Showing posts with label class. Show all posts
Showing posts with label class. Show all posts

Wednesday, September 3, 2025

[GLÅUGUST] Genie

Written or the GLÅUGUST 2025 "Paladin of an unorthodox Law" challenge.

Genie

+1 Power per template
A. Genie, Wishes, Benefactor.
Δ. Morality

Genie: You are a Genie born of smokeless fire, with all that that entails. You can look however you want to look as long as you remain recognizable as a Genie. You are not subject to old age, disease, gravity, shame or the court system. If you would ever be subjected to Death or Dismemberment, you instead become a cloud of gas for ten minutes. During this vulnerable period you can be imprisoned indefinitely inside any air-tight hollow container. 

Wishes: If someone frees you from captivity, you owe them three Wishes, to be granted manually. If someone asks for a palace, you have to go find the bricks and mortar them together by hand. If someone asks for love, you have to play wing man and get the couple together somehow. If the person freeing you was the one who trapped you, you owe them a gruesome and ironic death.

Power: At each Genie template, gain one class ability from any level of any class that the GM agrees could exist in the campaign setting. If the ability scales with templates, you get the D Template version. If it builds on a prior abilities, you get those too. If you have any pending Wishes, you may only use these Powers to grant the Wishes owed to your current benefactor. 

Benefactor: You start the game trapped inside an air-tight, Genie-proof container. The party starts the game with a level zero hireling who is holding that container. You, the player, are obliged to pretend that the hireling is your real character for as long as possible. Any XP you gain prior to the big reveal is doubled and goes to the Genie, not the hireling.

Morality: If you ever find yourself free and with no pending Wishes left to grant, roll 1d6 + [templates] to determine your Genie Morality. On a 3-4, you are an Evil Genie and must cause as much pain and suffering as you can while you remain unbound. On a 5+, you are a Good Genie and are obliged to be kind and polite and pious, but also to not cause too much of a big fuss. Neither outcome is compatible with remaining playable beyond the rest of the current adventure.

The player does not get to know which kind of Genie they are playing until it comes up, but 'pretending to be the opposite kind of Genie' is a common Genie ruse. Either to get people's guards down (Evil) or as a test (Good). Be as scary and ambiguous as you like.

Sunday, August 31, 2025

[GLoW] Artificer

Our final class for this round of posts is the Artificer, the setting's wizard equivalent. It draws heavily from Loch Eil's Wonder-Worker. Included are four Lores (wizard school equivalents).

Artificer

Start with three Devices.
+1 Power Cell per template.
A: Lore, Wonders
B: Personal Style
C: Census
D: Wisdom
ς: Apprentice
Δ: Reactor

Lore: Choose between the Lore of Carbon, the Lore of Silicon, the Lore of Beams and the Lore of the Vat. You start with Secret Zero of your Lore and roll 1d6 at each template (including the first) for an extra Secret known.  Should you roll one you already possess, choose which Secret you uncover. This is the only way to access the Eighth and higher Device of your Lore. 

Power Cells: Each Lore has its own specific technique for recharging spent Power Cells. If used to provide charge, assume an Artificer can generate [templates] d6s of charge per day.

Wonders
: To create a Wonder of the World Before, combine a Device of your Lore with a Source, then draw on any number of Power Cells. Roll 1d6 per Cell, depleting it on a 4-6. If doubles are rolled, something goes awry with your creation - the Mishap Entity for your Lore comes to stalk you. If triples are rolled, several of your Mishap Entity appear. They create a local calamity as the Device used is destroyed by the chaos. Lose [highest] Loyalty if you don't fix the problem.

Personal Style: Choose one positive and one negative trait from the scrap modifications table. When modifying items with scrap, you may use one of these traits in place of the corresponding trait provided by the scrap. You may also modify Devices, giving them +2 to [sum] if Enhanced.

Census: If you become Chief, you may conduct a census to obtain an accurate account of exactly how many people of which sexes, ages, professions and levels your Tribe possesses. This will be resisted by ancient custom, as if you are successful in the attempt, you gain the Secret of Tribes, which can be used to focus one of your Devices upon your entire Tribe simultaneously.

Wisdom: Once per day, after seeing the roll for a Wonder, you may decide to be more cautious and withdraw one Power Cell from the result. Resolve the rest as if you never drew on that Cell. 

Apprentice: When recruiting tribal hirelings, you may recruit an Apprentice if you do not already have one. They have one Power Cell of their own and will use any Sources or Cells you provide, but only comprehend Device Zero from your Lore. Your apprentice(s) can pool their Power Cells together with you to work greater Wonders and, if you are Chief, with each other.

Reactor: If you build a machine made from scrap with one of each positive trait, you can use it to synthesize new Devices. Research costs 20 Cells of power, generated by the method your Lore normally recharges Power Cells. Tell the GM what you wish to synthesize and what you intend for it to do. They will reveal what needs to go into the Reactor to create a Device like that.


Lore of Carbon
The Black Jungle strangling the Green Earth.
Favoured Devices: Sprayer & Motor.
Recharge Method: Fuel. Pour a unit into the cell and wait ten minutes.
Secrets:
0. Flame
1. Vine
2. Fuel
3. Smoke
4. Asphalt
5. Plastics
6. Oxygen
7. Diamond
8. Monowire
9. Growth

Mishap: Blackcorm blossoms. HD = [dice]. Your Lore has stolen its nano-technological secrets. It will swallow everything around it with carbon vines and boiling asphalt if allowed to grow unchecked. This was one of the Four Disasters which brought an end to the World Before.

Lore of Silicon
That which served the Law in the World Before.
Favoured Devices: Scanner & Remote.
Recharge Method: Nuclear. Every 24 hours, no matter what you do to it.
Secrets:
0. Shock
1. Wheel
2. Doors
3. Wires
4. Joint
5. Metal
6. Sensor
7. Robot
8. Magnet
9. Crime

Mishap: An alarm sounds. A police drone (HD = [dice]) is sent to detain you. It does not know that the offices of the Old Law stand empty and that no human officer will ever come to retrieve you. Fight it or flee. This was one of the Four Disasters which brought an end to the World Before.

Lore of Beams
The Bridge of Light that now lies sundered.
Favoured Devices: Ray & PPE.
Recharge Method: Solar. 4 hours of direct sunlight or 8 of partial sun.
Secrets:
0. Freeze
1. Light
2. Mirror
3. Fear
4. Silence
5. Gravity
6. Force
7. Thought
8. Stasis
9. Ghost

Mishap: A shadow stalks. A beam shadow (HD = [dice]) emerges from the now sundered wreckage of the Twelfth Satellite to torment your Tribe. This was once a living person, interrupted mid-transmission. This was one of the Four Disasters which brought an end to the World Before.

Lore of the Vat
The Birthing Tube of the World Yet to Be.
Favoured Devices: Repellent & Patch.
Recharge Method: Metabolic. Eat an extra ration per cell when resting.
Secrets:
0. Acid
1. Cattle
2. Sleep
3. Insect
4. Corpse
5. Birds
6. Slime
7. Mutant
8. Beast
9. Clone

Mishap
: The plague returns. Your tribe contracts a disease (HD = [dice]) spawned by your reckless biological experimentation. You must find a cure or succumb to cancer, boils, fever or dehydration. This was one of the Four Disasters which brought an end to the World Before.

List of Devices:
1. Blaster: [sum] damage from/to [word] at 100ft. range. Save negates.
2. Shield: A 20ft radius dome blocks out [word] for [highest] rounds.
3. Scanner: Produce a readout about the status of [word] in the hex.
4. Sprayer: Coats a 20' cone with [word]-related fluid. Save to avoid.
5. Screen: Hide yourself from [word] OR hide [word] from Mishap Beings.
6. Extractor: Draw concentrated [word]-based chemicals out of [word].
7. PPE: Become highly resistant or immune to [word] for [sum] minutes.
8. Remote: Give a one word command to [word] to obey for [sum] rounds.
9. Ray: Fires a '[word] Ray' out to 100ft. Effect based. Save negates.
10. Repellent: All [word] within a 20ft radius must Save or be repelled.
11. Beacon: Attracts [word] or [word]-related beings to your location.
12. Patch: Repair [dice] injuries done by or to [word]. Set HP to [sum].
13. Tracker: Locate the [sum] nearest [word] and where they're moving.
14. Hologram: Create a convincing illusion of [word] for [sum] seconds.
15. Motor: Create [dice] [word] powered vehicles that run for 24 hours.
16. Assembler: Puts together up to [dice] slots of [word]-related goods.
17. Injector: Inject a serum granting [word] powers for [highest] hours.
18. Scope: Make [highest] exact measurements of [word] or related thing.
19. Tools: Grants Skill with the next [highest] tasks relating to [word].
20. Orb: A floating orb of [word] that follows you for [sum] minutes.

[GLoW] Resources, Scrap & the Astrologer

The prior post talked a great deal about scrap as a mechanic. Here's the rules for that and a class (the Astrologer) who uses them just as extensively, if not more so. But first, let's talk resources:

Resources
Whenever the Party raids an enemy camp, or goes hunting or trades with a random merchant caravan, you can roll on the resource table below for what is available. Roll 1d6+1 for Humans, 1d3 for Beasts, 1d3+2 for Robots and 2d4 for Trade. If particularly wealthy, roll multiple times.

  1.  Butchery - Roll 2d6 x3. Choose which is hides / bones / raw meat.
  2.  Rations - 3d6 food. Cooked (Humans) or interrupted meal (Beasts).
  3.  Loot - One object (Humans), body part (Beasts) or Device (Robot).
  4.  Scrap - One piece of scrap, taken from their advanced technology.
  5.  Salvage - 2d6 chunks of advanced materials, for mundane crafting.
  6.  Recruit - One member their band as a hireling, until you go home.
  7.  Answers - They agree to answer any questions as well as they can.
  8.  Caravan - Shift a stat by a step as long as the trade deal lasts.

Hides, bone, meat and food can be used for anything the tribe needs those resources for. Loot gives +1 Loyalty when brought back to camp. Scrap is semi-functional technology from the World Before, discussed below. Salvage is stuff like worked metal, plastic, glass and the like. Recruits can also represent hostages taken to ensure good behavior. Caravans are deals to exchange something (roll 1d6+1) for something else (roll 1d6+1) and modify the Tribe's attributes for as long as the exchange continues. Which stat it is depends on the merchant's stats relative to the Tribe.

Scrap
To generate a piece of scrap, roll 2d6 for the positive trait and 2d6 for the negative trait:

Roll Positive Trait Negative Trait
2 Shock: Shocks or Resists Shock. Faulty: Shocks if you fail a Save.
3 Freeze: Freezes or Resists Cold. Min. Temp. Must stay warm to work.
4 Fitted. Enhanced, but... Custom. Only works for one person.
5 Concealed. Robots do not see this. Contraband. Robots hate this item.
6 Powered. Enhanced, but... Power Hog. Requires (more) charge to use.
7 Combined. Two items in one. Bulk. Takes an extra inventory slot.
8 Diesel. Enhanced, but... Fuel Hog. Requires (more) fuel to use.
9 Prestigious. +2 Loyalty if worn. Sacred. Must be treated as Sacred.
10 Precision. Enhanced, but... Delicate. Only works while at max HP.
11 Flaming. Burns or resists Heat. Max Temp. Must be kept cool to work.
12 Acidic. Corrodes or resists Acid. Toxic. Leaks toxins if you fail a Save.

If you roll the same number for both traits, you may choose which to reroll. They can't match.

Anyone can spend an hour with a piece of scrap and a mundane item to make a modified version of that item. It gains both of the indicated traits. "Enhanced, but..." means that the item gets a general benefit (weapons get +2 damage, light armour becomes scrap armour, other stuff gets a GM-negotiated benefit) as long as the negative trait for the same number is met.

And now, for the class:


Astronomer


Start with the chrome robes of your Order and a radio.
+1 Radio per template.
A: Sacred Order
B: Speaker
C: Go Rogue
D: Wrath
ς: Corvee
Δ: Grand Debate

Sacred Order: You are a servant of the Sky Gods, ancient relics built by  the World Before which speak even now to those with the means to listen. This gives you a reputation as a learned sage. It is a grave taboo to harm you without cause. Human foes lose Loyalty equal to the damage they cause you. This protection is lost if you openly display greater loyalty to your Tribe than to your Order and against those who you attacked without cause.

Radio: You can build and maintain one radio per template in this class. A radio treated as a Sacred item does not count against the limit. Each radio can be used to speak with other radios in the same hex (even ones built by someone else) or to listen in on other radio conversations. Your Order uses radios to spread important news, keep ancient traditions alive and provide help to those threatened by famine, disease or other natural disasters.

Speaker: You are initiated in the deeper secrets of the Sky Gods. You may erect a Tower from three pieces of scrap in any hex that is not already adjacent to a Tower. This conduit to the Sky Gods attunes you to the Frequencies indicated by the three scrap used in its construction:

Roll Frequency
2 SigNet: Allows you to listen in on the secret whispers between robots.
3 Weather: Listen in as the Sky Gods forecast weather for the next week.
4 Encryption. Can use a radio to transmit selectively in adjacent hexes.
5 Archives. Reveals the adjacent hexes as they were in the World Before.
6 Broadcast. Can transmit messages to radio towers within a dozen hexes.
7 Forum. Talk to those attuned to this Frequency regardless of distance.
8 Announcer. Can loudly shout messages to everything in the current hex
9 Musical. +[templates] Loyalty while the Tower is fully maintained.
10 Witness. Gives a star's eye view of adjacent hexes, blocked by clouds
11 Firewatch. Reveals heat map of adjacent hexes: crowds and open flames.
12 Bug Calls. Allows you to listen in on the radiopathy of giant insects.

Go Rogue: It is contrary to the teachings of your Order to interfere in tribal politics. Lose the benefits and drawbacks of Sacred Order if you ever become Chief of your tribe. If you choose to disseminate the secrets of your Order throughout your tribe, they gain access to the Frequencies, but you will an enemy of the Order forever more. Expect robed assassins.

Wrath: Once ever, you may speak the wrathful incantation of the Sky Gods - 'Kinetic Kill Satellite' - to utterly destroy a foe. Your target must be stationary, no taller than the tallest Tower you've ever built and clearly visible to the daytime sky. Everyone knows the most puissant of Astrologers can do this, but also that they will never do so frivolously or very often.

Corvee: When recruiting tribal hirelings, you may instead send a hireling you could have recruited off to serve your Order. They will be put to work on infrastructure projects or send to provide aid to other tribes in need. This costs as much Loyalty as recruiting them would have, but provides you with three Resources (roll 2d4 x3) instead of a hireling. They return after a year. If you are Rogue, roll you can send people out to engage in banditry (roll 1d6+1 x3) to similar net effect. 

Grand Debate: Your Order is headed by the Council of Eleven, each a mighty Astrologer of proven loyalty and merit. When a member of the Council dies, a Grand Debate is held to determine their replacement. If you triumph over all others, you ascend to the Council. You may engage in politics without being declared Rogue and may countermand the Word of Wrath against targets you can see. Sharing the Frequencies gets you banned from the Grand Debate.

[GLoW] Knights and Raiders

In this post, we're looking at the two Fighter-esque classes in GLoW, the Knight and the Raider.

Knight

Start with your Panoply and a Squire.
+3 Mettle per template.
A: Panoply
B: Bastion
C: Recognition
D: +1 Attack per Turn
ς: Squire
Δ: Tyrant

Panoply: You are trained in the use of an ancient suit of battle armour. It is three meters tall, takes ten minutes to don or doff and requires a suit of special clothing (as hide armour outside the suit) to connect yourself. Your Panoply grants you Skill in every feat of Strength or Swiftness while you wear it and is further modified by three pieces of scrap at any given time: one modifying your under suit, the second your wielded weapon(s) and the third any one item you might mount outside the Panoply. You can use this third item as if you were holding it with both your hands.

Mettle: If you would take damage while inside your Panoply, you may negate the damage by reducing its Mettle by one per damage die. You may repair up to a third of your Mettle by expending a scrap and an hour's labour. Doing so replaces one random piece of scrap used by your Panoply with the scrap spent. You can pay any fuel or charge costs at the same time.

Bastion: If someone on the far side of you is attacked with a gun or other ranged weapon, you may interpose yourself. Save or compare the attack roll against your Defense as is appropriate to the attack. Gain one Loyalty per damage die if you do this for a tribal hireling.

Recognition: You may lawfully become Chief. For every power of ten people who recognize the legitimacy of your rule (1, 10, 100, 1000, 10k, 100k), there is a 1 in 6 chance that electronic locks recognize your legitimacy as a leader and grant you access even without an appropriate card.

Squire: When recruiting tribal hirelings, you may recruit a Squire if you have a scrap and do not already have a Squire. They are a Knight in training with a lesser copy of your Panoply providing three Mettle. Their under suit is modified by the scrap used, just like your own. Fully restoring your Squire's Mettle means replacing that scrap. If you are Chief, your Squire is promoted to be your Lieutenant and does not cost Loyalty to recruit. Hirelings only get Mettle if given a scrap.

Tyrant: You do not need to wait until your C template to contest the Chief for their position if you do so from within your Panoply. Ignore the usual method for becoming Chief - you splatter the old Chief into paste and make everyone listen to you by force. This applies a -10 penalty to Loyalty, reduced by 5 per template until it goes away at Knight C. If Loyalty is negative, you cannot safely leave camp (or your mech suit) and must play as your Lieutenant for any scene outside of camp. 

Mechanics Notes: Negating all damage from an attack is a powerful ability. But scrap is fairly expensive, as will be established in the Astrologer post later on. Especially if you have a really nice one you want to keep. It's also possible that the Knight will step on the awful starting Chief within minutes of starting a campaign. Let them do that. It'll be funny. 



Raider


Start with your scrap gun.
+1 Inventory Slot per template
A: Scrap Gun, Honour
B: Notches
C: War Chief
D: Both Barrels
ς: Aspirants
Δ: Warrior Bond

Scrap Gun: To be acknowledged as a Raider, you must build a scrap gun from a melee weapon and a piece of scrap, both of which must be taken in battle. This takes an evening of work and basic tools, but the result is a Sacred two-handed hybrid between a double-barrel shotgun and the melee weapon trophy, modified by the positive/negative traits of the scrap. A scrap gun does 2d6 damage in a 30' line (save for half) using shot, 2d6 at 100' range (save negates) using slug or 1d6+Str if used as a melee weapon. Reloading takes ten minutes. Firing alerts the whole hex. As with all firearms, enemies get +4 on Saves if they are in cover when they get shot at.

Honour: So long as you maintain your honor, you can bear two Sacred items at once, as long as one (and only one) of them is a scrap gun. Letting your scrap gun be lost or stolen is a breach of your honor, as is letting anyone insult you. You may reclaim your Honor by slaying everyone who shamed you and then openly carrying your (recovered, if necessary) scrap gun for a week.

Notches: Track kills based on Reaction Type. Whenever you gain a new power of ten notches (1, 10, 100, 1000), you deal +1 Damage and +1 Save vs that Type. You are always disfavoured by the Type you have the greatest number of notches for. This only effects you, not the whole party.

War Chief: Raiders may only become Chief in times of war. If your tribe is not already at war, you must pick someone to go to war with when becoming Chief. You must step down when the war ends. While Chief, the whole tribe has the Notches effects for whatever Type you have the most Notches for. You are encouraged to pick a fight with that specific kind of enemy.

Both Barrels: You may attack with your scrap gun in both player initiative phases. If your turn is in Fast, this means shooting in Slow and vice versa. This effectively gives you an extra attack.

Aspirants: When recruiting tribal hirelings, you may choose to recruit an aspiring Raider instead of an ordinary hireling. They cost no Loyalty to recruit, but are motivated primarily by the desire to win battle trophies. They never agree to avoid potential combats where trophies might be won.

Warrior Bond: It is possible for two Raiders to exchange guns. If you offer this to someone and they accept, you form an unbreakable warrior bond. You can never be compelled by any rule of the game to harm or betray them. You are also legally married. If they refuse or ever marry another, your honour demands that you kill them. (But remember the first half of this ability.)

Mechanics Notes: Established Raiders do a LOT of damage, averaging 2d6+6 with their scrap gun against most enemies (enhanced gun and +2 from notches for two reaction types) and only slightly less in melee. This is countered by the fact that big singular monsters tend to have Mettle (ala the Knight) and that crowds have Loyalty instead of Hit Points, so they scatter instead of dying. Still, try to have intelligent enemies stay in cover after they hear the first shot go off.

[GLoW] Mutants and Outcasts

Our first two GLoW classes are the Mutant and the Outcast.

Mutant
Start with two random Mutations.
+1 to Saves vs Mutation per template.
A: Phenotype, Empathy
B: Rejuvenate
C: Fellowship
D: Sacrament 
ς: Kindred
Δ: Speciation

Phenotype: On gaining this template, contemplate your starting mutations and devise a broad 'theme' which unites them into a coherent self-concept. If a mutation rolled is incompatible with your phenotype, refluff it (if possible) to match, reroll it up to twice (if not) or fail to mutate. Good theme ideas include kinds of animals, body parts and onomatopoeia words.

Empathy: Creatures who have been exposed to the same mutagenic source as you treat reactions of 'Contempt' as 'Pity' instead. You can communicate basic concepts to such creatures even without the use of a shared language.

Rejuvenate: If exposure to a mutagenic source would cause you to lose one of your on-Phenotype mutations, do not mutate. Instead heal back to full hit points and remove one scar, disease or long term injury of your choice. This can revive you if done within one hour per template of your death.

Fellowship
: While you are Chief, all mutants consider your tribe to be kin to them, even if they come from a hostile tribe or are a wild mutant beast. This doesn't change Reaction rolls directly, but does change what Reaction rolls mean in context: If they hold you in contempt, they will have the contempt of a disapproving aunt, not that of a slave raider. If they have love you, they will love you like a long lost sibling.

Sacrament: If you spend one hour with a source of mutation, you may prepare a Sacred drink which will mutate anyone exposed to it as if exposed to that source, but with a bonus or penalty (your choice) equal to your class bonus on the Save to mutate beneficially. As always, a creature can only mutate once from a given mutagenic source. Up to a dozen can share this drink.

Kindred: When recruiting tribal hirelings, roll on your mutation slots. If a mutation is rolled, available hirelings share in that mutation. New mutations count as loot for Loyalty purposes.

Speciation: Once you have all six mutation slots filled with positive and on-theme mutations, you may swap Phenotype for this ability. Gain 10 HP and choose one of your mutations. It does not occupy a mutation slot. Your descendants and any tribal hirelings you recruit all share this mutation. You lose the hit points from this ability if you lack the chosen mutation.

Mechanics Notes: I intend to come up with a mutation list of my own, but for now just roll with whatever giant mutation chart you currently use. Different mutation sources should use different charts, or different subsets of the same chart. (50+1d10 on a d100 chart, for example). The Mutant is a very diplomatic figure in the Wasteland - they know how to get along with those who are very different from themselves. Which brings us to...

Outcast

Start with a ranged weapon or three thrown weapons.
+2 HP per template
A: Unique, Disreputable
B: Trickery
C: Culture Hero
D: Deadly
ς: New Ways
Δ: Connection

Unique: Choose one of Physique, Technology or Culture independently of your tribe. Determine the success or failure of skill checks, your combat stats and relevant reactions to you independently from the rest of the tribe.

Disreputable: If you offend an NPC and the rest of the tribe disavows your behavior as not representative of the tribe, there is a 3-in-6 chance the NPC accepts this excuse. +1-in-6 for each punishment they seem to have you suffer You cannot recruit tribal hirelings or become the Chief.

Trickery: If you do something that doesn't deal damage, you can act in Fast even when you failed an Initiative roll. If you make an attack in Slow and take no damage this round, you always hit.

Culture Hero: The tribe has come to recognize your value. You may become Chief and/or recruit tribal hirelings normally. While you are Chief, you may permit any one tribal hireling to benefit from your Trickery ability (including Deadly) in your place. Declare who gets it in the Slow phase.

Deadly: If you do not move on your turn, do +1d6 damage with your weapons. While using Trickery to attack in Slow, increase this to +2d6 damage.

New Ways: When recruiting tribal hirelings, you may recruit an outcast who shares your Unique attribute in place of the tribe's traditional set. All hirelings you recruit are Disreputable sorts who the tribe might disavow, even if they're traditionalists.

Connection: If you encounter a lone creature which exactly matches your Unique attribute, a spark of connection forms. You may communicate even if you do not share a language. It will not necessarily like you (roll Reaction as normal) but it will never try to kill you unless you try first. 

Mechanics Notes: Unique is surprisingly strong, for all that it's a mixed bag of an ability. Often, just one person succeeding on an attribute test or reaction roll is enough to get what the Party wants. Remember that guns don't use attacks rolls, so they don't benefit from Trickery.

Friday, August 9, 2024

[GLOG] Chain Binder

Chain Binder

Starting Equipment: ceremonial silver collar, one sanctified tool, hard hat, work clothes and an incomplete work order

Starting Skill: 1} Construction, 2) Labour Relations or 3) Siege Engineering

+1 Sanctified Tool per Template
A. Chained, Work Orders
B. Commune
C. Sanctified
D. Apprentices
Δ. Demon, Double Devil

Chained: You have a ceremonial silver collar around your neck, attached to twenty feet of incorporeal and invisible silver chain. This chain attaches to a similarly incorporeal and invisible Mockery Devil. The Devil has twenty strength, can grasp both corporeal and incorporeal things and can perfectly mimic any action you mime it doing. The Devil is smarter than you are but otherwise has the statistics of a big gorilla.

The Devil is bound. It may only take actions that you mime it doing. These happen right before the start of your next turn. If you mime the Devil picking something up, it will pick it up and move it around however you mime it moving it. If you punch someone, the Devil will punch that person too (for 2d6+Str), if they haven't moved out of the way by the start of your next turn. The Devil may not do anything that you cannot mime it doing.

Work Orders: Officially, you are supposed to be supervising your Devil as it serves mankind via manual labour. The Devil is strong and cannot be crushed by falling blocks of marble, so it makes sense (according to the Church) to make it do heavy lifting on construction sites and dig irrigation canals and so forth. As part of its binding, your Devil is forbidden from wielding weapons and must get permission from the Church to carry tools.

If you visit any church you can ask for a list of nearby projects that your Devil could work on. You can also propose your own tasks, subject to the Church official agreeing that it sounds like a honest uplifting heavy labour for your Devil. They will take your current set of Sanctified Tools and issue you a set of replacements suited to whatever task(s) you agreed to make it perform. If you don't actually do the work you agreed to, you will get lectured the next time you visit that particular church.

The Church will not sanctify weapons for your Devil, but might be convinced to sanctify a big axe if you can convince them that you need to chop down big trees. Weapons do not increase the damage done by the Devil, but do let you wield a matching weapon and still have it copy you. The Church can re-summon your devil if it gets banished, but not if it escapes. You will get lectured if you let your Devil get banished without a very good excuse.

Commune: You have learned how to let your Devil speak. This is not strictly sanctioned, so you shouldn't do it in front of priests you don't trust. It turns out that Mockery Devils are good listeners, but get bored of being used as arcane construction equipment. Your Devil speaks three languages you don't and can tell you about things it sees, including magic, holiness and invisible things. As the name suggests, Mockery Devils can perfectly mimic any voice they have ever heard.

Sanctified: You have seen the tool sanctification ritual enough times that you know all the words. You can de-sanctify one item in order to re-sanctify another item in an hour long ritual, whenever you want. If you are not a priest, this is extremely illegal. Even if you are a priest, you're really not supposed to be approving your own requests like this. But you could do it

If you got a good look at the ritual for Devil summoning, you could figure out how to do that too. It wouldn't even have to be a Mockery Devil, necessarily, if you learn the True Name for something else.

Unrelatedly, you learn that sanctified adamantine can break incorporeal Devil chains and that you are expressly forbidden from ever sanctifying anything made of adamantine. But again, it's not like the Church could stop you, if you keep it secret.

Apprentices: If you have not been ex-communicated from the Church by this point, you will be sent 1d4 apprentices each season until you have as many apprentices as you have levels. Half of them are bright-eyed and naive acolytes while the other half are seasoned construction workers. You are expected to serve as a good role model to them and not get them killed. You can nominate one of them to take your place if you die, immediately promoting them to being a 2nd level Chain Binder and your new player character.

If you HAVE been ex-communicated, you still get a similar number of naive acolytes and seasoned construction workers following you around, but its less of an apprenticeship and more of a 'Rogue Demon Cult' according to official sources. The robes are different. You can still nominate one of them to inherit your Demon and/or kidnapped loyalist Devil, with the usual benefits.

Demon: Gain this template if you break your Devil's chains but it stays loyal to you instead of running off back to either Hell or snitching on you to Church. Your Devil (now a Demon) can move as far away from you as it wants and still mimic you perfectly. But you are also going to get excommunicated the second anyone finds out that you've done this, with hunters sent to arrest you both.

If it turns out that your Devil is a loyalist and was just trying to bait you into sinning in order to test your faith, you still get the benefits of this template. The Devil has to mimic your actions, regardless of what it thinks of you. But the vibes are very different. You still get hunted by the Church over it.

Double Devil: Gain this template if you acquire a second Mockery Devil somehow. You now have an extra Devil. It also mimics every action you mime, but against a different target. You can keep getting this template if you keep getting more Mockery Devils, but eventually the Church is going to start asking some pointed questions about how this keeps happening and when you plan on returning them. Assuming you haven't already been excommunicated.

Friday, July 19, 2024

[GLOG] Druid

Druid
Starting Equipment: Spear, sharp rock, tanned animal hide bag. Pick a specific beast for the animal hide to be from.

+1 Stealth at every level
A: The Movement, Mimicry
B: The Stillness
C: The Wounding
D: The Feast

The Movement
You count as a wild beast and not as a sapient being for magical purposes. While unobserved by sapient beings and while touching a piece taken from a wild beast, you may assume the shape of that beast. You can switch which wild beast you are once per round. Wounds persist between forms, translating arm to wing, foot to paw. If you ever use symbolic language, lose this ability until you sleep and wake up.

Mimicry
You can perfectly copy the sounds of any natural thing. The closest this can come to language is laughter, screaming and a sort of babble that convincingly sounds like language, but conveys no deeper meaning. You must attempt the noises out of character when using this ability.

The Stillness
While touching an unworked inanimate object that is larger than you are, you may become part of that object. This lasts until you move. Creatures who are not aware of you will only notice it, not you, unless they touch the object you are being a part of. You do not feel hunger, thirst, fatigue, cold or illness as an object. You can communicate with anyone who is part of the same object, regardless of distance, using Mimicry. Rivers count as inanimate objects, but they are easy for your quarry to accidentally touch.

The Wounding
If you injure a someone with the intent to kill them, they count as a wild beast rather than as a sapient being until the wound heals or you abandon your hunt. If you abandon your hunt, you lose this ability until you sleep and wake up. If you wound someone like this and they do not use symbolic language until the wound naturally heals, and you hunt them for the entire time, they can take a level in druid without needing to be raised from birth without language or going through any other initiation rites.

The Feast
If you eat every piece of a wild beast, you may permanently assume its form. You never turn back, even if observed, but you can turn into any prior form using The Movement even if no part of it remains to touch. While using The Stillness, you can move as much as you want, as long as you remain in contact with the object. If you use this ability on another druid who also has this ability, you learn everything that druid ever knew and obtain all prior forms they ever possessed.

Saturday, June 1, 2024

[GLOG] Cleric

A: Piety, Smite
B: Miracles
C: Command
D: Doctrine

Piety: Choose a number from 1 to 6 for your Piety. You cannot roll less than 3 + Piety on reaction rolls from people who hold your deity in high regard. Whenever you would violate a precept of your god, there is a Piety in six chance that you cannot bring yourself to do so. This applies even if you are tricked or coerced. If magic is involved, you instantly shake it off. If you successfully break a precept, reduce your Piety by one. This CAN go negative, if you keep breaking precepts.

Smite: If you see a creature violate one of your god's precepts, you get +1 to damage on your next successful attack against it per precept violated. This applies at most once per encounter with the creature.

Miracles: Rather than casting spells, Clerics perform miracles. They get one Miracle Die per precept of their god that they have put effort into advancing since their last miracle, up to a maximum of one less than their Cleric templates. Doubles and higher do not cause mishaps or Dooms; instead any witnesses can choose to set their Piety (or obtain a Piety) stat equal to the number rolled. If a Cleric of a rival god does this, they convert and use your God's miracles and precepts. Miracle Dice otherwise work exactly like Magic Dice do.

Command: When you recruit hirelings, you can always find ones that share your faith and are willing to accept half wages on that basis. They have a Piety equal to half your own, rounded up. If an action would break a precept, roll once for everyone and reduce their Piety if anyone breaks a precept. If this drops their Piety drops to zero, they start demanding full pay.

Doctrine: Make up two rules. They can be whatever you want. These count as precepts for you and anyone you cause to gain Piety. Hirelings obtained via Command will believe that these are exactly as important as the other precepts of your faith and you can get Miracle Dice for following these made up rules. These rules only take effect once you make a big public speech proclaiming their importance.

Each god has four basic precepts and grants their cleric three unique miracles. For example:

Zeus Precepts:
1. Uphold Hospitality.
2. Punish Oath Breakers.
3. Defend Holy Places.
4. Get Zeus Laid.

Zeus Miracles:
1. Thunderbolt.
2. Polymorph.
3. Divine Might.

Lolth Precepts:
1. Obey Powerful Women.
2. Recruit Servants.
3. Betray Weaklings.
4. Hurt Non-Drow.

Lolth Miracles:
1. Enthrall.
2. Darkfire.
3. Summon Spider.

Face-Biter Mike Precepts:
1. Bring Mike Loot.
2. Kill Mike's Rivals.
3. Simplify Matters.
4. Don't Give Up.

Face-Biter Mike Miracles:
1. Ice Breath.
2. Divine Might.
3. Contact Dragon.

Sunday, May 26, 2024

[GLOG] Camera Wizard

Perk: You have a magic camera with unlimited film, which you use to store spells in place of a spellbook. Getting a new camera costs as much as getting a new spellbook. If you expose the negatives inside the camera to bright lights, they crumble into dust.

Drawback: Even numbered spells below require you to take a photograph as you cast them. If your reflection is in the shot, you accidentally target yourself instead of whatever you intended to target with the spell.

Cantrips

-With ten minutes in a dark room and 1 silver in chemicals, you can develop a negative inside your camera into a glossy full color photograph.
-You can force everyone within line of sight to repeat a single word of your choice. It's the same word every time. 'Cheese' is traditional.
-You can make your eyes glow red at will. This will scare the shit out of most normal people the first time they see you do it.

Spells
 1. Conjure Pinhole
 2. Capture Spirit
 3. Illusion
 4. Flash
 5. Develop
 6. Fatal Frame
 7. Freeze Frame
 8. Capture Person
 9. Animate Portrait
10. Revision
11. Soul Gallery
12. Capture Scene

Conjure Pinhole - Opens a magical pinhole onto the far side of a wall (or other surface). It's too small to look through, but an image of whatever is on the brighter side will be projected (upside down and reversed) onto the opposing wall (or other surface) on the darker side. Lasts [sum] minutes. Not visible on the brighter side.

Capture Spirit - Photograph an immaterial being with fewer than [sum] hit points remaining, trapping them inside your camera. You can only trap one being per camera, but developing the film transfers the subject into the photograph instead. Breaking the camera or the photo releases them. Works on ghosts, illusions, air elementals and demons but not reflections.

Illusion - Pull an illusory copy of something out of developed photograph of that thing. It looks, sounds and behaves exactly as it did in real life, but is an intangible illusion that only lasts for [sum] minutes.

Flash - Creates a blinding flash. Anyone caught in it must Save vs. being blind for [sum] rounds. If Sum > 12, the duration is instead permanent. Photographs taken this way will show invisible things as if they were visible and magical things with a glowing aura.

Develop - Instantly develop up to [sum] photographs (spending the silver required for supplies in the process) while also creating a big billowing plume of purple smoke around yourself, 10 x [dice] feet in diameter. The smoke lasts an hour if not blown away first.

Fatal Frame - Does [sum] damage to a single target, no save. If you kill them, their soul gets trapped in your camera as per Capture Spirit. They cannot move on to the afterlife until you release them. This doesn't work on things that are already dead or were never alive to begin with.

Freeze Frame - Forces up to [sum] targets to smile and hold their current poses for [highest]+[dice] rounds. Ends immediately for everyone if anything not frozen enters the shot or if anyone frozen takes damage.

Capture Person - Target photographed disappears into your camera for [highest]+[dice] rounds. A successful Save allows the target to escape being photographed entirely. If you develop the film afterward, it will produce an animated (but inaudible) photograph of the subject.

Animate Portrait - An image of a creature comes to life for [sum] minutes and can be spoken to. Paintings and murals know what the artist knew of the subject, while photographs know what the subject knew of themselves. Either kind of portrait knows about things that happened directly in front of it. The portrait is only as cooperative as the original creature would be.

Revision - The photograph taken while casting this spell can be shaken up to [dice] times in order to revert everything caught in the shot back to its position (though not condition) as of the time the shot was taken. Anything that wasn't present gets flung out of frame to make room.

Soul Gallery - You join together up to [dice] photographs into a gallery which captures your innermost essence. Whenever you would be harmed in ways that would be visible in a photograph, you can transfer the harm to the photograph in the gallery instead. Keep track of these, because if you ever remove a picture from the gallery, you suffer any harm it is storing for you. You can cast this spell again to add more pictures, but only up to a maximum number equal to your [dice].

Capture Scene - Everything in the shot is sucked up into the camera, leaving behind a permanent cloud of opaque purple smoke where the scenery used to be. Living things can choose to go with the captured scenery (ending up in a pocket dimension within the camera) or to remain where they are (ending up in a smoke-filled crater where the scenery used to be). Breaking the camera or a printed photograph of the scene releases the trapped scene and everything inside of it. With a good view, this can steal miles.

Mishaps
1. MD only return to you pool on a 1-2 for 24 hours.
2. Take 1d6 damage.
3. Random mutation for 1d6 rounds, then Save. Permanent if you fail.
4. Jam. Can't cast spells or take photographs for 1d6 rounds.
5. Backfire. Blinded for 1d6 rounds.
6. Film unspools from camera. Save or be entangled.

Dooms
1. Your reflection begins to silently conspire against you. It will hold up photographs and gesture to your enemies in order to do you harm.
2. Your reflection gains the ability to speak and move freely between mirrors. It will seek out your enemies and conspire with them.
3. Your reflection gains the ability to cast magic like you do. It seeks you out for a final confrontation, aiming to banish you into the mirror.

You may avert this Doom by finding a way to destroy your reflection before it can destroy you, or by hiding in a place without reflective surfaces.

[GLoG] Villain

Villain A. Mien, Means (1-3) B. Lair, Means (4-5) C. Menace, Means (6) D. Tempestuous Mien : Assign one of the following to 1-3, one to 4-5 ...