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...
Showing posts with label not all wizards are wizards. Show all posts
Showing posts with label not all wizards are wizards. Show all posts
Tuesday, September 4, 2018
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!
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!
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| Gasp! It was the 3.5e Wizard all along! |
Monday, June 25, 2018
"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.
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)
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.
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| 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)
Saturday, June 9, 2018
"Twas brillig, and the slithy toves" - Druid v.1
A couple design goals: Standard spellcasting is only accessible from level 3 onwards. Equipment is far less important than hunting down and subduing rare creatures, and possibly eating them. The vast majority of their abilities are built around modifying their core power, Shapeshifting.
It's had a modest level of playtesting inflicted on it. A whole bunch of it's underlying inspiration comes from here, the Druid from Dungeon World, and for the "Archdruid" ability, this.
Like I attempt with most of my offerings, this class is aimed towards emulating non-level advancement. In summary, detaching some character advancement from the level system has a bunch of positive effects. For the druid, you are encouraged to explore beyond your home forest and hone your abilities by wrestling wild animals (to learn new forms), while setting fire to the occasional windmill (to learn new spells). All good things.
DRUID
Starting equipment: belt, tooth dagger, no shoes
Skill (1d3): Arson, Jailbreaking, History
A Shapeshifter, Primal Tongue, 1MD
B Modify Form, Brutal Casting, 2MD, +1 HP
C Sacrifice, 3MD
D Archdruid, 4MD
Shapeshifter
Primal Tongue
Speak with Animals at will, but they probably won’t want to talk to you. Filthy human. You don't need to do anything more than grunt to get your message across.
Modify Form
You can increase or decrease the size of the animal you turn into, maximum of one step. When you take damage, you can choose which pool of HP takes it.
Brutal Casting
If you roll a Mishap, add +3 to [sum]. Dooms add +6 to [sum].
Sacrifice
You can learn spells in a few different ways:
While this might seem pitiful for a third template ability, acquiring spells is one of the greatest challenges for (my version of) spellcasters. Only Sorcerers have spells tied directly to level progression, and they pay a large price for it. No spell list accompanies this ability. This is intentional.
Archdruid
Learn a new animal form by subduing a live one with your bear hands, eating one raw that you’ve killed, or other forms. Start with a random one form (1d8): Bird, Wolf, Cat, Goat, Donkey, Monkey, Crab, Snake. Unnatural creatures require a save vs. mishap when you become them.
Cast each form as a spell. Equipment not included, size limited by [dice]. 1 MD - smaller than a person, 2 MD - smaller than a horse, 3 MD - smaller than a cart, 4 MD - smaller than a house. Gain bonus hitpoints = [sum], but lose 1 every hour. When the bonus HP are gone, you revert back to human form.
Each animal form usually comes with an attack, a buff, a passive and an ability costing 1HP. You won’t be able to speak.
Primal Tongue
Speak with Animals at will, but they probably won’t want to talk to you. Filthy human. You don't need to do anything more than grunt to get your message across.
Modify Form
You can increase or decrease the size of the animal you turn into, maximum of one step. When you take damage, you can choose which pool of HP takes it.
Brutal Casting
If you roll a Mishap, add +3 to [sum]. Dooms add +6 to [sum].
Sacrifice
You can learn spells in a few different ways:
- Burning something civilised that is more important than the last time.
- Eating another druid.
- Making a deal with a spell directly .
- Silence, oaths first, then sliced tongues.
- Burn a spellbook.
While this might seem pitiful for a third template ability, acquiring spells is one of the greatest challenges for (my version of) spellcasters. Only Sorcerers have spells tied directly to level progression, and they pay a large price for it. No spell list accompanies this ability. This is intentional.
Archdruid
You can change between forms without becoming human first. For every 5 HP you have in your current form, add a free MD. You need at least one MD in order to cast.
Mishaps:
Doom:
Mishaps:
- 1 trauma
- 1d6 damage (before transforming)
- Mutation 1d6 rounds, save or permanent
- Roll Wis to act against bestial urges, 2d6 rounds exploding on 6.
- Random form
- Take maximum damage from metal weapons for the rest of the day
Doom:
- Shapeshift into the form you most commonly take, and you forget all former ties and languages. This state lasts for a day.
- As above for three days
- As above, permanent. If anyone from your former life has done you a truly good turn, you may appear to help them once, in a time of need, before vanishing forever.
Bird - Peck (1d4), +2 Defense while flying, Twitter (-1 HP, recruit nearby birds or be roughly understood by target humanoid)
Wolf - Bite (1d6+STR), Defense as leather, +1 Attack to self and adjacent allies, Pounce (-1 HP, automatically succeed next grapple check)
Cat - Claw (1d4+DEX), +1 Defense, +4 Move, Lucidum (-1 HP, spot something hidden)
Goat - Horns (1d8+STR), +4 to shoving, horns count as a shield, Charge (-1 HP, target is knocked back/prone if it fails a Strength check)
Donkey - Kick (1d6+STR), +50% inventory, Mulish (-1 HP, can retry any save or Strength check)
Monkey - Paw (can use weapons), +2 Move, tail counts as a third hand, Sly (-1 HP, open your paw to reveal something you could have stolen in the last minute. Target can save to realise)
Crab - Pinch (1d4), half damage from piercing/slashing, Scuttle (-1 HP, remove self from scene, reappear somewhere plausible)
Snake - Fangs (1d6), can attack from grapples, Venom (-1 HP, next attack is poisoned)
As I get more time to playtest my classes I'll be sure to come back with a v.2. Until then, please take everything with a bag of salt. If anyone takes it upon themselves to try this out, I bid them good luck, and would be delighted by any (de)constructive feedback!
Cat - Claw (1d4+DEX), +1 Defense, +4 Move, Lucidum (-1 HP, spot something hidden)
Goat - Horns (1d8+STR), +4 to shoving, horns count as a shield, Charge (-1 HP, target is knocked back/prone if it fails a Strength check)
Donkey - Kick (1d6+STR), +50% inventory, Mulish (-1 HP, can retry any save or Strength check)
Monkey - Paw (can use weapons), +2 Move, tail counts as a third hand, Sly (-1 HP, open your paw to reveal something you could have stolen in the last minute. Target can save to realise)
Crab - Pinch (1d4), half damage from piercing/slashing, Scuttle (-1 HP, remove self from scene, reappear somewhere plausible)
Snake - Fangs (1d6), can attack from grapples, Venom (-1 HP, next attack is poisoned)
As I get more time to playtest my classes I'll be sure to come back with a v.2. Until then, please take everything with a bag of salt. If anyone takes it upon themselves to try this out, I bid them good luck, and would be delighted by any (de)constructive feedback!
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