Thursday, June 12, 2025

[GLOG] Wuxing Wizard

 Perk: Learn two Elements (Wood, Fire, Earth, Metal, Water) at your first template and one more with each subsequent template. Whenever a spell has an Element you know in its name, you swap it for any other Element you know.

Drawback: This tradition only teaches one spell: Transmute Element to Element. If you want more spells, you'll have to find them yourself.

Cantrips:
-When you look at a compass, you can make it point in any direction.
-When you examine a sick person, you can tell what organ is most sick.
-When you rearrange furniture, people agree it looks better that way.

Transmute Element to Element
T: [dice] objects or creatures R: 20 feet D: [sum] rounds.
Transmute one Element you know into another Element you know. The nature of the possible changes varies with the number of [dice] used and the elements chosen. All changes last for [sum] rounds divided evenly among all targets unless specified otherwise. Creating or destroying an object is permanent.

Creatures always get saves to avoid being transmuted. They can also save to stop you from transmuting an object they are holding, carrying or touching.

With one die, you may transmute loose material into loose material and emotions into emotions. When using this spell to transmute emotions, the intensity of the emotion remains constant and anything that would provoke or soothe the original emotion instead applie to the transmuted emotion.

With two dice, you may transmute rigid material into rigid material of the same shape, or sculpt loose material into up to [dice] slots of items made from appropriate rigid material. For example, Water to Wood could turn an ice sculpture into a wooden sculpture, or pull a wooden staff from a pond.

With three dice, you may transmute rigid material into loose material to deal [sum] damage to the underlying object or transmute one senses into another to (for example) see something that one could otherwise only hear. The clarity of the original sense is preserved: a faint scent becomes a murky image or a muffled sound, while a clear view becomes a clear sound.

With four dice, you may transmute animals into animals, based on what type of outer coverings they have or you may transmute loose material into an appropriate animal (ie. Fire to Wood to conjure lizards from an ash heap.) If [sum] is greater than the remaining hit points of a creature, you may perform the reverse operation, transmuting a creature into loose material.

Elements
Element Wood Fire Earth Metal Water
Loose Material Leaves or Petals Flames and Ashes Sand, Soil or Gravel Rust or Liquid Mercury Liquid Water or Snow
Emotion Anger or Confidence Excitement or Joy Anxiety or Deep Thought Grief or Compassion Fear or Despair
Rigid Material Wood, Roots or Vines Burning Wood or Coal Solid Stone Any Solid Metall Clear Solid Ice
Senses Sight Taste Touch Smell Hearing
Outer Covering Scales Feathers Bare Skin Furs Shell

Tuesday, May 27, 2025

[GLOG] Architect

 Continuing on today's "pokemon-ing dungeon rooms" train:

 Architect
+5 bonus Inspiration per Template
A. Survey, Eureka
B. Commissions
C. Infrastructure
D. Wonder

Survey: On entering a room for the first time, the Architect rolls [Templates + 1] d4s on the table below, learning the information from each result rolled. This works once per room, unless it gets renovated.

The Architect knows something about the...
1. Layout. The Architect picks a wall and learns what lies on the other side. If there is a room there, the Architect knows the dimensions of that room. Floors, ceilings and closed doors count as 'walls' for this ability.

2. History. The Architect learns when and why the room was first built. If the room is currently being used for its original purpose, the Architect gets an approximate description of the most recent user. If it isn't being used for that purpose, they learn what it's used for in the modern day.

3. Passage. The Architect ranks every possible entrance to the room in order of how likely someone is to enter the room through that entrance. Secret passages and teleportation are included in the ranking as "Secret Passage" and "Teleportation" but do not have their locations revealed.

4. Antiquity. The Architect may spend five points of Inspiration to declare that one furniture item or piece of art in the room is actually a valuable antique, worth ten times the usual sale value if sold undamaged to an interested buyer.

Inspiration: When the Architect discovers a trap, secret passage or architectural marvel, they record that feature and then add a point to their Inspiration stat. They may reproduce features seen in buildings they design by spending a point of Inspiration, or invent a feature (and add it to their list) by spending three. Invented features can't be magical, but encountered ones explicitly can be.

Eureka: Whenever the Architect rolls doubles on a Survey roll, they may insert an architectural feature of their choice into the room. The GM decides specifics such as placement, where any secret passages go, how traps get disarmed and what (if anything) is inside secret compartments. This costs just as much Inspiration as it would to add the new feature to a building the Architect was designing.

Commissions: While in town, the Architect can accept work designing rooms. The player has to actually draw out such rooms (with labels) and hand them to the GM. They get 12 gold per season of architect work, plus 1 gold per Inspiration spent on the designs. The GM is required to include these rooms in dungeons, fancy manors and other places the PCs visit if at all plausible.

Infrastructure: The Architect may now Survey outdoors. Layout treats any natural border (cliffs, rivers, tree lines) as a 'wall', History treats any space bounded by such borders as a 'room', Passage treats natural routes (trails, streams, mountain passes) as 'entrances' and Antiquity reveals natural resources instead. Eureka lets the Architect insert common terrain features for one Inspiration or ones not commonly found in the region (eg. a spring in the desert) for three.

Wonder: The Architect can spend one Inspiration to learn one of the following magical features: planar portals, rooms bigger on the inside than the outside, floating platforms, perpetual motion gearboxes and magma-proof catwalks. Each time this ability is used, the price becomes ten times higher than previously. If you can convince the GM that a magical feature should be on this list, you can spend inspiration to learn that feature too.

[GLOG] Psychic

Psychic
+1 Mind Template per level
A. Mind Palace
B. Usurpation
C. Architecture
D. Intrusion
Δ. Dream Door

Mind Palace
: You have an imaginary 20' diameter, 20' tall chamber in your head with an aesthetic anyone that knows you well would recognize as yours. This is the Locus of your Mind Palace. Once per hour per template, you can touch a creature or object and create a copy of it inside your Mind Palace. This has no effect on the original; it's just a realistic mental copy.

If you have a copy of yourself (a Mind Self) inside your Mind Palace, it can interact with these mental copies. This lets you do things like touch a book and then have your Mind Self flip through it in the background, or use a copy of a wand on a copy of a tiger in order to figure out what the wand does. Making a new copy of something that already exists in your mind overwrites the old copy. This includes bringing your Mind Self back to life if they get mind-killed.

You can always perceive what is going on in your Locus and around your Mind Self. You control your Mind Self except where specified by other rules. (If they put on a mind copy of a cursed amulet, you're on your own). You have no direct way to communicate to your Mind Self, but know everything you knew at the moment you made the most recent version of them, including what you wanted them to do. They are as motivated as you are and as loyal to you as you are to you.

Usurpation: You can let your Mind Self take over your body. Your body gains access to your Mind Templates and your True Self becomes the Mind Self for the duration. After ten minutes, there is an X in 6 chance (where X is the number of times your Mind Self has been given control or refused to leave today) that the Mind Self refuses to leave, extending their Usurpation for another 10 minutes. If the chance ever increases to 6 in 6, it becomes permanent.

Architecture: You now have nine doors leading out of your Locus. By spending an hour meditating in front of a door in the real world while your Mind Self meditates in front of a door in your Mind Palace, you can permanently copy everything within 20' on the far side of the door into your Mind Palace. This includes creatures, objects, terrain, whatever. This works both with the nine doors inside your Locus and any doors you copy over using this ability. You don't have to know what's on the far side of a door to copy it, though if you don't want 3d6 orcs and/or black mold spreading through your Mind Palace, maybe you should check first.

Intrusion: While your Mind Self is standing in the Locus of your Mind Palace, you can copy anyone you make eye contact with, not just anyone you can touch. You can transmit your Mind Self into their Mind Palace (if they have one) or into their next dream or nightmare. If your Mind Self can find and defeat the person whose mind they are invading, they can rummage through their memories or use Usurpation on that person instead of on you. While your Mind Self is intruding, you cannot replace your Mind Self.
 
Mind Template: Your Mind Self is much more impressive than the real you. Pick a template from any class you qualify for. Your Mind Self has that template, but does not have your templates in the Psychic class. Nothing your Mind Self does can touch the physical world without Usurpation. A Mind Self can theoretically level up beyond what your non-Psychic templates and their Mind Templates provide, but if you ever reset or recreate them, they lose all progress.

Dream Door: If you have a Mind Palace without a Mind Self in it for a lunar month, you learn how to send your Dream Self into your Mind Palace while you sleep. If your Dream Self dies within your Mind Palace, you will never wake. Your Dream Self can do anything your Mind Self could do.

Monday, May 19, 2025

You're Using Mounts All Wrong!

 Or: "Horses Aren't Bicycles."

Consider the following scenario: the party wants to go somewhere that is Far Away. They ask the GM how long the trip will take, which results in some quick math dividing the total distance by the daily movement speed of the party. The players, hearing the result, wince and ask how much four horses would cost. They pay the fee and reduce their travel times by half. The horses are never brought up again outside of reminding the GM that the party now travels at horse speed, not walking speed.

Or, alternatively, one of the players buys a lance to go with their horse and leans into trying to joust anyone hostile-looking who they encounter in an outdoor setting. This is represented by the fact that the mounted character now moves at 60' per round, rather than 30', but still has the exact same maneuverability as a character moving around on foot.

Those are both obvious nonsense, but they share the same source: tables treating mounts as equipment, when they should be treated as hirelings. And not just nameless hirelings: the sort of hirelings who change over time, gaining personality and character as they go through shit right alongside the PCs. The sort of hirelings where you remember their names.

To that end, I propose the following two rules:

1. Use Horse Gaits.

Different horses move differently. Each horse is capable of a handful of 'gaits' (ways of moving) but a trot from a work horse and a trot from a race horse are two very different trots. Giving each horse unique gaits goes a long way toward making horses feel like specific individuals.

Walk. Every healthy horse can walk at a pace of 40' per round or 30 miles per day at a sustainable pace. If you're not doing some sort of 'changing horses at every stable' Pony Express business, this is as fast as horseback travel normally goes. Gait options don't change this any: if you canter four miles at the start of the day, your horse gets tired an hour sooner and you end up making the same net distance that day.

Trot vs. Pace. Every healthy horse can either trot or pace. Both are faster than a walk but can only be maintained for a limited amount of time. An average trotter moves at 80' per round for up to an hour at a time and an average pacer moves at 60' per round for up to two hours. Once a horse is tired from trotting/pacing, they need an hour of walking rest before they're ready to go again. Pacing is easier on untrained riders and gives a +4 bonus to any check required to stay in the saddle.

Race horses have a faster trot than usual (with 100' per round for 30 minutes or 150' per round for 20 minutes being common race horse trots) while gaited horses (ie. ones who can pace) can be trained to amble for longer and longer durations (3, 4 or even 5 hours) at their pace speed. As with pacing, ambling is easier on the rider and lets you do things in the saddle that would be much more difficult atop a trotting horse.

Canter vs Gallop. Every healthy horse can do one or the other. Some can be taught to do both. Horses who canter so at 100' to 200' / round for up to 4 miles, while horses who gallop do so at 250' to 300' / round for up to 2 miles. Once a horse is done cantering or galloping, they must walk or trot for an hour before they can do so again. Pacing and ambling doesn't count, which is one of the main reasons to prefer a trotter.

Weird Gaits. If you have a weird horse (or horse-like critter) it can have a weird gait. Kelpies can swim, fairy horses can canter onto a fairy trod, nightmares disappear into hell when galloping and skeletal steeds sacrifice their ability to trot for endless stamina at a walk.

2. Use Horse Morale.

Horses are naturally very skittish creatures. They are often afraid of things that are unfamiliar to them and need coaxed into understanding that an umbrella is not going to hurt them. Or cows. Or butterflies. Or lines painted on the ground. Or smaller horses. Every horse has their own idiosyncratic and characterful list of things that spook them. When buying a horse, working out its personality is just as important as working out what breed it is and how fast it can gallop. Hence, Horse Morale.

If you're using a system where Morale is 1d20, roll under, a horse starts with 6 Morale, +2 per thing this particular horse is spooked by. If you're using 2d6 Morale, a horse starts with 5 Morale, +1 per thing that spooks it. Horses bought at a stable start out spooked by 1d4-1 random things and thus have between 6 and 14 Morale (d20 Morale) or between 5 and 8 (2d6 Morale). Brave horses are weirder and weird horses are braver.

When horses encounter something scary (combat, loud noises, being injured, monsters) or sufficiently strange (to a horse), they test Morale. If the source of the fear is something this particular horse is spooked by, the rider needs to spend ten minutes coaxing their horse before the Morale test can even be attempted. Successfully coaxing a horse to overcome its fear on three occasions means it loses its fear. If the whole party has horses, roll a single die for all the horses, such that skittish horses either all spook at once or not.

On a success, the horse is unbothered. On a failure, the owner of the horse picks out a new idiosyncratic feature of the situation for their horse to be spooked by going forward and adds +2 Morale to their horse. If there's a goblin with a blue scarf threatening the PCs with a magic wand, the horse is more likely to be afraid of blue scarves or people holding sticks than it is to be afraid of goblins. Horses are weird like that.

Thursday, March 27, 2025

[GLOG] Magic User

 A "wizard" chassis for any GLoG magic school, but one that somewhat modifies the underlying assumptions of how spells are prepared. Magic items instead of memorized spells and every kind of magic user being essentially the same thing, instead of Clerics having angels to command instead of spells or Druids having fundamental psychological and philosophical differences that make them unusable as PCs.

Starting Skill: Per Tradition. Music (Bard), Theology (Cleric), Ciphers (Druid), Anatomy (Warlock), Herbalism (Witch) or Mathematics (Wizard).

Starting Items:
One Implement of each kind known, a robe or gown and a knife.

+1 MD per level
A. +2 Implements
B. Book Casting
C. +1 Implement
D. Orb Casting

Implements: When a Magic User casts a spell, they do so with some kind of magic implement, which modifies how the spell is cast. At first level, Magic Users pick two of the following four options: Chalk, Potions, Scrolls, and Wands.

Chalk: The classic way to cast a spell is to draw out an arcane diagram with chalk and then summon up a spirit to do your bidding. This sort of ritualism takes extra time (ten minutes to summon and ten to dismiss) but grants extra power: spells cast this way replace their lowest die rolled with a six, and instead of rolling for mishaps, doubles on a casting roll permit the spirit escape its bonds to cause magical mischief until it is dismissed. Note that the literal chalk isn't the implement, so much as the symbols that the chalk is used to draw. Literal chalk isn't needed, as long as the symbols are all there. Witches, Wizards and Warlocks all use diagrams and can summon the same spirits.

Potions: Instead of casting the spell directly, one may brew the spell into a potion. Each MD spent doing so produces ten drops of Potion of X, where X is the spell used. When drinking a potion, choose how many [dice] to drink, roll to discover the [sum] and deduct that many drops from the bottle. If the potion had fewer drops remaining, reduce [sum] accordingly. If this would result in a mishap or Doom, the imbiber suffers rather than the brewer. If someone drinks two potions at once, they suffer a mishap from the school of the latest potion. Witches and Druids commonly brew potions. Clerics 'bless' 'holy water' which is essentially the same stuff, but called something different because of religion.

Scrolls: Each scroll has the magic words for a particular spell written in big bold letters, right at the top. Read the words, cast the spell. But it also has a bunch of other words after that, explaining about how to appease the spirit that grants access to this spell. If you do what the scroll says while resting, your MD come back on a 1-4 instead of a 1-3 when casting this spell. Otherwise the spell works exactly once, then refuses to be cast until you honor the deal. Bards lure spirits with musical performances and Clerics with heartfelt prayers. Warlocks have their contracts, which lay out specific requirements from their patrons instead. Any Magic User trained in the correct skill (Music, Theology, Contract Law) can correctly use a Scroll of the corresponding kind.

Wands: Each Wand is taken from a tree that is either naturally weird and magic, or has been purposefully grown in some arcane fashion that makes it magical. If you push magic through a Wand, the spell goes off at whatever you happen to be pointing it at. This extra layer of insulation makes the spell more reliable, but also reduces the potential impact: the first MD on each spell always comes out as a three instead of being rolled. This means that you'll never spend your last die when casting with a Wand, but that your spells will always be that much weaker. Druids and Wizards use Wands or two-handed staves carved from wand-wood. Bards similarly play instruments carved from wand-wood, which work the same way.

Magic Users start out with one spell for each Implement they know. For example, a Bard would start out with a Scroll (in musical notation) for one spell and a Wand (in instrument form) for another. Wizards start with the summoning diagram for a spell-spirit, a stick of Chalk and a Wand (or staff) for another spell. Third level Magic Users learn to use an extra kind of Implement from this list.

Book Casting: After an adventure or two worth of exposure to other people who cast magic very differently from how they do, a second level Magic User learns to translate other magical traditions into something more familiar: Spellbooks. By spending an hour studying an Implement (including someone else's Spellbook) the Magic User can puzzle out a method to cast any of the spells found within. This forgoes all of the benefits of Implement-based spellcasting. Magic Users can spend a Season to make a new Implement for any spell learned this way..

Orb Casting: Orbs are in some ways the ultimate magical Implement. Lesser Orbs can capture any spell, trapping it within the Orb and denying it to the prior caster until the spell is released. Greater Orbs can do the same thing to any sapient being, trapping them body and soul to create a unique new spell based on their innermost magical nature. Yet both forms of Orb are jealous things, only willing to release their grip on their current prisoner if presented with one yet greater (ie. more MD/HD than the current spell/creature trapped inside).

You may craft a Lesser Orb with a Season of work in a place at least thirteen leagues away from any other Orb, be it Lesser or Greater. Should you suffer a terminal Doom while wielding a Lesser Orb, it will consume you just before you would suffer your ordinary fate, elevating itself to the status of Greater Orb in the process. Should the Greater Orb be recovered and your release secured, you remain free from your Doom. This is always harder than escaping normally.

Wednesday, February 26, 2025

[GLOG] Psion

Special: This class uses what I'm calling XYZ templates. The idea is simple: By default, you advance through this class from A to B to C to D. But if you get Special Training (in this case, to master your psionic powers) you can instead choose to advance to the X template, instead of whichever was next in ABCD order. If you do so, you now advance X to Y to Z going forward. You are still limited to four total templates, but you could be a Psion ABCX, ABXY or AXYZ instead of being a Psion ABCD.

Starting Skills & Equipment: per Paradigm

A. Paradigm, +1 Wild Talent
B. Improved Control, +1 Wild Talent
C. Telepathy +1 Wild Talent
D. Improved Control, +1 Wild Talent

X. Clarity, +1 Talent
Y. Telepathy, +1 Talent
Z. Sensor, +1 Talent

Δ. Apotheosis

Paradigm: When a Psion first manifests their psionic powers, they can only tap into them on an intuitive level, based on how they conceptualize their powers. Choose one of the five major Paradigms to represent this intuitive understanding. The choice of Paradigm decides what sorts of powers the Psion can access without dedicated pisonic training to broaden their horizons.

Wild Talent: Roll 1d4 on the powers chart for the Psion's chosen Paradigm. This is their current manifestation of psionic powers. Whenever they tap into it, they'll have access to that power for ten minutes. Then, they roll a 1d6 on their Paradigm's chart. If they retain their current power, it is available immediately. If not, they will gain the indicated replacement in an hour's time.

Track the power for each instance of Wild Talent independently. Having access to a power from multiple instances of Wild Talent does not make it stronger, but does mean that they hold an extra copy in reserve. Each Paradigm gives benefits and penalties for having Wild Talents. This is one per Wild Talent slot.

Clarity: If an intuitive Psion receives training, they convert all of their existing Wild Talents into regular Talents. These do not cause the mental side effects that Wild Talents do and last a full hour when used (instead of ten minutes). When that hour is up, the Psion chooses a different power from either of the power's source paradigms (so Mind Blade would let you pick any Discipline or Domination power to replace it) to access in an hour's time. A trained Psion can leapfrog their way over to any power out there, if they have enough time to reconfigure.

Telepathy: The Psion gains the ability to mentally communicate with anyone within 30'. Every creature understands telepathy.

Improved Control: At Templates B and D, an intuitive Psion improves their control over their powers. When rolling after using a Wild Talent, the 5th and 6th entries respectively let the Psion choose any power from their paradigm and gain it immediately, instead of retaining their current power. Psions who attain Clarity after gaining this learn a bonus Skill.

Sensor: If someone in Telepathy range has psionic powers, you know who they are and exactly which powers they currently have.

Apotheosis: A Psion achieves Apotheosis by wielding all four powers known to a given Paradigm simultaneously. The specific benefits depend on the Paradigm in question.

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Paradigms

Astral Body
The Psion conceptualizes their powers as invisible limbs that they have only just now discovered how to use. Their self-image becomes increasingly monstrous as their powers develop, leading many to modify their outer form in attempts to align it with their inner self. -1/+1 to Reaction with normies/outcasts per Wild Talent slot.

Starting Skill: Anatomy.
Starting Equipment: Concealing cloak, mirror, sketchbook.

1. Sense Attention. Understood as growing extra eyes.
2. Telekinesis. Understood as strong astral limbs.
3. Iron Body. Understood as a protective shell.
4. ID Injection. Understood as a toxic bite/sting.
5. Retain Current Power. If B Template, choose instead.
6. Retain Current Power. If D Template, choose instead.

Apotheosis: The Psion can choose to enter a cocoon. If left there for a week, they emerge in a new body, having been restored to perfect health and youth. They may freely alter their physical features while doing so, so long as the changes are within the range of variations for the Psion's species.

Sixth Sense
The Psion conceptualizes their powers as an expansion of their senses, revealing new information about the world around them. For most, this rapidly becomes as essential to daily life as sight or hearing. +1/-1 to Init vs. those sensed/not sensed prior to rolling per Wild Talent slot.

Starting Skill: Poetry.
Starting Equipment: Waterproof cloak, incense, chapbook.

1. Sense Attention. Experienced from others viewpoint.
2. Sense Emotions. Experienced as auras around others.
3. Sense Danger. Experienced as sudden tactile dread.
4. Sense Thoughts. Experienced as hearing thoughts.
5. Retain Current Power. If B Template, choose instead.
6. Retain Current Power. If D Template, choose instead.

Apotheosis: The Psion receives a vision of a possible future, based on how events might play out without this warning. The Psion does not get to choose what they see, but the longer they go without using this ability, the more important the events they get glimpses of. Overuse simply produces deja vu.

Spirit Energy
The Psion conceptualizes their powers as their emotions spilling out onto the world around them, in the form of dangerous energy fields. When they get angry, things break. Living a normal life means bottling up all emotions. -1/+1 to Saves vs emotion when using/not using your psionic powers per Wild Talent slot.

Starting Skill: Herbalism.
Starting Equipment: Padded cloak, soothing tea, dream journal.

1. Telekinesis. Felt as their emotions latching onto things.
2. Sense Emotions. Felt as a ripple in the world energy.
3. Levitation. Felt as floating, as if in a cosmic ocean.
4. Pyrokinesis. Felt as emotional energy grounding itself.
5. Retain Current Power. If B Template, choose instead.
6. Retain Current Power. If D Template, choose instead.

Apotheosis: The Psion becomes unstoppable. Their powers do not fade with time and anything that would kill or incapacitate them instead simply disables one power of their choice. They remain in this state until all of their powers have been disabled. A Psion in this state cannot manifest new powers until it ends.

Discipline
The Psion conceptualizes their powers as the result of intense training and self-discipline bringing their body under the full control of their mind. This tends to make such Psions come off as elitist snobs to ordinary warriors. +1/-1 to Morale/Loyalty for all hirelings recruited per Wild Talent slot.

Starting Skill: Acrobatics.
Starting Equipment: Short cloak, nutrient powder, prayer book.

1. Iron Body. Seen as intense training honing the body.
2. Sense Danger. Seen as a honed awareness and foresight.
3. Levitation. Seen as the power of mind over matter.
4. Mind Blade. Seen as a mental construct. Numbing, paralytic.
5. Retain Current Power. If B Template, choose instead.
6. Retain Current Power. If D Template, choose instead.

Apotheosis: The Psion gains the ability to contact anyone else who has ever achieved this particular Apotheosis via Telepathy regardless of distance. This lasts until they achieve another Apotheosis, but does not remove them from the list of people who can be contacted this way. This works even after the Psion dies.

Domination
The Psion conceptualizes their powers as a sign of their special destiny and unique superiority to other people around them. This isn't actually true, but it's easy to think that when you can set people on fire with your mind. -1 to all Reaction rolls but +1 to Hireling Loyalty per Wild Talent slot.

Starting Skill: Theatre.
Starting Equipment: Pauldroned cloak, sinister mask, manifesto.

1. ID Injection. Understood as manipulating naive fools.
2. Sense Thoughts. Understood as being a super genius.
3. Pyrokinesis. Understood as punishing their inferiors.
4. Mind Blade. Understood as an agonizing symbol of might.
5. Retain Current Power. If B Template, choose instead.
6. Retain Current Power. If D Template, choose instead.

Apotheosis: The Psion may force one intelligent being that they can see to save or swap bodies with the Psion. This effect is permanent, even after the Apotheosis state ends. The Psion can do this only once per Apotheosis.

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Powers

Id Injection - The Psion chooses an emotion that they have felt strongly in the past week and injects it into the mind of someone within 10 feet. They must Save or experience the emotion just as strongly as the Psion did at the heights of their emotion. If the Psion was still feeling the chosen emotion when using this power, they immediately enter into a state of profound calm and peace.

Iron Body - Whenever the Psion would fail a Save or be made to roll for Death and Dismemberment, they may choose to use this power to ignore whatever harm just befell them and become immune to equal or lesser dangers of the same general type for the rest of the duration. For example, a Psion could use this to cross a wall of fire and then be able to walk on hot coals right after.

Levitation - Any number of creatures or objects within a 10 foot radius cylinder float into the air at a maximum rate of 10 feet per round. The Psion can make objects float upward or downward, rotate around the axis of the cylinder or move inward or outward from the center, but all objects must undergo the same operation at the same time. This can do up to 2d6 damage via battery with debris and potentially more if used to create a cunning trap. The Psion cannot move objects more than 30' away from themself.

Mind Blade - The Psion manifests a glowing energy blade in their hands. It does 1d6 damage to anyone it hits and counts as magic for interacting with ghosts and the like. This weapon cannot kill and does not leave physical wounds on those struck by it. Instead, those defeated by it are left unconscious and without any clear memories of the entire period that the blade existed.

Pyrokinesis - The Psion sets one thing on fire with their mind. This does 2d6 damage immediately, and then normal on fire damage from that point on. As long as the Psion can see the fire they lit and has this power active, the fire cannot be extinguished. The Psion is immune to all flames created via pyrokinesis while this power is active, even those generated by other Psions.

Sense Attention - The Psion senses everyone that can directly sense them in the exact moment they use this power. They learn how many such creatures there are, where they are located, how they can sense the Psion and what their intentions are toward the Psion, if any. For the remaining duration, the Psion can tell whether each creature caught in the initial snapshot can still sense them, but not the other, more detailed information.

Sense Danger - The Psion knows if an action has the potential to cause them immediate harm (ie. before the end of their turn) and what the nature of that harm would be. It does not reveal the cause and effect relationship between the action and the harm. This power only provides one warning per turn, so no playing hot or cold with the GM, unless you spend a turn for each question.

Sense Emotions
- The Psion chooses an emotion and learns both the most recent and most powerful occasion where that emotion was felt at the current location. They receive the reasons for both emotional imprints, all jumbled up together unless both are the same occasion. For the remaining duration, the Psion gets a one word summary of the emotional state of anyone they encounter.

Sense Thoughts - The Psion chooses a general topic. If anyone within 100' is thinking about that topic, the Psion receives a mental impression of that person and whether they have broadly positive, negative or neutral feelings about the topic. Knowing what a creature is thinking in detail requires laying both hands on the creature's head (or equivalent) and is very obvious.

Telekinesis - The Psion manifests the psychic equivalent of two giant-sized hands, which they can use to manipulate objects or people in their environment. Treat these hands as if they each have Ogre-equivalent strength and grappling abilities. The hands act at the start of the Psion's next turn and have what they are about to do clearly telegraphed by the Psion visibly miming it.

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.

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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.

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