Tuesday, February 18, 2025

Randomly Generating Evil Spirits

Let's start by defining some terms. An Evil Spirit is some sort of ghost, or demon or nebulous force of evil. They cannot be permanently defeated or destroyed, but can be Bound, which sharply limits their ability to cause harm. Binding an evil spirit requires identifying their current Vessel and subduing it. For each kind of vessel, there is a particular Binding that will trap the evil within. This process is complicated by the fact that the evil spirit will use its various supernatural powers to fight off anyone trying to re-bind it. To deal with these Manifestations, one needs to figure out the specific Counters to its powers. Even if you are successful in binding an evil spirit, there is always some way for it to escape its current binding into a new vessel.

To generate an Evil Spirit, roll on the table below: once for its current Vessel (and the associated Binding method) and between one and three times for Manifestations of its power (and associated Counters). If defeated, roll once to see what new Vessel it can potentially escape into, but don't tell the players which it is. Its powers remain unchanged by the transformation.

1d6 Vessel Binding Manifestations Counters
1 Miasma Incense Disease Treatment
2 Corpse Funeral Whispers Conviction
3 Possession Rebellion Emotion Serenity
4 Location Occupation Poltergeist Courage
5 Object Abandon/Destroy Apparition Alertness
6 Summoned Slaying Corruption Sunlight

For example, let's suppose we rolled 6, 4, 5. That's Summoned, Poltergeist and Apparition. So the evil spirit is physically manifested as some sort of demon or other monster and in order to bind it we need to physically vanquish it while it uses its telekinesis and illusions to fend off any attackers. To overcome these, we must show courage and remain vigilant, but otherwise just stabbing the monster with a sword works. Afterward, the GM rolls a 3, indicating that performing the ritual to summon the evil spirit incorrectly will result in the ritualist being Possessed. Perfect.

Miasma
The spirit takes the form of a foul scent, fog or stormy weather. It is diffuse, with no specific location and can manifest its powers anywhere the bad airs exist. The answer to this is incense: the presence of good, clean smoke at the location of the evil spirit's escape from its prior binding will force it to assume a temporary ghostly form that can be re-bound. From here, all the exorcists need to do is force the evil spirit into an air-tight container. In 5-6 cases, the miasma will still be a miasma when released, rather than assuming a new form.

Corpse
The spirit is occupying a dead body. This gives it a physical vessel to work with, one which is already dead (and thus cannot be killed) and fully controlled by the spirit (instead of having partial control, like with a possession). The answer to this is to perform a funeral. Burial or cremation are both fine, the key is that the body be laid to rest in a grave or urn or tomb. As long as the remains don't get disturbed, the evil spirit will be contained within. Trying to attack the body won't accomplish anything, as the evil spirit can repair any wounds enough to keep using the corpse.

Possession
The spirit has taken over the body of a living creature. This gives it a physical vessel to work with, one which is alive and can pass as one of the living. If the body is killed, they can keep controlling it as a Corpse (see above). The answer here is to get the person being possessed to fight back. If successful, they can contain the evil spirit within themselves, binding it. If they go on to have kids post-binding, one of their offspring will inherit the binding on death, keeping the evil spirit bound. The spirit escapes if the current holder dies without an heir OR if the current holder releases it into a new type of vessel.

Location
The spirit is occupying some specific physical location, existing as a nebulous force within and only able to act upon those who enter that location. Initially, it can act whenever it wants, with manifestations reaching out from shadows or other relatively unlit spaces within.   Spending the night from sunset to sunrise within and not being driven out will suppress these manifestations, making the location (mostly) safe to occupy. Disturbances such as bloodshed, dark magic and the like can free the trapped evil to enter a new vessel outside the location. Destroying the location just releases the evil as a Miasma, so most try to avoid doing that.

Object

The spirit is bound to a particular item and can only easily act on the item's owner or those the owner gives permission to act upon. Stealing the item transfers 'ownership'; evil spirits don't care about property rights. Initially, if the item is cast aside it will find its way back to its current 'owner' on its own, teleporting or coming back to them by chance. There is a 4 in 6 chance that the item can be abandoned completely by suppressing its power and leaving it somewhere and never coming back. This effectively 'binds' the item as an item again, leaving it to wait for a new owner. In the remaining 2 in 6 cases, destroying the item is the only thing that works, and doing so immediately releases the evil spirit into a new, unbound form that has to be bound independently from there.

Summoned
The spirit has manifested a physical form using pure magic. It might look like a man with horns, like some sort of giant animal, or like a blob of evil goo. Stats as a monster of the GM's choice. The important thing is that it is tangible and can be physically defeated via the application of violence. Doing so banishes it back to some sort of shadow realm, from which it can be summoned up by foolish ritualists who want to invite evil into the world to serve their own ends. If they do the ritual correctly (not a guarantee), the ritualist picks what form the summoned evil will take instead of rolling.

===

Disease
This evil spirit causes some sort of disease-like symptom. There's no special counter here, just a deadline for any attempts to deal with the evil spirit: wait too long preparing and the disease will claim more victims. The major distinction between an 'ordinary' disease and a miasmatic disease spirit is that sickness caused by an evil spirit can't be cured by rest or medicine alone. You have to go do some ghost-busting or the patients won't ever recover.

Whispers
This evil spirit talks to people, typically by whispering in their minds. This may not sound like much of a threat until you remember that spirits are immortal and indestructible and have been around since the dawn of time. It's a rare evil whispering spirit that doesn't know any foul rituals, ruinous blackmail or compelling cult recruitment tactics. The counter to these is Conviction - having something else to believe in and thus reason to shut out the evil voices.

Emotion
This evil spirit has influence over those experiencing a particular strong emotion, always the same one for the same spirit. It picks a course of action and anyone nearby feeling its emotion in the moment will find that action to be unusually compelling. It might make angry people all want to pick a fight with one guy in particular, or make lustful people want to have affairs, or make despair-filled people seek revenge. The answer here is getting away from the emotion the spirit uses. This can look like trying to calm a bunch of people down, or it can look like luring the spirit's current vessel away from places where that emotion is being experienced.

Poltergeist
The evil spirit can physically hurl things around, using telekinesis. This needs to ramp up over time, starting with weird noises and moving into items getting jostled before the turns to bookshelves getting knocked over and possession victims floating through the air. Not showing fear prevents this ramp up from happening, as the poltergeist activity draws heavily on the reaction of those observing it to bridge the gap between the spiritual and the physical. No visible reaction means no visible effects from the poltergeist.

Apparition
The evil spirit can repeat things that it has observed in the form of single-sense illusions. This is most commonly used to mislead humans, luring them into traps or natural hazards. It is distinct from Whispers in that it does not provide the Evil Spirit with the ability to understand and communicate in human languages, which can result in it blindly repeating a conversation that proves incriminating toward it. The best counter here is to keep one's wits and have a teammate on hand to double check what you're seeing.

Corruption
The evil spirit can mark things with its corruptions. The walls start bleeding, the milk goes sour, the water in the well starts smelling like sulphur. Evil spirits will ordinarily use this to target similarly evil humans, tormenting them for their crimes as often as blackmailing them over them. Here, sunlight remains the best disinfectant - literally in the sense that it stops the direct symptoms of this manifestation and metaphorically, in that if the evil spirit has latched on to an evil person, not learning the truth will let the spirit to keep resisting.

Friday, February 14, 2025

[GLOG] Merchant

 (Because Regalia on the discord was asking about these. It's another Flip Template thing.)

Starting Equipment: Cart (10 slots). Mule. Cargo of Produce (100sp, 10 slots). 6" Square of Silk. Canteen. Dagger. Attire in Near-Violation of Sumptuary Laws.

Starting Skills: Merchant and Mule Handling.

+1 Quick Draw Slot per Template
A. Unload // Cargo
B. Staffing, Appraise
C. Smooth // Talker
D. Creditor // Debtor

Unload: Goods acquired via the Cargo template sell for full retail value. After rolling 2d6 for Reaction, you may present your wares to reroll the lower d6 die. If this produces a Hostile result, they might try to rob you. Otherwise, they will listen to your sales pitch before getting back to whatever they first approached you about. Flip back to Cargo once you rid yourself of the last of the wares you last acquired using it.

Cargo: When visiting a settlement, you immediately note its most important industries. If you flip back to Unload, you may choose one of these Industries, rebrand yourself as a <Industry> Merchant and then buy any quantity of goods that you can haul away at a 50% wholesaler discount. You acquired your starting Cargo this way and begin as part of the Produce Industry.

Staffing: You learn the Loyalty Type of any person you share a drink with. Hirelings motivated by Restraint or Bravado and Patrons motivated by Pride or Brotherhood add your Merchant templates to their Loyalty while employed by you or while employing you respectively. If you don't use alternate loyalties, this applies to the regular loyalty of your hirelings and you can tell if they're scumbags or not.

Appraise: You can accurately assess the retail value of coins, bulk trade goods and fine art. When assessing goods related to your current Industry, you know the exact provenance of any item you can inspect in detail. If you handle an object through a layer of silk and don't attempt to use it yourself, it cannot curse you.

Smooth: If in the last minute you said or did something rude, compromising or committal, you may flip to Talker to retroactively not have said or done that. You still know how people would react to the undone word or deed, but that knowledge is merely an insightful prediction.

Talker: When people hear you say something they think is untrue, they believe that you believe it. If you are talking about your current Industry, they will believe that you have good reasons for your supposed belief. If you go a full day without lying once, flip to Smooth.

Creditor: You can use the A Template of whoever owes you the most money, provided they owe you more than they own in assets. If they don't have a class, you get a special ability they possess instead. If they don't have that either, you shouldn't have loaned them all that money. You can get a loan for 10% of someone's liquid wealth by flipping over to Debtor.

Debtor: You develop a sixth sense for your creditors, such that you get ten minutes warning before anyone who you owe money to or who is working on behalf of someone you owe money to shows up. Flip back to Creditor once your debts are all paid off, or your last creditor dies.

Thursday, February 13, 2025

[GLOB] Alchemist

 Starting Equipment: Athanor (costs 50gp to replace), a pound of coal, a leather apron and gloves, six visually distinct bottles, a stick of chalk and a chicken egg.

Background: 1. Tutor. 2. Tanner. 3. Midwife.

A. Sulphur, +2 Preparations.
B. Salt, +1 Preparation.
C. Mercury, +2 Preparations.
D. Spagyric, +1 Preparation.
Δ. Elixir.

In order to operate as an alchemist, you must first set up your equipment somewhere safe, feed a pound of coal into your athanor and then pick out three reagents for the lunar cycle. All of your abilities work with respect to the three reagents you picked out, so choose wisely. A lunar cycle lasts exactly four weeks, from the moon phase you started the project to that phase's return. If you lack the template to make a particular output, you get a corresponding volume of sticky green gunk instead. If someone messes with your setup or you're forced to move it, you have to find fresh coal and reagents to start everything back up again.

Sulphur: The easiest to distill is alchemical sulphur. You get a pinch of sulphur per reagent per eight hours. Each can be used to create one Preparation (see below) based on traits possessed by that reagent but not by the other two. It looks and smells like regular sulphur and can be used to make gunpowder.

Salt: The second hardest to distill is alchemical salt. It works exactly like the sulphur does, except it draws on the qualities held by a pair of ingredients, but not by the third. You get a pinch of salt per pair per day. This means it lasts longer, but that you get less of it. It looks and smells like nitre and can also be used to make gunpowder.

Preparations: Alchemical sulphur and salt cannot be used in their base forms. You must prepare them first. You learn one Preparation at each level from the list below. Each takes a minute to prepare.

1. Spirits: Fills the imbiber with intoxicating power. Anyone who spends a turn can try to convince the imbiber that they possess some trait chosen from the sulphur or salt used. The imbiber can test Morale to resist being convinced, but if they are, they believe they now possess that trait with inebriate confidence and will act accordingly. All effects are purely psychological.

2. Balm: Applied to skin or the surface of an object. Temporarily applies two traits (one chosen by the GM and one by the alchemist) to the subject. These are tangible and physically 'real' changes, but they end early if the balm is washed off or otherwise removed. Applying a balm to is impractical in a fight.

3. Philtre: A precisely formulated dosage. Choose one trait when preparing it. The drinker attracts people and things which possess the trait. On people, this is a psychological effect. On objects, it's more magnetic.

4. Tonic: Bitter medicine. The GM alchemist and GM each suggest two traits. The imbiber picks one to take effect immediately. An hour later, they pick a second. Two hours after, a third. Four hours after that, the last. The imbiber doesn't have to decide the order until the time comes to do so.

5. Acid: A dozen drops of analytical alchemy. Applying this to a person or object does one damage per round for rounds equal to the drops applied. Alchemists observing the reaction can pick one trait from the sulphur/salt used and determine if the subject has that trait too. Washing the acid off early prevents further damage. A lock takes 6 drops to melt and a chain like takes 3.

6. Soak: Added to a tub of water, into which things can be soaked. Removes one trait per hour of soaking, chosen  by the GM and the alchemist in alternating turns. Soaks are longer lasting than most preparations: their effects last a full lunar cycle from when the item was soaked. If you remove a logically necessary trait, default to those of quicksilver (for material properties) or a black bear (for psychological and biological ones).

Preparations made from sulphur/salt lose their potency when the athanor that made them next generates sulphur or salt respectively. The effects of a preparation wear off at the same time that you get a new dose, except where specified otherwise. This doesn't apply to damage done by Acid or to changes a step removed from alchemy, like turning something flammable and then burning it up.

Mercury: The hardest of the three primes to distill is alchemical mercury. It takes the full lunar cycle and gets interrupted if you move your athanor during that time, but it yields a substance with every shared property between the three reagents that went into it. In practice, this means it has their combined mass and volume and the median reagent for other quantifiable physical properties, like melting point and tensile strength. It has every qualitative properties that was shared by all three reagents. As with Soaks, if a trait that is logically necessary isn't present, default to that of quicksilver and/or a black bear as appropriate. Alchemical mercury can be used as a reagent. Or to make a weird sword or something.

Spagyric: Whenever a preparation calls for the GM to pick a trait, you can pick instead. If it calls for you to pick a trait (normally, not because of this ability) you can let the imbiber pick instead. When preparing a sample of alchemical mercury, you can pick any of the three reagents (or the mercury, or the black bear) when the choice would normally be made for you. Yes, this means you can make a live black bear every month if you really wanted to.

Elixir: This is a preparation that you can't just learn. You have to quest for it, or maybe do some sort of wild experiment involving melting down a dragon, a king and an angel in your athanor. It permanently infuses the subject with every trait of the sulphur or salt used. This can only be reversed by applying a different elixir to the subject with different traits. Or temporarily, by using the Soak preparation. Try not to turn anyone into a liquid unless you especially dislike them.

 ---

People have requested an example of how this all works. Fair enough. Suppose you're a first level alchemist trying to brew up your first few preparations so you can get into that dungeon and steal yourself some portable research funding. 

You ponder your options and go with the chalk and the yolk from the chicken egg from your starting inventory, plus a bit of grass you found on the side of the road. Humble, but it's what you have to work with. You also get to pick two Preparations at this level, so you go with Acid and Spirits. You set up the athanor in your room in the inn. After eight hours, you have three doses of sulphur: one from the chalk, one from the yolk and one from the grass.

Chalk is dry, white, brittle, rigid, powdery and tastes like talc. If used to make an Acid, sulphur of chalk could test for any of those properties. Not very useful, as you could do that just by looking or licking. But as a spirit, it can be used to convince the imbiber that they are brittle or rigid. Not quite paralysis, but it might spook someone into sitting still so they don't break.

Yolk is wet, runny, yellow, egg-flavoured and edible. As acid, you could use it to assess if something is edible, which is something. But you're still probably using it to melt locks instead. As a spirit, convincing someone that they are runny like an egg is a great way to talk them into getting into a container and staying put. Wouldn't want to slosh away or get eaten by ants, would you?

Grass is probably our most practical pick. It's green, growing, flexible, flat and most importantly: alive. If used as acid, it can be used to check if something is respiring (grass is the only one of the three that does) or if it is vegetable matter as opposed to mineral (chalk) or animal (yolk). As a spirit, it can convince a dead (or undead) thing that it is alive or people that they are green (and therefore disguised as an orc.)

Wednesday, February 12, 2025

[GLOG] Assassin

 I too am getting in on the bandwagon! Some of you may ask, "What about that Mastermind post, wasn't that you making an assassin?"

No. That was a Mastermind. A plotter and a schemer, sheathed in silks. This class is for someone who works with their hands. See other entries here, here, here, here, here, here and here.

It makes extensive use of flip templates. You get an ability that looks "Like // This" and initially you have the first half of the template. But there is some specific trigger that will flip you to the second half, causing you to have that ability instead. You have to do some other thing to flip back to the first version.

Starting Equipment: A knife. Three throwing darts. A concealing cloak over normal boring clothing. A hiding place nearby with all of the prior items in it, plus either a rifle or a vial of poison.

Starting Skill: Theology, Literature or Camping.

A. Escape // Artist
B. Sneak // Attack
C. Competition
D. Uncanny // Dodge

Escape: You may flip this template to Artist at any time in order to immediately run, jump and/or climb 30 feet. This even works on other people's turns. If you interrupt an attack, spell or hazard with this ability and move out of range, dodge all negative consequences.

Artist: If you are in a place that you are allowed to be, strangers must test Morale to approach you or needlessly prolong conversation. If you are trespassing, your presence is considered an emergency on par with a roaming tiger. Flip back to Escape once you go an hour without anyone making noise louder than a whisper in your presence.

Sneak: You make no noise when you run, jump, climb or attack with a melee or thrown weapon. If you use Escape upon being noticed and get to cover using your 30 feet of movement, you go unnoticed. You may choose to flip to Attack (or not) whenever you attack unexpectedly.

Attack: The attack that flipped you to this template forces a Save vs. Death. On failure, those with fewer HD than you die. Those with equal or greater are stunned for one round. Flip back to Sneak after you dispose of the weapon(s) and the clothing used during the special attack.

Competition: Upon gaining this template, an equally skilled assassin decides that you need to be eliminated. Their reasons are their own, but they will expound upon them at length via a letter sent to you. If you kill this assassin, you may learn an exotic special technique  that your rival in vital commerce once possessed and gain a reprieve of 1d4-1 seasons before a new assassin decides to come after you. The GM should feel free to draw on the other Assassin classes linked above for ideas on what these guys can do.

Uncanny: If someone seeks to find, trick, rob or protect you, you get a bad feeling. This does not tell you which of the options it is or who is responsible. Flip to Dodge if you would be killed, captured or worse. The GM decides what counts as 'worse'.

Dodge: You awaken from a nightmare, a day prior to the events that caused you to flip to this ability. None of it actually happened. Flip back to Uncanny once you kill the one responsible for your nightmare self's fate or convincingly fake your own death.

Tuesday, February 11, 2025

[GLOG] Mastermind


Starting Equipment: Robe. Fabulous Hat. Dagger. Smaller, Sneakier Dagger. Practical Boots.

Starting Skills: 1. Etiquette. 2. Poison Use. 3. Lawfare.
A. 2 Schemes, Getaway
B. +1 Scheme, Cunning
C. +1 Scheme, Long Term Plans
D. +1 Scheme, Just As Planned

Schemes: As a Mastermind, you can keep up to three schemes going at a time. When starting up a new scheme, the GM secretly rolls a d4 to see if your new scheme interferes with an old scheme. On a 4 (or a number matching a currently empty slot), all is well. You can pick which of your three slots the new scheme slots into and gracefully wind down the old scheme in that slot (if any) without issue. Otherwise, the scheme that used to occupy that slot rolled implodes, causing the Backlash effect indicated for the now imploded scheme. You don't know which of your schemes imploded until you encounter the effects of the Backlash. You can start up a new scheme whenever you want - it is assumed that you were laying the groundwork in the background all along, but decided to only reveal your plans just now.

Learn two schemes off the list below when taking your first level in this class. Learn one more scheme with each subsequent level. Negotiate with the GM if you want to invent a scheme that isn't on the list or swap one out.

Getaway: When initiative is rolled, you may choose to roll your scheming die first. If it implodes a scheme, you may act before the surprise round. You can move, speak and interact with items, but cannot do anything that would leave you closer to an enemy than you started or deal damage during this bonus turn.

Cunning: Your last [templates] inventory slots are quick-draw and hidden. This means they don't take an action to retrieve and will not be discovered during searches. If you are wearing a wizard robe, this applies against divinations. Attacks made with weapons and spells cast using magic items drawn from a hidden inventory slot are allowed in the turn granted by your 'Getaway' feature.

Long Term Plans: You get an extra scheming slot. It will never implode due to random rolls, but it can only be changed when you roll a 4 on your scheming roll. If it has a one-time benefit or has a specific target, you get/choose them again each week.

Just As Planned: Whenever you roll a 4 on your scheming die, you can frame someone else for your crimes, letting the backlash fall on them. If that person successfully escapes or defends themself from the backlash, they realize you framed them for the crime and discover the nature of the new scheme you transitioned over to.

Schemes List

1. Spread Rumours - Start a rumour. It continues to be treated as credible for as long as this scheme continues and you will receive regular updates about any decisions made on the basis of this rumour. Backlash: If the rumour was false, it dies down. If true, you are revealed as its original source.

2. Embezzlement - Choose a storage space to which you have official access. If there are at least a hundred of a kind of coin or item inside, you can steal a tenth of them without being noticed. Backlash: The items are noticed missing. If any are still in your possession (even secretly), you are caught.

3. Post Bounty - Choose a target. News spreads of fabulous rewards for their death and/or capture (your choice). Anyone even slightly greedy will seek to claim the prize. Backlash: If the target is alive and free, they learn you posted the bounty. Otherwise, their killer or captor comes seeking a reward.

4. Acquire Position - Choose an official position that you could be elected or appointed to. Anyone who doesn't desire to have the position regards you as being just as worthy of it as their next best candidate. Backlash: You are removed from the position if you hold it and are no longer seen as worthy.

5. Secret Sanctum - With an hour in a room that you possess all the keys to, you can establish it as a secret sanctum. It has ten hidden inventory slots that work just like yours do and one hidden trap or escape route. Backlash: The sanctum, its inventory slots and trap/escape route are all discovered.

6. Uncover Blackmail - Pick a target. You acquire evidence of a secret they would take pains to keep hidden. They may Save to pick which one, otherwise the GM picks the most juicy option. Backlash: They learn where the evidence is being kept. If they already knew that, they learn where you are instead.

7. Vast Magical Power - Gain a random scroll and [templates] MD that do not return once used. The MD can be used to cast the scroll without consuming it or for anything else MD get used for. Backlash: The nearest spellcaster who would oppose your goals discovers whichever goal offends them most strongly.

8. Secret Society - Choose a secret goal and up to a dozen people. You intuit which of these people would act in secret to support the goal. You can invite any number of them to a secret meeting. Backlash: The least loyal/discreet person invited reveals your secret goal and the identity of another member.

Sunday, February 9, 2025

[GLOG] Octopus Wizard

Octopus Wizard

Perk: You are a many-limbed sea creature. You can breathe water, fit into tiny spaces and wear as many as eight magic rings at once. You count as a fish.

Drawback: You are head-sized and lack a torso on which to wear clothing and armour. While you can effectively manipulate items, you cannot usefully wield weapons.

Cantrips:
-You can telepathically communicate with anyone who looks you in the eye and shares a language with you.
-You can transform tentacles into crab legs and vice versa. Targets other than you get a save to resist.
-When you close a container, it is water and air  tight until the next time it gets opened.

Spell List:
1. Current*
2. Phantom Deluge*
3. Inkspray
4. Entangling Web
5. Poison
6. Drown
7. Invisibility
8. Polymorph
9. Scrying
10. Detect Thoughts
11. Spiderform
12. Vivigraphy

Current
R: touch' T: [dice] tons of fluid D: one hour
This spell moves up to [dice] tons of fluid wherever you direct it for one hour. A ton of water is roughly a 5' cube. A ton of air is roughly a 30' cube. Both travel at a rate of five feet per second, which is rip tide speeds for water, or a light breeze for air.

Phantom Deluge
R: 50' T: 30' cube D: [sum] hours
The target area fills with a phantom deluge, replacing both water and air as appropriate. All creatures can breathe this supernatural substance and can swim in it as if it were water, but they can see in it as if it were air. Fire burns inside the phantom deluge as if it were air.

Mishaps:
1. MD only return to your pool on a 1-2 for 24 hours
2. Take 1d6 damage
3. Random mutation for 1d6 rounds, then make a save. Permanent if you fail.
4. Lose 1 MD for 24 hours.
5. Agony for 1d6 rounds.
6. Cannot cast spells for 1d6 rounds.

Dooms of the Octopus Mage:
1. Your eyes jolt from your head on unsightly stalks. -2 to reactions with fellow octopi.
2. Your beak rotates sideways into a mockery of its former shape. -4 to reactions with fellow octopi.
3. You fully transform into a crab. All but a fragment of your powers are lost to you; you are now a 1st level Crab Mage. You are a foe of all octopi.

A Crab Mage uses the same list of Perks, Drawbacks, Spells, Cantrips and Mishaps as the Octopus Mage, but uses the following Dooms:

Dooms of the Crab Mage:
1. Your eyes sink your head, pupils twisting into obscure slits. -2 to reactions with fellow crabs.
2. Your beak rotates sideways into a mockery of its former shape. -4 to reactions with fellow crabs.
3. You fully transform into an octopus. All but a fragment of your powers are lost to you; you are now a 1st level Octopus Mage. You are a foe of all crabs.

The Dooms of the Octopus and the Crab Mages can both be averted by devouring eight hearts snatched from mages from the opposing schools.

Wednesday, January 29, 2025

[GLOG] Fightest

 Fightest

(Because who doesn't need another OP fighting man class?)

A. Skilled Combatant, +2 Maneuvers
B. +2 Maneuvers
C. Slayer, +1 Maneuver
D. +2 Maneuvers

Skilled Combatant
: You do not roll to hit. Instead, you make a Maneuver roll to see if you can do something special while attacking. A failed Maneuver roll means you just do your damage and nothing else. You still get critical hits on a 20 as normal. If there is some sort of skill check that you could plausibly do mid-combat (acrobatics, singing, whatever) you can make that in place of your Maneuver roll if you would prefer to do so.

Maneuvers: The base chance for each Maneuver is 8-in-20. Add 4-in-20 the first time you use each Maneuver in a day. When indicated (+2 or +1 Maneuvers), improve two (or one) different Maneuvers by 4-in-20. All Maneuver effects last until the end of your next turn, unless stated otherwise.

Sunder: A target object is damaged as if you had gotten a perfect hit against it.
Scale: A target larger than you cannot attack you, but you follow when it moves.
Stalk: The attack is subtle. May forgo damage to attempt a second Maneuver below.
Grab: A target your size or smaller cannot escape you. Improves other Maneuvers.
Throw: A target is knocked prone. If Grabbed, hurl them 15' in any direction first.
Disarm: A target has a visible item knocked 5' away or, if Grabbed, into your hands.
Scare: A target checks Morale. If Grabbed, Morale failure causes fearful babbling.

Slayer: Instead of rolling damage normally, you may instead force a foe to roll against Death & Dismemberment using your standard damage roll. If you do this, all damage rolls against you also force Death & Dismemberment rolls until the end of the fight.

Randomly Generating Evil Spirits

Let's start by defining some terms. An Evil Spirit is some sort of ghost, or demon or nebulous force of evil. They cannot be permanentl...