nails torn from the throne of God (maybe). The stats are inspired from Dungeon Robber but are entirely optional. Since Wisdom is capped, it's entirely reasonable to use these initiative rules, where each player will have between 1 and 3 cards on the stack.

I'm quite fond of the progression system, but haven't yet had a chance to test it out. Fighting-Men that fight will get better at fighting, those that stay home and start making shoes for a living will not. The DM should keep an eye on what constitutes a threatening enemy, but anything that has dealt significant damage should count, no matter how lowly. In addition, the world should be threatening, chaotic, and unstable. A bunch of off-duty mercenaries/deserters, fleeing home through a battered foreign country should make for an appropriate setting.

I would put caps on the stats, but expecting each Fighting-Man to survive into old age is a moot point, as fighting is a trap. Still, flashy kills increase your Attack, getting smacked around and telling everyone "you shoulda seen the other guy" increases HP, and breaking apart ancient burial mounds to drink the ancient golden marrow increases your Save, all things that are good and proper. "Clearing" a dungeon doesn't mean subterranean omnicide. You only need to do two things: deal with the boss somehow, and have established a safe route/outpost deep inside. When you can say "this is ours" with considerable confidence, gain +1 Save.

A lot of this is written in my own shorthand, but I hope the above wall of text will help explain some of my choices and/or ramblings in a satisfactory way.

"Now they will learn why they fear the night" - Warlock v.1

While Wizard Schools are certainly a viable way to emulate practically any magical domain you can imagine, there's a key defining feature that is shared between all of them: these wizards are the master, rather than the servant. This is where the Warlock comes in.

The Warlock has some of the strongest burst potential of any class. They can Power Cast, Overchannel and mop the floor, but they'll pay for it in blood. They also get to choose their first level spell, a neat trade for the two random spells a Wizard starts with.

While Wizards can buy spells captured in scrolls, Warlocks have to make a deal with the source. Their first spell is also likely to be their master, or at least a senior representative, while their Dooms are the terms and conditions. Doing favors and fulfilling errands for your master will encourage them to introduce you to new spells, but the Warlock will have to conclude a new deal each time. It might be as easy as a blood sacrifice, a small shrine or a particular ritual, or much harder - expect mental stat drains, occult tattoos and bizarre and horrifying conditions.

None of my Wizards get cantrips, and neither do Warlocks. However, I do allow some minor, non-combat usage so long as they have any MD remaining in the tank. Your mileage may vary.

Included with this class are the Devil/Demon*, Fae, and Eldritch pacts. There are, quite frankly, too many additional pacts I've written that I'll be posting later in a sizable lump. This will include a Hexblade, and pacts with the Stars, Forbidden Knowledge and the Forgotten King, as well as anything I cobble together between now and then.




Credit Jakub Rebelka


WARLOCK

Starting equipment: a Pact, one spell of choice implanted in brain, dagger, bizarre amulet

Skill (1d3): Cultist, Haruspex, History


A Power Casting, Unfortunate Deal, 1MD

B Overchannel, 2MD

C Soul Trade, Ritualist, 3MD

D Audience, Aura, 4MD


Pacts

Your pact determines what spells you can learn, as well as your perks, restrictions, mishaps and eventual doom. Choose what you made it with (1d4): 1. Demon, 2. Devil, 3. Fae, 4. Eldritch. You can use wands and scrolls but only if you bring them under your control first.


Power Casting

1/day, switch a casting die to a 6.


Unfortunate Deal

Your first spell is the same as your patron, or at least an outcropping of them. You can ask them things whenever you like. Every other spell you want to learn you’ll need to a) Meet and b) Appease. Doing nice things for your patron can help with step A, but usually not B.


Overchannel

Take 1d6 damage and add +1 MD to a spell, mishaps and dooms cause another 1d6 damage if you overchannelled.


Soul Trade


Every challenging foe that submits to your patron’s will, grants +1 to your next Charisma roll against any spell. Stacks.


Ritualist

With time, gold, books and blood, you can summon demons/spells. Increase the power with more blood. Save vs. unwelcome attention.


Audience

One free, no strings attached, full on meeting with your patron at a place of your choosing. Use it wisely. This might be a good time to adjust the terms of your deal (i.e. your Doom)


Aura

Your presence corrupts nearby mystical essence. Divine casters must save to cast spells, Wizards must save or mishap, Warlocks know exactly where you are, Sorcerers aren’t sure what all the fuss is about.




*Why do Devils and Demons both use the same pact? Why not just have one combined Fiend pact? Read this, or for more detail, the original material. Both of them will you treat the same way, and their powers originate from the same source. However, a Devil purchasing your soul in return for some the magical equivalent of a bent penny, is a little like a crooked FBI agent letting out a criminal for a few months. You might commit more crimes, you might implicate more criminals, you might help the agent get things done the agent couldn't do themselves. But of course, you're a mortal, aren't you? Your soul belongs to them**.

Demons just love having minions running around doing their bidding. Well, some of them. Most of them will just eat you, and pick their teeth with your femur. Those that don't would greatly appreciate a couple flesh sacrifices, maybe portals opened to the fresh, tender world above, ancient protective sigils shattered. You know, the usual sort of thing for a demon worshipper.

**Except not quite. I still allow Warlocks to play Psychopomp Roulette, but 50% of the time a representative of their patron shows up no matter what. This representative is immune to all spells that derive from the initial deal, for obvious reasons.






The spells from the Warlock Pacts have been gleaned from a few different sources:
The Cancermancers of Hungry Joe (Burrowing Bolt, Shrivel, Reverse Gravity, Space Hooks)

Elf Wizards (Beautify, Floral Salvage, Elegant Judgement)

100 Orthodox Spells (None yet, but a couple WIP Pacts use a few of these spells)

The original Wizards document by Arnold Kemp (all other spells, give or take)