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

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] Make Necromancy Evil Again!

Make Necromancy Evil Again! A pamphlet with the scowling face of a lich on the front, decrying the hypocrisy of so-called 'necromantic e...