Wednesday, May 22, 2019

GLOG Class: Thief

You grew up lacking something. Parents, a home, a conscience, something to do, restraint. Any or all of those.

There’s no hole inside you. And even if there were, you’ve filled it with excitement.

Right?

Mathieu Latour-Duhaime

GLOG Class: Thief

A:The Heist*, Hidden Pockets, Fast Hands (Syndicate vs. Freelancer)^
B: Eye for Detail, Wall Crawling**, Unlabeled Package*
C: Tricky**, Scrounge**
D: Great Escape*, Opportunist*

* are sourced from Skerples’s Thief.
** are sourced from Type1Ninja’s Thief.
^ not core feature but discussed below the core features.

The Heist is the core of your being, the thrill of the hunt. Once per adventure or dungeon or campaign arc, you can gain 10% bonus XP for any one valuable item you personally stole. It has to pass through your hands, or you have to be the one masterminding the theft. Unguarded or abandoned treasure does not count (unless there are traps). For example, a gem worth 1,000gp would give you 100 extra XP. If the bonus XP would cause you to gain a level, you instead gain the exact amount needed to gain the level.

You’ve got Hidden Pockets on your person. You can mark a number of items equal to your Thief templates hidden. Unless your apparel, body, and armor is very thoroughly searched, these items won’t be found. The items hidden must be small enough to fit in your mouth.

Your Fast Hands help keep you alive. You gain an extra Fast inventory slot for each Thief template you have.

Your Eye for Detail helps you find things others overlook. You can spot additional details when searching or peeking or gain insight into the meaning of a detail.

Wall Crawling is a necessary habit. You climb just as well without climbing gear as with it, and if a climb would be impossible using gear, you can roll anyway.

In town, you may spend any amount of money to buy an Unlabeled Package. When the package is unwrapped, you declare what it contains, as long as the contents comprise the appropriate number of Inventory Slots, don’t cost more than you originally paid, and are available in town. You can put multiple items inside a large Unlabeled Package, including smaller Unlabeled Packages. You can have no more than two Unlabeled Packages at a time.

You’re a Tricky combatant, as such, you roll with advantage when attempting Stunts.

Scrounge for useful things. Once per session, when you dig through trash or refuse, you can get an item rolled on the starting item table.

Once per day, you can automatically pull off a Great Escape from something that is restraining you and that you could plausibly escape from. This includes grapples, lynchings, and awkward social situations, but not sealed coffins or forcecages.

Be an Opportunist! Take advantage of situational bonuses to (surprise, elevation, etc) to deal an additional +1d6 damage on a nonmagical attack, provided you hit.

Syndicates versus Freelancers:
I didn’t include this in the core thief but I do think it’s an important part of thievery, and I’ll be using it in my own personal game.

Syndicated thieves enjoy a certain amount of protection, patronage, and equipment in exchange for 30-60% of their earnings per month. These rates can be negotiated, of course. Syndicates also act as contractors for thievery and similar endeavors, providing a somewhat steady source of employment and fences for objects. If a thief is caught or seen, a syndicate can bribe officers, eliminate witnesses, extract thieves, destroy records, or other such things. This aid depends on how much the thief pays the syndicate and how useful the syndicate perceives the thief to be. Some jobs are smokework, and if a thief gets caught on a smokework job, they’re expected to off themselves or be eliminated.

Freelancing thieves enjoy none of these benefits but keep 100% of their earnings. They can potentially build their own network or even their own syndicate but must be wary of competition from other syndicates or thieves. If a freelancer is attracting contracts away from syndicates, they may face recruitment offers, have an assassin sent after them, or have a bounty put on their head.

Basically, it’s a safety net versus faster leveling. The existence of syndicates also depends on the level of civilization in your setting, too.

Design Notes:
Well, I don’t believe in class triads. I do believe in the importance of sneaky stealy classes though. The feature that aggrieves me the most is Eye for Detail.
I struggled between giving thieves a Second Chance to see things or disarm traps or more information via Eye for Detail. I opted for more information but that means something else important: if the thief gets more information, they have an edge. This is right and good. Fighters get more attacks, wizards get more spells that summon killer ramen.
However, I don’t think thieves shouldn’t have a monopoly on information. All the clues necessary to solve the puzzle (including traps and maybe negotiations) need to be available to a party regardless of the number of thieves or quality of thieves the party has. I’m not going to lock information behind a successful roll if the party has been scouting/researching appropriately.
What is the utility of Eye for Detail, then, if all the information should be theoretically present to a party of veterans or druids?
Well, I see two options. The first is additional details that aren’t necessary to solve the puzzle/trap/social interaction but provide additional context. The second is an understanding of what the details mean. I’m sure there are other ways to use this, and I hope your thieves discover more ways.
This class will have some cross-pollination with the Assassin and possibly the Inquisitor. All three (Thief, Assassin, Inquisitor) do rely on a certain amount of subterfuge to accomplish their goals. Those goals will likely be very different, though.
This class will be a part of Who Fights Monsters, my in progress GLOG hack.

Sunday, May 19, 2019

And If You Think They Pay Students To Do This You'd Be Wrong

"Wizard schools are hotbeds of hobbies injurious to humanoid health, souls, and minds. And that's not even including the annual Flavortown cookoff, sponsored by the Monster Menu-All, your guide to underground edibles."

 - Asmodeus's Guide to Higher Education

"There must be a way to channel the energies of students into more productive, cooperative, and less rowdy disciplines. Wizard duels are too tightly regulated and boring for these new generations, what with these illegal seconds, thirds, fourths, and contingency spells."

- An excerpt from a memo High Magi Acererak wrote to the Hon. Smaug regarding wizardly spats

From the undoubtedly imbalanced minds of the Oblidisideryptch and the Velexiraptor (whose teams can be found here):

FIREBALL
A game of skill, luck, and informed cheating

Do you wish to contest this ruling, mortal?

Fireball is played between 2 teams of 4 players. At least one player on each team must be able to cast Fireball (or an equivalent spell that creates a ball of fire), and every team member must be able to interact with Fireballs in a way besides becoming seriously injured by them.

The game has 4 15-minute halves, separated by short rests for players to recover HP, strenuous abilities, and dunk their heads in Wyvernade.

A Fireball pitch is just long enough for long-ranged spells (like, for instance, Fireball) to make it halfway (~200', or 60 metres); a goalpost is located at each end.

Teams get one point for each Fireball spell that hits the opponent's goalpost; if it volleys off of 2 or more players besides the caster, it counts for 3 points instead.

There's a laundry list of what counts as a fireball, what counts as a player, what's allowed re. magic items, extradimensional interference, necromancy, time travel, etc. These (and other) rules are enforced by three referees, all loaded up with powerful movement, divination, and abjuration spells.

Gameplay Rules:
Player locations are demarcated by which Zone they're in. You're either on Home Side, Midfield, Away Side, or in Home/Away Goal (only one player is allowed to be seen in each goal at all times)

Home Goal | Home Field | Midfield | Away Field | Away Goal

At the beginning of the quarter, fill a bag with chits, one per player. Teams can set up their players anywhere from Midfield to their own Goal. Determine starting player by drawing from bag (without replacement). On a player's turn, they can move one zone and take one other action (casting a spell, punching someone, trash-talking...). If you move into a zone with an opponent in it, you may move to Cover them, so you can more easily Intercept their spells. If you move while Covered, whoever is Covering you can opposed DEX test to move with you and keep Covering you. If you move while undefended, anyone in the same zone can make a DEX test to catch up with you. If they do, they can Cover you.

To throw a Fireball (or another similar spell), make an INT or DEX test. Fireballs can go up to one zone away. Anyone in the same zone as the caster can try to Intercept by beating your INT/DEX test result with another INT/DEX test; if they succeed at Intercepting, initiative moves to them and they can interact with the Fireball; if multiple players try to Intercept then the highest roll wins. Anyone Covering the caster gets to Intercept as well, and goes first no matter what if they succeed.

If you can handle a Fireball with your bare hands (with a Shape/Control Fire spell, or by being magically fireproof), you can carry Fireballs while moving and hand them off to other players. Only players covering you or your target can try to Intercept the handoff.

If the Fireball makes it to its target:
    Target is an undefended goal: Score points equal to the Fireball's (dice)! If the Fireball volleyed off of at least 2 Intercepting players, it counts for double points.
    Target is a defended goal: Goalie makes a INT/DEX save to Intercept
    Target is an undefended player: The Fireball passes to the target, who now gets to act
    Target is a defended player: Everyone involved makes a INT/DEX test; whoever wins gets to Intercept   

When multiple Fireballs are in play, resolve them from closest to the Away Goal to closest to the Home Goal (this is Home Field Advantage)

If there are no Fireballs in play, next player is determined by drawing a chit; once the bag is empty, the Quarter ends.

The National Conclave for Arcane Athletics (NCAA)

8 of the 16 NCAA teams follow below.

The Balthifore Oracles:
Balthifore will have an excellent sense of timing. Infrastructure upgrades, downsizing before recessions, and generous college programs for obscure fields that suddenly become hotbeds of innovation and wizardly startups has propelled Balthifore University into generous budget surpluses that are quickly allocated towards fruitful initiatives...most of the time. To prevent massive prosecution over potentially illegal foreknowledge, the university also pours large sums of money into stupid and wasteful projects. Like the ongoing construction of the world’s largest Fireball stadium. Every year, a phase is finished, and the inauguration of the new construction phase takes place the next day. The current “stadium” is capable of hosting 4 simultaneous Fireball games and has been the seat of the last 2 finals. Despite their obvious prescient advantage, the Oracles only perform slightly above average...though their team steadily increases in quality from year to year.

Star Player: Pythia Alexandris, an international student famed for her stunning ability to be in the right place at the right time, especially if a game is on the line.

Special Techniques: The players have an eerie sense of coordination, dodging push-foiling maneuvers and adapting to new strategies with disconcerting speed. However, their audacious stratagems occasionally crater at just the wrong moment. At any given time, an Oracle can reroll any Int or Dex test with advantage or disadvantage. However, every time they use this ability, their opponent gains one use as well.

Home Field: The fields are well pruned and maintained, with no exceptional features save one. The massive projecting screen displaying the game has, without fail, displayed 5 random seconds of the upcoming game 5 minutes before the game begins. Attempts to thwart the projected 5 seconds from coming true have resulted in multiple freak coincidences creating the exact events projected.


The B. Smith Undergraduate College For Indigenous Education Thunderbirds:
The BSUCFIET - or “BS U” - to its students - has had a long and controversial history stemming from its establishment on a native burial ground and the culture of nepotism and racism among the college’s traditional administrators, the Smith family. Despite projecting a reputation as an institution where indigenous traditions were studied and preserved orally and in literature, the programs undertaken by faculty have often been deleterious to the cultures they wished to examine, in some cases benefiting companies seeking to profit off of natural resources held by said cultures. Tensions came to a head in the massive student riots 25 years ago that culminated in the college’s current president and deans being held hostage by students. The standoff with local law enforcement has continued since then, and with large numbers of faculty quitting, classes and facilities have become increasingly student and graduate managed. Despite these difficulties, the college has experienced a windfall in investments ever since indigenous representatives gained a majority seat on the college council, leading to a renaissance in cultural studies and overall education with enough money left to field a proper Fireball team.

Star Player: Quanah Parker, the son of a graduate student and a faculty member. Quanah demonstrates a devastating aptitude for weather magic, and frequently uses high pressure lashes of water to his advantage.

Special Techniques: The Thunderbirds have the power of flight, which they use sparingly as it tends to produce undirected discharges of lightning. A Thunderbird can potentially fly over an opposing player, but when they touch the ground again, they discharge a lightning bolt at a random player (Dex test to avoid) that deals 1 dice of damage for every zone traveled in the air.

Home Field: The field’s location is on a desecrated re-consecrated burial ground with massive sinkholes interspersed between stretches of tall, charred plains grass. The Thunderbird itself sleeps in the field’s’ cavernous holes, and occasionally emerges to conjure a torrential rainstorm over a player or a massive team-shifting gust of wind. The field itself harbors an animosity towards visitor teams, and usually curses one or two players before a match’s conclusion.


The Vigilaincie Beholders:
The Vigilaincie Institute of Opthamology is a small, private college seemingly unsuited to support a powerhouse Fireball team. Despite their lack of a home stadium, the Beholders possess unique abilites which gives them a strong edge to any unprepared teams. The players begin the match completely blindfolded, and communicate through a series of whistling and clicking noises of unnatural tone. When they take off the blindfolds, though, their terrifying power becomes clear. The Eyes of the Beholders possess many strange magical abilities maintained through visual acuity - if they can see a target, it can be affected. These powers are usually replicated in lesser form by fans for goofy effects and staring contests during matches.

Star Player: Ghuanadar Eyries, a humanoid of unknown ethnicity. Rumors that Ghuanadar’s entire body is covered in eyes beneath their black jumpsuit are entirely unsubstantiated.

Special Techniques: The Beholders each possess one team eye power - an antimagic stare - and one individual eye power and can “see” up to 2 zones away while blindfolded. When their non-antimagic eye is exposed, they can manifest powers ranging from petrification effects to walls of turf.

Home Field: None. However, the team lugs along large mirror apparatus that they often set up on the field and use to get the drop on players out of their visual range.

The Minneennim Twinned:
Minneennim University is a beacon for studies covering the broad spectrum of visible and invisible effusive radiations. As such, their Fireball team is composed of the most maddening illusionists they can find. The Twinned specialize in infuriating illusions of themselves, fireballs, and opposing players, often allowing for shenanigans right under the referee’s eyes and false “goals” that send the tally-devils into a frothing frenzy. Often, opposing teams will try to sneak in specially enchanted headwear to filter out the false cards.

Star Player: Hannah Tibbit, a graduate student with a penchant for camouflaging herself or enemy players to match their current background. Is suspected to conjure an illusory duplicate while impersonating a referee during home games. Such flagrant violations remain unproven.

Special Techniques: Illusions of fireballs, players, and medusae. Lots of them. Teams usually employ special tics during games to differentiate themselves from their illusory duplicates.

Home Field: The stadium is regular. The field is a box coated with one-way mirrored glass with two holes for exit and egress and mirrored geometric shapes sprinkled through the field. Snowblind glasses are a must for watching or playing a Twinned match.


The [] Mimics:
[] University is the premiere institution for the fine arts of acting and character impersonation with an impressive graduate espionage program. The University takes on the name of whatever team it’s due to play in it’s next Fireball match, leading to no end of legal confusion and temporary differentiated postage until the match is resolved. The players, consequently, are drawn from other teams. I mean, they impersonate players from other teams.

Star Player: Whatever player is popular at the moment, until the winds of change blow.

Special Techniques: Randomly determine team composition based on all sanctioned Fireball teams except the R’yleh [REDACTED] and whatever the opposing team is. Players may make an Int test to impersonate objects like fireballs and goalposts. Impersonating referees is strictly prohibited.

Home Field: The game takes place inside a large, open air wax museum of famous people and famous university graduates wearing Fireball equipment and magically animated to perform simple, harmless, random gestures. The wax will reform slowly if melted. It’s tradition for the Mimics to impersonate 4 random wax figures that are removed from the stadium as the game starts.


The Steer City Beastmasters:
Steer City University boasts one of the largest arcane animal husbandry programs in the world which spans hybridization, bringing extinct ancestors back, researching common arcane ancestry, and unique veterinary certifications. Their players are often talented students who’ve bred and bonded with archetypical beasties - one per player - that accompany them in matches.

Star Player: Bevonia Langhawrne, scion of a long line of ranchers who successfully bred a displacer beast with a cow, creating a 2000-pound beef behemoth named Vobe with fireproofed horns who’s always in a more inconvenient place than his position would suggest.

Special Techniques: The Beastmasters often bring dangerous animal companions onto the field. Pseudohydras and pseudochimeras are quite popular choices for matches, as the hybrid creatures incorporate classical abilities of many other monsters.

Home Field: The stadium is a squat concrete block stained and scarred by many monster emissions over the years. It features lots of hay bales and tasty treats for hungry beasts that will hopefully prove more appetizing than enemy players.


The Paracelsian Primordials
Paracelsus University is an old, renowned center of elemental studies with Colleges of Earth, Wind, Fire, Water, Metal, Wood, Void, Light, etc…..and the hotly contested Heart. The yearly team tends to be composed of leading students from randomly selected colleges. Inter-college rivalries between elements often flare up during matches, resulting in many widespread expulsions of fans from games over the years. Famously, the 5th final ever played didn’t have a winner because several feuding faculty, with the assistance of students, summoned multiple elemental apocalypses on the playing field at the same time. After decades of magical rehabilitation, the stadium was declared “fit to use pending terms and conditions and signing of a release of liability agreement”.

Star Player: Hawea Kekoa, a burly undergrad with many animated tattoos. He carries around a fireproofed surfboard that he always seems to find a use for, whether to swat fireballs or surf crowds.

Special Techniques:
Pyromancers: Can cast a 2 MD fireball with one dice and bend the path of fireballs.
Aeromancers: Can fly and suck the wind from opponents.
Hydromancers: Can extinguish or repel players with water.
Vaccuumancers: Can attract opponents or fireballs into gaping voids torn in reality.
Luxomancers: Can create blinding flashes of light and make hardlight implements.
Timbremancers: Can warp greenery into weapons or fashion lethal plants.
Empathomancers: Can cause opponents to feel the pain they inflict.
There’s an infinite number of mancers!

Home Field: A cracked, pitted wasteland of charred earth, rivers of lava, acid, and molten metal, occasional patches of greenery, and several named geysers that erupt in sync with the small volcano in the middle of the field.


The Lost Angels Radiance:
The Radiant Word Seminary was a small theology college until the Fall of Notre Dame. Surviving faculty and students took refuge in this college, leading several unsuccessful crusades until formally christening the Radiant Word as their new home. With the endorsement of leading clerics and paladins, the Seminary has become a thriving force of light opposite the blackened, crumbling spires of Notre Damned. Their rivalry is one of the most intense in the league. It’s rare a Radiance/Balors game goes by without at least half of each team carried off the field.

Star Player: Joan d’Arch, a living saint dedicated to an eternal crusade against the forces of Go’al. She leads a team of devoted paladins, each ready to martyr themselves to win against the forces of darkness.

Special Techniques: The Radiance are masters of banishment and containment of eldritch and demonic forces alike and possess massive staying power as each player knows how to heal.

Home Field: A consecrated, polished slab of white marble, where harmful enchantments are punished by angelic smites.

Write your own conferences! We'll play some games someday.

Friday, April 5, 2019

GLOG Parasite Challenge: Vine Servant

Normally I’d start with some vague, punchy blurb about DEATH and POWER but this class is not about death and power.

This class is about love, friendship, and caring. Also smells. Good smells.

You’ve found a special rose! It loves you so much that it’s growing with you and you can carry it forever and ever. It tells you about all the wonderful things there are to see and all the stupendous people there are to hug and share stories with!

Vadim Romanov

People will love you anywhere you go because you smell good! Share the smells with people to make them happy. This is a sad, sad world we live in, and people need to be cheered up! If you come across a violent person, you can touch them with your rose friend, and rose friend will drain all the anger out of them and put them to sleep.

Rose friend can also drain jealousy, envy, and all the other frets and worries people carry with them. Make friends! Help them calm down! Grab things with rose friend! Share good smells!

Other parasite submissions!
BioconBody KingCuckoo FolkEater of TonguesHydrargentKlyntarMother of OskMycorrhizanPARASITEParasite BrainSpellbugTemporal ParadoxUmbrant

This challenge brought to you by Micah of Nuclear Haruspex!
GLOG Class: Vine Servant

A: Blossoms, Happy, Parasite Die
B: Vine
C: Pigment Shift
D: Heartwood

You gain +1 HP for every Vine Servant template you have. Whenever an effect asks for your number of templates, use the number of Vine Servant templates you have.

Your Parasite Die controls the effectiveness and intensity of your powers. It starts as a d20. When you use your powers that tell you to roll your PD, roll it, and consult the Manifestation Table. Whenever you roll a 1 on your PD, it decreases by one dice size. (d20-d12-d8-d6-d4).
When your PD becomes a 1d4 and you roll a 1, your Parasite consumes your mortal shell and enters its final form in a glorious transformation. You die horribly.
Even if you never use your powers, you still must roll your PD once a week to see if it decreases in size.

Manifestation Table (roll the appropriate dice)

  1. Apotheosis. You choose the desired effect which doubles in intensity and take 1 damage. Your PD decreases by one step.
  2. Two effects. One that you want, another of the DM’s choice.
  3. Roll two effects on the appropriate feature table and pick one.
  4. Some other randomly rolled effect from another feature triggers.
  5. An effect of your choice. 
  6. The DM chooses what effect triggers.
  7. You choose the effect, but it’s inverted if possible (you don’t know it’ll be inverted).
  8. Roll on the appropriate feature table and apply the effect.
  9. You have -2 to your next Save.
  10. An effect of your choice triggers.
  11. Next time you take damage, you double it.
  12. An effect of your choice triggers but it’s half as powerful.
  13. Nothing.
  14. The effect is determined randomly and inverted if possible.
  15. Nothing.
  16. Nothing.
  17. You take 1 damage for every time you’ve rolled on this table today.
  18. Nothing.
  19. Nothing.
  20. Save or gain a plant based mutation of the DM’s choice.

You can sprout gorgeous Blossoms from your body and pick them. When you do so, roll your PD on the Manifestation Table and then consult the Blossom Table if necessary. The effects of any Blossom last for [template] minutes, after which they become a normal, if beautiful, rose. The range of all Blossom effects is equal to [template] x 5’, centered on the rose. You are immune to your own Blossoms, and you can only use each Blossom once a day.

Blossom Table (roll 1d6 if you must)

  1. Yellow Rose. Creatures must Save or be overcome with an overwhelming reproductive impulse.
  2. Red Rose. Creatures must Save or have their emotions amplified dramatically.
  3. White Rose. Creatures must Save or take damage equal to the half the damage they’ve inflicted in the last minute.
  4. Lavender Rose. Creatures must Save or have their movement and actions cut in half. 
  5. Pink Rose. Creatures must Save or forget the last minute.
  6. Black Rose. The first creature to fail its Save against this rose dies if its [HD] < [templates]. The black rose dissolves immediately after it kills a creature.

You’re a Happy person! You rationalize all the horrible things you do to others quite easily and have a [template] bonus to Saves against mental trauma or realizing what you’ve become. If you ever fail a Save of that nature, though, the effects are twice as bad.

Hoang Lap

Your rose sprouts a small Vine from a location of your choice. This vine has a length equal to [template] x 5’ and deals 1d4 damage if used as a weapon. If the vine is cut, you lose 1 HP for every 5 feet lost; the vine regrows 1’ a day. It can carry an object that weighs [template] pounds or less and support up to your weight. You can only use each Vine effect once a day.

Vine Table (Roll 1d4 if you must)

  1. Drain. A creature within the reach of your vine must Save or lose [template] HP. You gain the HP it lost. Any excess provides a bonus to your next Save equal to the excess HP gained.
  2. Transfer. You may lose up to a maximum of [template] x 2 HP to give that HP to a creature within the reach of your vine.*
  3. Shred. The next [template] attacks you make with the vine have their damage dice increased by one step.
  4. Extract. A creature within the reach of your vine must Save or you extract a fluid of your choice (poison, urine, etc) from it. You can store a bit of this substance inside yourself for [template] days, after which you suffer its effects unless you discharge it. You may discharge a stored fluid into another creature or a container. Unwilling creatures get a Save to avoid this.*

*if a creature is affected by this ability, it must Save or be infected by a Mictla Rose seedling. If it fails, its next template must be a Vine Servant.

Your rose can Pigment Shift your skin once per day. If you move slowly, the color of your exposed skin blends in perfectly with the background for [template] minutes.

Your tender flesh is partially replaced with Heartwood, and you reduce all bludgeoning/slashing damage by 3.

When the rose consumes and subverts your fleshy shell, you root to available dirt at the earliest opportunity and become a huge, carnivorous rosebush that seeks edible meat. Possibly your companions.

Sebastian Montecinos

Design Notes
: Holy hell is this class mechanically complicated for a GLOG class. I have absolutely no idea how balanced this is or how well it’d play at the table. I didn’t have time, but I think I’m going to retrofit this class into a more encompassing Parasite class later with that delicious decreasing dice mechanic.

The biggest hangup is the Parasite Dice. I've tried to balance it, but I simply have no idea how well it will work. I can estimate math (if you count nothing as a bad effect, 12/20 or 60% of the time a d20 will crap out on you); I still have no idea how long an infested PC will last. Assuming that a dice rolls perfectly randomly, a 1 on the d20 should crop up after 20 rolls? And then 12 rolls for a d12, 8 rolls for a d8, 6 rolls for a d6, and 4 rolls for a d4. So this class has around 40 rolls in it? 40 uses of your powers, count them carefully.

I considered condensing the Parasite Dice with a Blossoms/Vine table but I decided that if I want the PD model to be adaptable to different parasites I should leave them separate.

Speaking of the Blossoms/Vine tables, I'm worried about their usability. The first two dice steps (d20 and d12) grant the uncertain use of features, but d8 and under becomes increasingly reliable and predictable. Does this power scale well? Are the features strong enough to be useful but still potentially dangerous enough if triggered wrongly to prompt second thoughts about spamming them? These are questions I think only playtesting can answer.

By the time a Vine Servant's powers become super useful, using them too much can lead quickly to death. I think that tension will go a long way towards counterbalancing the pull of strengthened abilities but then some players just run characters into the ground. Forming an attachment to a PC with this infection is risky anyway. More than anyone else, Vine Servants are going to die. It's just a matter of time.

I think this class has some great tools but I'm worried about it outshining other classes at lower levels. If a player gets "lucky" and decreases their PD on the first couple rolls, then they can enjoy higher levels of power while the rest of the party has a limited repertoire.

I really like this class concept: a time bomb. Kind of like the Biocon. Like my favorite GLOG classes, you can access great power relatively easily, but using it will surely damn you. Your expiration date is just more sure than most.

Monday, April 1, 2019

GLOG Class: Really Bad Rabbit and G+ Eulogy/Break

Her companion lay asprawl on the grimed stone, limbs slack and head twitching as in sleep. As she approached, a small, writhing bundle of fur peeped out from the other side of his head, shaking and twisting with the rhythm of his neck.

No, his neck twisted with the furry thing.

No sooner had this correction flittered across her mind than a dainty white ear flopped out, and rotated towards her. She stopped, acutely aware of her chinking mail and her pattering heart. Another ear joined the first, and the bustling movement stopped.

A small face red as roses and slick as oil rose above her companion’s neck, with crimson beads languidly sliding down blood-thickened whiskers. Its teeth were drenched, but not enough to conceal the sickly yellow of their enamel or their absurd fanged enormity.

The eyes, though, yes, the eyes were the worst, she thought. No sclera, iris, or nictitating membrane, just an abyss of shifting, fluid red. And the pupils! Dull, white, sightless things, drooping carelessly to either side.

While its hindquarters tensed and its belly sank, she thought of a stray cat right before pouncing on a bird. How the cat’s eyes fixed steadily on its prey, mesmerizing it. How the bird shrieked before the cat casually slapped its head against the gutter stone!

The eyes, though, the eyes were certainly nothing like a cats. And the teeth sinking into her throat couldn’t have come from any feline either.

Oh yeah, April Fools. Here's my "funny" thing. Heheheheheh.

GLOG Class: Really Bad Rabbit


A: Just a (Killer) Rabbit, Hop, Carnivore
B: Arterial Spray, Bunny Nose
C: Dodge, Swirly Eyes
D: The Great Escape, Kits!

For every Really Bad Rabbit template you have, your bite increases by one dice size. Start with a d4.

You are Just a Rabbit. You are an exceptionally intelligent rabbit, able to count coins, find traps, and remember conversations, but you are still a rabbit. Algebra and writing are out of the question. Most creatures will underestimate you if they can’t see your crimson eyes or your huge goddamned fangs.
You can communicate with your fellow PC’s with body language and bunny squeaks and you understand the lingua franca of the setting. You also speak Lapin, the language of rabbits and hares. The only rabbits/hares you really get along with besides other killer rabbits are dire haremoths and jackalopes. Normal rabbits and hares will flee unless you really, truly pinky swear like you’re bestest friends promise not to eat them. (Eat them, and their children, and their parents, and their friends. Spatter them with the blood of their family! Coat their warren in blood!)
Your eyes are pure red with dull white pupils after you taste blood and your teeth are fangs. This is a significant tell that you’re not a regular rabbit. Also, you can detect killer rabbit lineage by scent, and may rarely encounter cousins.
Because you are a killer rabbit and therefore dangerous, you are illegal to own or transport (live) in civilized places. Your fur is worth 10 times as much as a regular rabbit fur. You may be hunted for your fur alone or to become an exotic pet of a foppish, spoilt noble.

Maks Copylove


Hop along like a demented pogo stick. Whatever a rabbit movement normally is, yours is twice as much and your leaps are thrice as long. You can leap backwards too.

You’re a Carnivore. Your best food is fresh, bloody meat. Cooked meat will do, but bloody meat is best. Vegetables and fruits do nothing for you, and carrots are poison. For every day you go without meat, you lose some movement and a hit point. If your stats ever reach those of a normal rabbit, you must Save every hour or kill the first meaty thing you see. When you drink blood, your eyes turn crimson and stay crimson until you’re hungry again.

Arterial Spray spurts from the necks of your victims. For every creature you kill in battle, you gain +2 HP and + move. This HP and move can exceed your normal maximum but goes away as soon as the blood on you dries or disappears. If a creature watching this has never seen a rabbit tear through necks and limbs like a demonic wood chipper or something equally traumatizing it must Save versus Fear.

Your Bunny Nose is adorable - when you want it to be. You can attempt to charm a creature that might like cute animals by spending a minute being petted and cooed at. This attempt fails automatically if your teeth are seen or if you have blood on you. If you attack a creature that is charmed by you, they must Save versus Charm or you crit them. The charm lasts 1 hour per RBR template you possess.

Dodging is second nature to you. Every round you don’t attack a creature that attacks you, you get +2 to AC/Defense rolls against its attacks and +1 to damage against that creature as you learn its attack pattern.

Your Swirly Eyes are mesmerizing. Once per day, you can force a creature making eye contact with you to Save or be paralyzed until they take damage, succeed on the Save, or somebody slaps them.

You have been summoned by the Council of Caerbannog to rescue another killer rabbit from the horrible state of pethood with a Great Escape. You have a week before the killer rabbit is defanged. If you fail, killer rabbits will shun you until you successfully rescue another. When you succeed, you may summon 1d4 killer rabbits once a year to aid you with a task.

Eventually, Nature digs her claws into you and commands you to have Kits! You must immediately seek out another rabbit and procreate once a month. Gestation for killer rabbits is one month.
If your mate is a regular rabbit, you have a 10% chance of bringing one killer rabbit into the world instead of regular kits. It ate all its siblings in the womb and starts with an extra hit point. (Female killer rabbits: eat your normal male mates after the act!)
If your mate is a killer rabbit or a jackalope, you instead bring 1d4 killer rabbits into the world. God help us all. Roll on the following tables for each killer kit you spawn.
If you have Kits and then die afterwards, you may immediately start play again as one of your children with your first RBR template.

Run away! RUN AWAY!

Kit Color: (1d50 or 1d100/2)

  1. Agouti: Bands of color occur on each hair in rabbits with aguit fur. The colors of these bands vary depending on the type of agouti coloration.​ Roll again twice, ignoring this result.
  2. Black: Dark black.
  3. Black otter: This pattern includes a black body with a lighter underside, hair may be orange tinted at the border of the black and lighter color.
  4. Blue: Medium or slate blue.
  5. Blue otter: Blue coat with fawn tipped guard hairs and fawn areas.
  6. Blue steel: Blue with silver or tan "ticking."
  7. Blue tortoiseshell: Blue and beige.
  8. Broken: This pattern can include rabbits that have white fur with any color patches or spots, with nose markings, colored ears, and/or eye circles.
  9. Brown-gray agouti: The individual hairs of this color of rabbit are blue at the base (closest to the skin) then medium tan, charcoal, and finally tan at the tip.
  10. Californian: White body with black on nose, ears, tail, and feet.
  11. Castor: This is a pattern that has brown fur over top, a slate blue undercoat, with orange or red in between.
  12. Chinchilla: Slate or black blended with pearl and black tipped guard hairs.
  13. Cinnamon: Rust or reddish-brown color.
  14. Chocolate: Deep dark brown color.
  15. Chocolate agouti: Bands of tan and chocolate with a chestnut tip.
  16. Chocolate chinchilla: Chocolate and pearl with chocolate tipped guard hairs.
  17. Chocolate steel: Chocolate with tan or silver ticking.
  18. Chocolate tortoiseshell: Creamy chocolate with fawn.
  19. Copper agouti: Bands of red/orange and dark slate with red at the tip of the hair ticked with black tipped guard hairs.
  20. Cream: Pinkish beige to almond color.
  21. Crimson: Blood red with white patterns on chest and face.
  22. Fawn: Straw color.
  23. Frosted pearl: Pearl with black, blue, chocolate or lilac shading.
  24. Gray: Three different colors of hair: black, black with tan tip, and black with a tan band, and slate undercolor.
  25. Light gray: Agouti with slate blue at the base of the hair, off-white in the middle, and light gray at the tip with black tipped guard hairs.
  26. Lilac: Pinkish pale gray.
  27. Lilac chinchilla: Lilac and pearl ticked with lilac tipped guard hairs.
  28. Lilac steel: Lilac with tan or silver ticking.
  29. Lilac tortoiseshell: Lilac and beige.
  30. Opal agouti: Slate blue at the base of hair then gold then a blue tip.
  31. Orange: Light to bright orange color.
  32. Pearl: Light creamy gray color.
  33. Pointed white: White with a black, blue, chocolate or lilac colored nose, ears, feet, and tail (like a classic Himalayan cat coloring).
  34. Red: Rich brown red color.
  35. Sable: Dark grayish brown color.
  36. Sable marten: Siamese sable coloring with silver-tipped guard hairs.
  37. Sable point: Cream body and sable on the nose, ears, feet and tail.
  38. Sandy: Reddish tan color.
  39. Seal: Dark (almost black) sable color.
  40. Self-group: Solid color in black, blue, lilac, blue-eyed white, and ruby-eyed white.
  41. Shaded group: Color transitions from dark to light (e.g. frosted pearl, sable, sable point, siamese sable, seal, tortoise).
  42. Silver or silver fox: Silver with white or white tipped hairs.
  43. Silver Marten: Black, blue, chocolate or lilac color with silver-white markings and silver-tipped guard hairs.
  44. Tan Pattern: Marks (not necessarily tan) on the nostrils, eye circles, jowls, inside ears, belly, inside leg, and underside of tail. Groups included marten and otter colorations.
  45. Ticking: Solid or tipped guard hairs different than the main coat color interspersed throughout the coat.
  46. Tortoise: Orange with black, blue, chocolate or lilac.
  47. Tortoiseshell: Orange or dark fawn and black.
  48. Town Watch: Grey with tan head and brown paws.
  49. Tri-colored: White with either black and orange, lavender blue and fawn, chocolate and orange, or gray and fawn colors.
  50. Violet: Deep mottled bluish-purple.

(I made up three of these colors. Guess which ones they are without searching.)

Kit Changes: (1d10) These changes are only hereditary if you breed with another killer rabbit with the same change.

  1. 1. Scrawny. -2 HP, +3 Move.
  2. 2. Plate Teeth. Can crush/shred an armor piece on max damage roll.
  3. 3. Claws. Gain small retractable claws that deal 1d4 damage and can help cling to objects like a cat.
  4. 4. Beefy. +2 HP, -1 AC.
  5. 5. Keen Ears. Better at hearing but Save versus loud noises (gunfire, etc) or take 1 nonlethal damage.
  6. 6. Keen Nose. Can track by scent but must Save versus hideous smells or be unable to smell for a day.
  7. 7. Smart. Can understand another language, read, and do simple math.
  8. 8. Pouch. Like a kangaroo. You can carry a few coins or a very small object.
  9. 9. Bunnicula. You can drain blood from a sleeping creature without waking it up to sustain yourself. This deals 1 damage and gives the creature -1 to Saves for the next day.
  10. 10. Roll twice on a Mutation table and pick one of your choice. Roll 4 times and choose two if you’ve eaten the brain of a magical creature. These mutations have a 50% chance of cropping up in descendants.



Design Notes:
Well, I wanted to do something goofy for April Fools and something to wrap up G+. Originally I planned on releasing my druid to mark the end of an era but work and procrastination prevented that.
I think the real strength of this class is in the descendants. After a couple generations of breeding and “bunny retirement”, a killer grandrabbit would be quite entertaining to play. Hell, roll on the table before you start if you like. I’m not too worried about killer rabbits overunning my campaign world because they are pruned/hunted for fur quite vigorously. Usually killer rabbits are lone, territorial creatures, but if you kill enough they will hunt you down in a pack of rustling, lithe, adorable fur and fangs. Your skull will be picked over and dragged back to the Council of Caerbannog’s Dread Warren.
This class has perhaps more “+1 to X” bonuses than I originally intended, but I tried to make those dynamic rather than passive. I find flat bonuses boring.  I'm trying to create a tension between Dodge and Arterial Spray so that each is advantageous at different times without having to resort to dice mechanics.
 My favorite part of this class is the hypnotizing bunny eyes and the charm. It just warms my rotted, stony heart thinking about charming the tyrant’s child and then ripping their throat out in front of their parents. Also gives the class RP/ambush tools so the killer rabbit can be a good infiltrator/spy. Basically, seduce children and then listen in to their parents. Have a kid snack, leave droppings everywhere, and report back to the party.
Why would a killer rabbit even adventure with the party? Well, the Really Good Dog is there as a companion. Why not a killer rabbit? Killer rabbits can form friendships with other PC's just like other animals can.

Future Thoughts
I'm going to be taking a month-long break from blogging. Finals and whatnot. Expect a slapdash parasite and then radio silence until the first week of May.

If you were never part of G+ you can skip this next part cause there's no game material.

Things Fall Apart...
To accompany this.

...which is the title of an excellent book by Chinua Achebe and the eventual fate of almost every TTRPG. How many campaigns get a bang instead of a whimper?

DISCLAIMER: ALL THE FOLLOWING IS FROM MY PERSPECTIVE WHICH IS GUARANTEED TO BE NOT QUITE RIGHT. I ONLY OFFER OPINION HERE. Also apologies if any of this is triggering. I'm recounting my own little story here and if you don't like thinking about past events on G+ please don't read this.

When I first started lurking (and started this blog), G+ was on a pretty steady roll. Zak S (rot his soul) was handily coordinating most of the OSR sphere and launching semiregular attacks on other people (most D&D and some conservative) he didn't like. Arnold K's posts were slowly but surely in decline. Patrick Stuart was releasing Maze of the Blue Medusa with Zak S to much acclaim and working on Veins of the Earth.

Arnold, Patrick, and Zak were how I measured the pulse of the OSR world, which was slowing on some fronts. Blogs were becoming slightly less active, some went dark. I shouted a few piddly things into the abyss. It seemed a stable place, if a slightly tense one. I didn't like the way Zak talked about people from the start.

2017 was a hell of a year. Throne of Salt and Coins and Scrolls began to rip their way through the blogosphere. I wrote what I consider my best post so far. It's about how druids will fuck you up from a distance. 

Then, something started to give. Zak and Paolo G had an argument which Zak refused to lose. Patrick got tired of moderating the personality clashes. Patrick severed his relationship with Zak. I wrote Patrick on G+ and it was whoooo boy. Wow. I was an awkward kid. 

In between the game posts, it seemed that something was building up...or not. Skerples and Patrick had a falling out of their own. Then, things settled down. I became busy with school and checked G+ once a month after one-offing a couple of wizards and not blogging.

Then things changed. Google announced the shutdown of G+ and moved the shutdown date up later. Gradually, as 2018 faded into 2019, people became aware that things were shutting down, the great circuits going quiet. Every time Google posted some info about the shutdown, there'd be a string of farewell posts. 

Despite that, though, the G+ community rallied. I think Jan 2019 up until the notification icon went away was the most active the community's been in years. That was awesome. Long post discussions, interesting ideas, and cool kickstarters. Silent Titans! Ultraviolet Grasslands!

Then, Mandy Morbid posted about Zak's history of abuse. And the sky fell. Other people - Patrick, Scrap Princess, Arnold, Skerples - said what needed to be said. Zak was denounced. I blocked him, left his Discord OSR for Chris M's OSR Discord, and felt happier. Mandy's post was an insight into the why and who of Zak, and I think the catharsis G+ finally needed. 

The poison has been purged. I wish that it were earlier, say true and say thankya, but the poison is purged. I have immense respect for Ms. Morbid and the others who told us the truth of Zak and I'm so sorry for their suffering. I wish them the best in recovering and living a full life.

After the notification icon died, G+ entered its twilight. The number of posts dropped dramatically. People started saying final goodbyes.

Tonight, I think, G+ ends. I will wake up tomorrow morning and attempt to open the app if it isn't already gone. When that fails, I will delete the app from my phone. And probably tear up.

The G+ community has been quite good to me. I will miss our tumultuous little corner of the internet. To everyone who isn't sure about Discord, I can vouch for the one I'm on. It's not nearly the same but it's quite nice. 

After I publish this post, I'm going to import my G+ data into MeWe, and preserve a bit of its glory. This will be my last Google Plus post. I may check and comment until I sleep, but this is it. 

To all the G+ers: Thank you!

Some specific goodbyes:

K Yani: I'm glad to be your friend. I look forwards to coming along wherever your journey takes you, and I encourage you to join us on MeWe. I think it most resembles G+.

Arnold K: Thanks for being my original inspiration. Please post more. That's kind of a shitty goodbye, but I really can't put it any better in complex words, and I feel like an ass when I try.

Patrick S: Keep doing your thing, man. Your weird, byzantine, esoteric thing. Can't wait for Silent Titans.

Ian Reilly: Thanks for being an early supporter of my chicken scratchings. 

To all those others: Long days and pleasant nights. I'll see you again. Please, add people to your blogrolls.

Friday, March 22, 2019

GLOG Class: Berzerker

Some people get angry. They cuss, swear, stamp around, and transition to sullen after a while. Every so often, they get extremely angry, and scream venom with tendons in their necks twisting like snakes.

You do not “get angry”. You will never “get angry”. The rage that occasionally bursts capillaries all over your body, bruises muscles, and leaves your vocal cords a sweltering, bloody mess is something older than anger. Like it, hate it, it lives within you. Most of the time, it leaves you alone. Every so often you erupt, and when you do, people and objects break.

You’ve found a way to call it or calm it. It’s a companion now, with no setting between asleep and ravening.

If you get hurt, it doesn’t matter how you feel. The dog’s been in his house some time now, and he wants to be LET OUT.

Song zhenyang

GLOG Class: Berzerker

A: +1 Rage Dice, Conduit, Notches, Rumble
B: +1 RD, Froth, Malaise
C: +1 RD, Mindless, Die Hard
D: +1 RD, Relentless

Thanks to the murderous Lexi for her gory editing!

Rage Dice are what power your murderous frenzies. They are d4’s. When you wish to rage you may roll Xd4 to enter a rage, which lasts for [sum] rounds. When you take damage and are not raging, you enter a rage with your remaining RD unless you Save versus Int with a penalty equal to your remaining RD.
Your rage grants you [dice] extra attacks per round and [sum] extra HP for the duration of the rage. You can try to end your rage early with a 1 in 4 chance. Any extra hit points over your HP maximum disappear when your rage ends. You take [dice] penalty to AC or your equivalent while raging.
While you rage, you can only take actions towards murdering things, and if your rage doesn’t expire, it lasts until all enemies are killed, subdued, or driven off. Spellcasting is possible but only for spells that deal damage, remove obstacles between you and enemies, or move you closer to enemies.
RD burn out on 3-4, doubles, triples, and quadruples, and return after a good night’s sleep.

Your Conduit is that which channels your rage. It can be a mantra, a tone, a torn portrait, a bell. Whatever it is, expressing and leashing (to an extent) your rage with this thing grants you a passive ability and an active ability to use while raging. When you use this active ability during your rage, it decreases the duration of your rage by [dice] rounds.
If your Conduit is broken or lost, you lose its active and passive benefits, Froth, and Malaise. You may acquire a new Conduit, but for each day you go without one, you get a -1 penalty to Int Saves not to enter rage upon taking damage or in stressful situations.

You gain Notches when you kill things 10, 20, 35, and 55 times with the same weapon.
10 times: +1 damage with that weapon
20 times: Expanded crit range (however you adjudicate that)
35 times: Passive weapon ability #1
55 times: Passive weapon ability #2

You may seek out fighters of especial puissance to Rumble with them, fighting one-on-one. For every opponent you defeat unaided with a number of class templates greater than or equal to yours, you gain +1 to damage against enemies with one armor type that was used in the Rumble.
Starting when you gain your 3rd Berzerker template, warriors with a number of templates equal to yours will seek you out as you travel to test their strength. If you beat challengers unaided, you gain +1 Defense against one weapon that was used.

Froths are special effects triggered by doubles and triples on your Rage Dice. When you enter a rage and roll doubles or triples, consult the relevant table, roll, and apply its effects for the duration of the rage. Each Froth triggers a Malaise, each action an opposing reaction. Froth and Malaise effects will not trigger if you're wearing armor.
If you roll quadruples (1% chance with 4d4), roll twice on the triples chart and apply both effects.

When you trigger Froth, you also trigger Malaise. After rolling Froth, check the appropriate Malaise table and suffer the effect which corresponds with the Froth.

Your rage is Mindless. You’re immune to magical effects that would affect your mind while raging, and if you’re affected by a spell against your will, the spell ends as soon as you enter rage.

You’ll Die Hard. You have 4 turns to heal Fatal Wounds instead of 3.

You are Relentless. When you’re raging and you kill a creature, roll a d4. Your rage extends for that many rounds. Additionally, if you drop to 0 HP while raging, you are able to keep raging and ignore the effects of Fatal Wounds as long as your rage lasts like the Black Knight from Monty Python. (You can still be killed from disintegration or beheading. Be reasonable.)
Keep track of your Fatal Wounds, though, because if you haven’t healed them before 4 rounds have passed, you’ll suffer their effects immediately after ending your rage, potentially dying on the spot.

Conduit: A Mirror Darkly

Somewhere, sometime, you collected a small hand mirror of unknown provenance. The handle and frame are stained silver, the mirror a bright slab of inky stone. There’s a gemstone setting without a stone on the handle’s end.
When you look in the mirror, you see yourself as you wish to be. Sometimes you see an older you with a gentle smile, surrounded by vague black silhouettes at a smoky table in a blurry room. Sometimes you see your torn, rough hands cradling a child.
Sometimes, you see a face torsioned by roiling muscle into a gaping rictus drenched in blood.

Passive benefit: The mirror provides you with flashes of what might be, augmenting your senses. You have a 2 in 4 chance to detect ambushes and similar surprises right before they happen.

Active benefit: For a round, your exposed skin becomes empty and reflective. Any hostile creatures who can see you must Save (creatures fighting you in melee automatically fail) or see visions of their most likely death, believe it to be possible, and react accordingly.

Doubles: (1d4)
Froth: When enemies damage you in a way that could break glass, everyone very close to you takes [dice] damage from small, shiny stone shards.
Malaise: Your flesh takes on the qualities of glass for [dice] hours.
Froth: You reflect light sources stronger than a torch painfully, forcing those looking at you to Save or be blinded for [dice] rounds as their eyes adjust.
Malaise: Every bit of your body reflects light powerfully for [dice] hours.
Froth: You can attack the reflections of enemies.
Malaise: You can only see the world reflected for [sum] hours.
Froth: You only become visible in reflected surfaces.
Malaise: You become a reflection for [dice] hours. You can still interact with creatures’ reflections and retain all your belongings, but upon your return to the real world you arrive naked unless you exit the mirrorworld where your belongings are.

Triples: (1d4)
Froth: Your reflection splits off from you and can attack and be attacked by enemies reflections as if it were you. It is unaffected by things that have no reflection.
Malaise: Your reflection stays enraged and murderous for [dice] hours. It’ll seek things to kill.
Froth: You split into [dice] copies, each possessing [current HP]/[dice] and your equipment. Each one can make 1 attack. You control each one, and if they all die before your rage ends, you die.
Malaise: Any enemy you critically hit for the duration of your rage splits into [dice] copies of itself with HP equal to [current HP]/[dice]. These copies last until killed.
When you kill an enemy, they explode in showers of polished stone for [dice] damage to nearby enemies. If another enemy is killed by this damage, they also explode with the same effect.
Malaise: This above Froth applies to you and all allied creatures for [dice] hours. If you gather all the shards of a shattered creature up and put them back together, a stone to flesh spell might do something...
Froth: Roll twice on the Doubles Froth table and apply both Froth effects.
Malaise: Apply both Malaise effects for the Froth effects you rolled.

Alice Bessoni

Conduit: Drug Fiend

You have 2d10 doses of a substance that keeps you on the straight and narrow and 1d4 doses of two more recreational ones. You’ve experimented a lot to find something that works for you, so you have a pretty good idea of what most drugs do to people. Need a hookup? No problem, s’long as you got the dough.

Don’t get between these people and their dope. Shred is a kind work for the violence they will visit on your meat.

Passive benefit: You can tell what a drug might do (benefits/dependence) by handling/sampling a bit of it. You can also hook people up with some good stuff cause you know the right people, and you can tell what drugs someone’s on with a glance. Become a drug connoisseur! Sample poisons! Experiment!

Active benefit: You can consume a dose of your drug to instantly end your rage.

What is this drug, specifically? Well, a stereotypical one is:

Elagoria paste (pastepal, happytoff, chill bill)
Description: A thick, chunky, chewy brown paste with blue highlights. Is applied by smearing it on a mucus membrane.
Effects: Calms emotions and relieves the symptoms of emotional problems (anger management, anxiety, depression, etc.)
Application: Comes in a sealed jar with 2d4+1 doses. Each dose lasts a day.
Dependency: Stains the membrane in question a vibrant yellow and makes the breath sweet.
Overdose: Coma for 1d4 days. Save again at the end of the coma, if you pass you wake up and if you fail you quietly die.
Obtaining it: Banana rose fruit mashed up with the dried brain of insane people and fermented with yeast.

For more drugs: Goblin Punch, Scrap Princess, Wyrdspeak.

Doubles: (1d4)
Froth: Exhale the drug or poison you’ve most recently taken. People close to you must Save or be affected by the drug or poison for [sum] rounds.
Malaise: You continue to breathe out drug stuff for [dice] hours.
2. Froth: When you damage an enemy, they must Save or suffer a random drug’s overdose effect for [dice] rounds.
Malaise: For [dice] hours, any person you touch has to Save or suffer the overdose effects for [sum] minutes.
3. Froth: You gain the effects of [dice] drugs you’ve ingested of your choice.
Malaise: You suffer the dependency effects of those drugs for [dice] hours.
4. Froth: You become immune to a harmful liquid/powder/paste inside of you/that you ingest.
Malaise: You suffer it’s effects for [dice] rounds, but make your Save with a [dice] bonus, and if you pass all of them, the effects of the substance end.

Triples:
Froth: When you take damage, [dice] small homunculi crawls out of the wound. They have [dice] HP, and when they die or touch someone, they explode for [dice] damage (you’re unaffected) and cause all creatures within 10 feet to Save or be affected by a drug of your choice. You direct them.
Malaise: Homunculi crawl out of your mouth for [dice] hours, and you don’t control them. If they’re prevented from escaping, they explode inside you for [dice] damage.
2. Froth: You’re immune to a method of exposure to drugs of your choice. (Piercing, slashing, snorting, ear dropper, etc.)
Malaise: You’re vulnerable to that method of exposure for [dice] hours. If it’s a type of damage that can be inflicted by weapons, you either take 2x the damage total or gain a Fatal Wound, your choice. If it’s inhalation, you automatically fail your saves against gaseous things. Etc.
3. Froth: Your blood is horrifically corrosive. Anyone within 10 feet of you when you take damage takes [sum] acid damage. Save for half. Metallic or organic objects are degraded by this stuff.
Malaise: This substance turns into a gas that has the same effect with radius equal to 10 * [dice] when your Rage ends. Run!
4. Froth: Roll twice on the Doubles table and gain both effects.
Malaise: Suffer both the Doubles effects at the same time.




Notes on Rumble:
Rumbles are supposed to be pit fights, more or less. There’s at least one fighter in every town who’ll Rumble with you, and you have a 50% chance of encountering a traveling fighter on a journey..
Rumbles will occur at a time and place agreed upon by all contestants before hand. Observers are welcome and usually encouraged, as is betting. Interfering in a fight except to stop the rumblers from killing each other results in an automatic loss for the fighter supported by the interference. Rumbles end when one side/fighter is at 0 HP. Some rumbles are to the death, but those are grudge matches or gladiatorial combats.

At the end of the Rumble, if you win, roll 1d6, add half your remaining HP, and consult the Thumping chart.
1. It was very, very close. If there was any suspicion of cheating, you’ve earned a Hateful Rival. Otherwise, you earn a friend.
2. Well fought, but you won. Gain a Friendly Rival.
3. You put up a decidedly better showing then they did. If you treat them well, you’ve earned a Friendly Rival.
4. A combination of cunning and toughness puts you on top. If you disparage them, you’ve earned a Hateful Rival. If you treat them well, a Friendly Rival.
5. It was a beatdown. If you’re kind, they may ask to become your Companion, otherwise you’ve gained a Hateful Rival.
6+. You trounced them. Hard. If you were mean, they’re a Hateful Rival. Otherwise, they’ll ask to become your Companion and treat you with respect.

Rivals:
Rivals are fighters you know casually and have an ongoing competitive relationship with. They may become friends, important NPC’s, PC’s, romantic relationships, or deadly enemies. If you beat them by 4 or more on the Thumping chart, they’ll gain 1d2 class templates before seeking you out to try again. Rivals will try to best you 1d6+1 times before giving up.
If a Rival ever beats you, you lose 1 point of Charisma as your reputation for being a tough gal lessens. You regain that point if you beat them again.
For every two Rivals that give up, you gain a point of Charisma.
Hateful Rivals - Every time you beat a Hateful Rival, they have a cumulative 10% chance of trying to kill you the next time you fight or when given a chance. There’s a 25% chance they’ll act like a Friendly Rival while hating your guts.
Friendly Rivals - these people are drinking buddies. You may run into them at other times and share a flask of rotgut while reminiscing over past adventures. If you beat them every time they challenge, they’ll either ask to become a Companion or become a genuine friend.

Companions:
Companions are henchmen with an important difference: they’re here to learn. They’ll fight for you and protect you and expect half the normal treasure share for a henchman. In return, they expect you to train them. The XP requirement for an NPC Companion to level/gain a template is reduced by 20% as long as you spend actual time training them. You cannot teach them anything you don’t know.
If the Companion ever gains as many total templates as you have, they’ll leave to forge their own future. If you’ve treated them well and fairly, then you can call upon them for future assistance should you need it.
If you treated them badly and/or if you didn’t teach them but promised to, you’ve earned an enemy.

Design Notes on Rumble:
I’m going to try give all my martial classes this in one format or another. Veterans and Gunslingers will have Scores (though Gunslinger Scores will be more like Rumbles), Berzerkers have Rumbles, Soldiers (my fighter replacement) will have Rumbles, Nobles will have Rivals, and Assassins will have Competitors.
Wizards will have Grudges. Bards will have Rivals. Clerics should have Nemeses - like a fellow worshiper who believes almost everything else you do except one thing that you cannot abide. My personal opinion is that Sorcerers are too full of themselves to give a shit about anything else. I’m excited over taking a crack at writing rules for a GLOG wizard duel and a GLOG bard duel.
Warlocks may have Pursuers? Most warlocks exist outside typical power structures and deal with creatures nasty enough to trigger some backlash from society anyway, but I do like the idea of a recurring hunter.
I’m not sure about Druids.
You’re welcome to discard the additional material from the class (or all of them) if you like; I’ve tried to make Rumble work without these features.
I think having a network of friends, apprentices, and rivalries would deepen immersion for PC’s and give them a tangible sense of grounding the more templates they gain. Plus, it gives them goals and ways to help each other out. Nobility, religious figures, and magic users are famous for petty grudges and rivalries - why shouldn’t martial classes gain the same benefit?

General Design Notes:
Well, most of my classes are definitely going to have some sort of dice mechanics with benefits and drawbacks and subclasses. Judging from the massive popularity of wizards, this formula needs to be more widely applied to even out the mechanical weight of the GLOG.
I think the word berzerker occupies a different and more neutral conceptual space than barbarian. Barbarian, as a word, carries its own cultural baggage and lends itself to a narrower design space. It’s true that berzerkers probably didn’t carry around magic mirrors, but whatever. My point is that any design that can have its majority flavor injected into it instead of inferred while still retaining enough base elements (or tropes) to be distinct offers a more branching and fuller space to game inside.
Besides, I don’t think there’s any one way to play an archetype (to clarify, raging person is the archetype here) and I want to reflect that in my design. I also think designing modular classes allow for much greater engagement and collaboration. Making a GLOG wizard was kind of a rite of passage for me.
It’s true that some classes I’m going to design will overlap heavily in design space (as in: different varieties of fighters) with other classes. I think that’s fine because I want to establish a thematic feel to my world. If template design is how a class (and by extension, a player) will approach the problems they come across, then class design is how a player will deduce what problems exist to be solved. If all your classes are combative and involve weapons, then you’ve created a world of fighting people where problems are solved with violence. Skerple’s monks (think Catholic monks), goliards, and underground cannibal gourmets are excellent examples of class design that not only incentivizes the creation of situations in which their abilities will be useful but also opens up entirely new toolsets to solve problems and creates a mental world in which underground cannibal gourmets are a valid way of solving problems. Cook and eat your problems!
To aid this mindset, I think I’m going to create a GLOG Artist class and use that GLOG Philosopher Skerples made. A party with a potter, a philosopher, a gunslinger, and a pink fluff warlock is a damn good party.

Wednesday, March 6, 2019

GLOG Class: Veteran

On a beautiful summer day ripe with the musk of freshly felled hay, your country called you to fight. Or, after the raiders had left, you crawled over to the mace in your mother’s cold hand and swore to kill every last one of them. Or, after the sermon, with the priest’s shouts of blasphemy burning hard and bright in your mind, you bought an old sword with intent.

It doesn’t matter.

There were battles, bonds made and broken, men and women laid out on the ground, blue with the blanket of death. You stacked rocks with scabbed, trembling fingers atop the bodies of your friends, or brothers, or sisters.

It doesn’t matter.

What matters is that you are now breaking the oath you made after your last battle. Against all reason, against the tenuous feeling of your body, against the little voice in your head saying that now, you might actually die, you have picked up arms once again.

There is something. A person, a promise through shredded lips, a doubt. You will not rest until they are dead, or the promise fulfilled, or the doubt assuaged, or your own death.

Whatever it is, though the gates of hell stand in your way, you will blast them down and with your last breath seize your prize.

GLOG: Veteran
Johannes Helgeson
Thanks to the wonderful Lexi for her feedback during the editing process!

A: +2 Old Wounds, Pangs, Vow, +1 Fighting Style
B: Drinking Buddies, Weathered, +1 Attack
C: Scores, Recall, +1 Fighting Style
D: Venerable Glory, +1 Attack

Old Wounds are the injury you suffered in your previous life come back to haunt you. Fragments of your skills remain, but using them risks tearing something. Your Old Wound dice are represented by d6’s.
When you hit with a weapon, you may roll any number of your WD (Wound Dice) in addition to damage. If the attack roll was even, add all even WD to damage; if the attack roll was odd, add odd WD instead. Sum all the WD that you didn't add and trigger the relevant Pang, then expend those dice until tomorrow.
When you take damage, you may roll any number of your WD. If the damage was even, subtract all even WD from damage; if the damage was odd, subtract odd WD instead. Sum all the WD that you didn't add and trigger the relevant Pang, then expend those dice until tomorrow. If you reduce an instance of damage to 0 using WD, you automatically trigger a relevant Pang with the sum you used to defend.


Pangs are what you suffer when your Old Wounds stir again. They range from mildly debilitating symptoms to devastating reopenings of old wounds. When your dice don’t match up as detailed above, check the sum of the unmatched dice, consult the Pangs table, and suffer its effects.

Your Vow is the reason you bear arms again. You will not rest until it is completed. You will never act in a way that directly contradicts your Vow, and if you are charmed to act against it, you can make one additional save with a +1 bonus for every Veteran template you have.
For every Veteran template you gain without breaking your Vow, you get +1 to saves against effects that would instantly kill you.

Pick a Fighting Style from Mimics and Miscreants. Pick well.

Drinking Buddies are people you served with, veterans of your war(s). You can call upon them for a small favor, like dinner and a place to sleep for the night, or an audience with the local baron. You may ask them for a larger favor, but they’ll ask a favor of you in return. There's at least 1 Drinking Buddy in any small town, and more in larger settlements.

You’re Weathered from past trauma. If your game uses stress points, trauma dice, or similar mechanics, you can ignore the first time these effects trigger. You can sleep outdoors in your armor (unless it’s plate) comfortably as long as weather conditions permit, and you have +1 to saves against exhaustion for every Veteran template you possess.

Scores are relics of your violent past that bubble to the surface as word spreads that you bear arms again. When you return to town after some time spent adventuring, roll a dice.
On evens, a person you served with, a Drinking Buddy, or a relative of such will seek your help avenging a major wrong.
On odds, an old enemy, a Drinking Buddy you offended, or a relative of someone whose death you were responsible for is waiting for you to settle affairs.
If you reject pleas for aid or put off resolving old conflicts, your Drinking Buddies will no longer extend aid until you tie up loose ends. For every Score you settle, you can reroll a Pang you dislike one time.

You may Recall knowledge from your past life. Once a day, you can make a skill check as if you knew about the relevant topic.

You are, now and forever, a Venerable Glory. The first time you kill a creature in combat, all hostile, sentient creatures must Save or refuse to attack you until you deal damage to them.

Carlo Arellano


Old Wounds (1d6)
1. Right arm
2. Torso
3. Left leg
4. Head
5. Left arm
6. Right leg

How Did I Get This Wound? (1d6)
1. Pulling an unconscious friend out of the battlefield into cover.
2. Trampled by pack animals during a night surprise attack.
3. Sniped from a distance. Spent 16 hours curled up in a hole, not daring to move.
4. I tried to end myself to forget all my sins. It was only after I did it that I realized I wanted to live.
5. Stumbled across army corruption. A trio of soldiers was sent to silence me. I silenced them.
6. Wounded from behind. None of my fellow soldiers would confess to it, but I have my suspicions.

Head Pangs (Old Wounds Sum):
1. Mild headache. No negative effects.
2. Sharp spike of pain. -2 to attack rolls for 1 round.
3. Hallucinate a dead enemy as a priority target for [sum] rounds.
4. Stunned for [dice]x2 rounds.
5. -3 to mental activities for [sum] rounds.
6. Agony for [sum] rounds.
7. Flashback to your war for [sum] rounds. All creatures within sight are treated as enemies
8. Alien limb syndrome for [sum] rounds. The limb is hostile to you.
9. Unconscious for [sum] rounds.
10. Gain a Fatal Head wound.
11. You drop to 0 HP.
12. You die. No save.

Torso Pangs
1. Mild abdominal ache. No negative effects.
2. Sharp spike of pain. -2 to attack rolls for 1 round.
3. Vomit blood for [sum] rounds.
4. Stunned for [dice]x2 rounds.
5. Lose 2 HP per round for [dice]x2 rounds.
6. Agony for [sum] rounds.
7. For every action or 10 feet of movement, you take [dice] damage for [sum] rounds.
8. Overwhelming exhaustion for [sum] rounds.
9. Unconscious for [sum] rounds.
10. Gain a Fatal chest wound.
11. You drop to 0 HP.
12. You die. No save.

Arm/Leg Pangs
1. Mild ache. No negative effects.
2. Sharp spike of pain. -2 to attack rolls for 1 round.
3. -3 to physical activities for [sum] rounds.
4. Stunned for [dice]x2 rounds.
5. Appendage moves half as fast for [sum] rounds.
6. Agony for [sum] rounds.
7. Appendage goes limp for [sum] rounds.
8. Every time you use the appendage, you take [dice] damage for [sum] rounds.
9. Unconscious for [sum] rounds.
10. Gain a Fatal wound in the appropriate area.
11. You drop to 0 HP.
12. You die. No save.

Design Notes

I wanted to make a fighting class that used hacked MD for non-magical abilities. While the Veteran lacks the sheer tactical versatility of the many Fighter variants out there, and has significant overlap with the Fighter, I feel that it benefits enough from its non-combat abilities to be a good option for any adventuring party. If I were to kill all the fighters, I'd replace them with this, the Knight, the Assassin, the Barbarian, and a few other niche weird classes. 

Friday, March 1, 2019

OSR Class: Warlock

Fighters cleave with merciless metal. Clerics/mystics create displays to further their gods. Druids scrabble and tangle, loosening the hardpack foundation of civilization. Wizards...do wizardly things.

Warlocks?

A soul is a piddly, wretched thing. It animates a single fleshy shell and then weeps after death while being plucked away like a wet dishrag in a tornado. A soul is worth more than molochian vaults of spoils and less than the freshest, most succulent of the apple crop.

What, then, defines the worth of a soul? Why do some people write off the ephemera within in exchange for cryptic messages, debt-infested spells, and byzantine demands? Why do strange beings accept these souls?

Karlos Warlock

A commonly said aphorism holds that success is being in the right place at the right time. Something that is not so commonly said holds that the soul is a reflection of oneself, waxing and waning with its blood-soaked glove.

Tyrants, archmages, bishops, serial killers - each of these have powerful souls. Junkies, misers, gluttons - these have weak, fluttering things, tethered to their body like a butterfly pinned to a starched shirt.

As your life is what you make of it, so is your soul. Power without equals power within. All souls begin equal, but all souls end up extremely different. Discerning patrons have a knack for determining the potential of a given soul. Potential is a sort of spiritual cryptocurrency in the otherworlds, waxing and waning with the current apocalyptic chance. It's unreliable and potentially useless, but those otherworlders who desire a way out of the typical power structure try to hoard and nurture sources of potential. Occasionally Requiem hangs in the balance.

Every warlock makes a pact, and every pact is inscribed on two places: the surface of the warlock's brain and their patron's personal record. Warlocks of exceptional puissance find the inside of their skulls engraved with a negative of their pact, and the details of a pact can be inferred from an intact warlock skull.

If you are a warlock, you are probably desperate, impulsive, and have no positive qualities except for determination. You're going to be a wonderful tool.

Warlock Class

Starting skills and equipment will vary for each warlock.

New GLOG spellcasting mechanic along with [sum], [dice], and [best]: [Size], which represents the [size] of the dice.

Boon: Some bonus your patron gives you. Leaves a mark if you know where to look.

Favors: Small magic much like orisons or cantrips.

Goals: What the patron wants, and how hard it will push its warlocks to achieve them.

A: +1 Credit, Debt, Obligations
B: +1 Credit, Sacrifice
C: +1 Credit, Beseech
D: +1 Credit, Patron's Gift

Credit is the power your patron lets you borrow, represented by d6's. The maximum number of Credit dice you can borrow per spell is determined by your number of warlock templates.
If you roll any doubles while casting a spell with Credit, you gain +2 Debt. If you roll triples, gain +3 Debt. If you roll quadruples, gain +4 Debt. If you have MD from another source, these MD can also trigger Debt gain if you cast with Credit.
If you cast a spell with only 1 Credit, you gain +1 Debt when you roll the top 2 numbers of your Credit dice. (e.g 3-4 on 1d4, 5-6 on 1d6, 7-8 on 1d8, etc)

Debt is the ineffable thing you owe your patron for lending you its power. For every 2 points of Debt you possess, the size of your Credit is decreased by one. d6->d4->d2->0. If you accrue more than 6 points of Debt, your patron will simply kill you in some instant, hideous fashion and collect on your soul, no save.
Performing an Obligation removes 2 Debt.

Obligations are what you must complete to pay off your Debt. All accrued Debt must be removed before you can gain the benefits of the next Warlock template, including hit points. Obligations range from a small task to an entire adventure. Obligations reflect the patron's desires and can range from a bloody sacrifice to delivering a hostage.

Sacrifices are temporary and damaging but can help boost the power of your spells. As you cast a spell, you can deal xd6 damage to yourself with a small one-handed weapon. For every 3 points of damage you take, every Credit dice invested in the spell being cast increases by one [size] category. You can never increase a die's [size] more than 3 times.
If you use a Sacrifice to power a spell that requires concentration, you cannot regain the lost hit points until the spell ends.
If you drop yourself to 0 hit points while Sacrificing to your patron, the spell succeeds (unless it requires concentration), but you gain a Fatal Wound in an area of your choice.

Beseech your patron for help if you’re in a tight corner, and they'll probably send it. The form of help is dependent on how much they like you at the moment (accumulated debt) and what the patron considers help. You must be able to speak to do this. Always accumulates +3 Debt.

Patron's Gift is a permanent beneficial mutation that reflects the strength of the bond you've established with your patron and marks you somewhat like a dog collar. Patrons cannot revoke this gift, and each patron gives a different gift.

You can use scrolls or wands like a wizard can.

Roll 2d6, rerolling doubles, to get your starting spells. For every warlock template you gain, you choose one spell and gain one spell randomly.

Becoming a Warlock to escape Dooms
Patrons will gladly accept wizards and such as warlocks on a one-to-one basis. When a wizard become a warlock, they must undertake tasks for their patron before gaining access to all of a Warlock's powers.
Mechanically speaking, prospective warlock converts work by two simple formulae: 1 Doom = 3 Debt, and for every wizard template you have, you gain a warlock template. This Doom Debt does not reduce the size of your Credit dice. You also lose all your old Wizard features except for a number of spells of your choice equal to the number of Wizard templates you had.
Prospective warlocks have access to Credit, (and can gain Debt as usual) but all Debt must be paid off before the new warlock is able to cast Favors, Sacrifice, Wheedle, gain their patron's Boon, or gain their Patron's Gift.

Warlock Multiclassing
You can’t take/have another template (WITH ONE EXCEPTION) in another spellcasting class of any sort unless you get out of your pact. Knights, Fighters, Barbarians, etc, are fine.
If you are a Sorcerer and you wish to bind your godly magics (why would you do this) you may make a pact. Thereafter, when you roll doubles, triples, and quadruples, you gain Debt instead of exploding or the like, and your dice (regular and Instability) decrease as if they were Credit. If you ever accumulate 6 or more Debt, your patron will withdraw their stabilizing influence and you will roll on the worst Mishap table possible with a number of d6’s equal to your current Debt. Patrons love sorcerer warlocks; they make their own power and act like conceited mobile nukes.

Example Patron:

Old Scratch

Russell Michelich


Starting equipment: a forked dagger, 1 dose of some good drugs, a reactionary pamphlet, and a good pair of walking boots. Fiddle optional.

Boon:
If you sacrifice a creature with HD greater than 2 times your warlock templates, you ignore the effects of Debt on your next spell. Tears of blood fall from your eyes at random intervals.

Favors:
You can cause blood or other bodily fluids to appear on things by touching them. You can delay this appearance for up to an hour.
You and your possessions are unharmed by any fires smaller than a campfire.
You can see through the eyes of goats that you’ve touched as long as you know where they are. One at a time.

Goals:
Old Scratch desires the ruination of all established organizations and a world full of the natural state of man - nasty, brutish, impulsive. No societies, no chains. He is kind when he senses weakness and an absolute tyrant once he ensnares a soul.

Obligations: (1d8 + 1d8)

1d8
Sacrifice 2 x [Debt] creatures consumed with
Corrupt [Debt] creatures into practicing relentless
Lure [Debt] creatures infested with another sin into also practicing
Form a mob of 6 x [Debt] creatures to lynch a target who you accuse of
Smear [Debt] upstanding, powerful creatures with false evidence of
Blackmail [Debt]/2 influential creatures into committing an act of
Inflame a murderous rivalry in 3 x [Debt] creatures over an act of
Convince [Debt] mothers to kill their innocent children. Do not roll on the below table.

1d8:
Wrath
Sloth
Envy
Pride
Gluttony
Roll twice and do both. Reroll 6’s.
Greed
Lust

Patron’s Gift:
If you somehow survive the tasks Old Scratch saddles you with, your body spasms and cracks as you grow a lizard tail and goatly horns from your forehead, you feet fuse and split into hooves, your eyes burn yellow, and your skin darkens to red. In exchange for this transformation, your skin cannot be broken by refined metals. Typical executions of your ilk usually involve inventive ways of pulping or drowning human-sized targets.

Spells:

Fireball
R: 200’ T: 20’ diameter D: 0
Objects and people take [sum] damage.

Smell Sin
R: sight T: [sum] creatures D: concentration
By focusing your attention on a creature, you can smell [dice] sins it embraces and has committed most recently. Greed is a stench of rotting wood and old locks, burlap bags and musty hiding spots. Wrath is the coppery smell of blood and oiled steel. Sloth is the smell of piss saturated sheets and room temperature beer. Envy smells delicious.

Monsterize*
R: touch T: creature D: 10 min
Target saves or becomes a horrible monster version of itself. Monsters get +1 HD (+4 max HP, +1 to hit, +1 to save). Player characters have their Strength raised to 15 (unless it was already higher). The target also flies into a rage, and becomes incapable of tactics, kindness, or retreat, even if urged by friends.

Invert Speech
R: 10 x [dice] radius T: [sum] creatures D: [dice] minutes
Targets in the radius of this spell must Save or either perceive all writing within range or all conversation as saying the opposite of what is intended. Words and tone will be twisted as subtly as possible.

Flay
R: 100’ T: [dice] creatures D: 0
Creatures of your choice with [HD] greater then or equal to [dice] take [sum]/2 damage and have their skin (should they have skin) removed and fall at their feet. Save for half. If this kills a creature, their skin is neatly pinned to the nearest flat surface.

Socialize
R: 0 T: self D: [dice] hours
You are clad in the typical garb of the region. 1 [die] gets you the lowest form of clothing. 2 [dice] gets you robes of the middle class or equivalent. 3 [dice] gets you noble clothing. 4 [dice] is truly sumptuous clothing. You also gain the ability to judge social status accurately from unfamiliar clothing while the spell is active.

Look!
R: 10 x [dice] radius centered on you T: [sum] creatures D: 0
You point and shout at something oh god what is that. Save or look. If 3 or more [dice] are invested, creatures may actually believe they see something.

Murderer’s Hands+
R: 30’ T: [size] creatures D: [sum] minutes
Targets must Save or their hands or equivalent appendages twist into hooked, serrated metal appendages whose damage varies. 1 [die]: 1d4, 2 [dice]: 1d6 3 [dice]: 1d8 4 [dice]: 1d10. They cannot use these hands for anything but harm.

Pyre**
R: 100' T: [sum] creatures or objects D: 0
Targets must Save or catch on fire. Targets that are completely inflammable (soaked creatures, metal, etc.) do not need to Save. Targets that are very flammable (soaked in oil, dry wood) may not get a Save. You can target this spell precisely enough to light the wick of a single candle in a bundle, provided you can see the wick.

Sermon
R: voice T: [sum] + [dice] creatures D: [sum] minutes
You deliver a passionate speech about whatever topic you wish. Targets must Save or remember what you said and discuss it with other creatures compulsively for [dice] days.

Entangling Smoke**
R: 50' T: [dice]x2 objects or creatures D: varies
Target creature or object is grabbed by tendrils of thick black smoke. Save to negate, prone creatures automatically fail. Target moves at half speed and takes a -2 penalty to Attack until it can win an opposed Strength test against the smoke to end the effect. The effective Strength of the smoke depends on the dice invested. 1 [die]: 10, 2 [dice]: 14, 3 [dice]: 18, 4 [dice] 20.

Emotionate
R: 10 x [dice] T: [sum] creatures D: [dice] hours
Target creatures must Save or have their current state of emotion amplified. Sad creatures become inconsolable, angry creatures vibrate with rage, lustful creatures become obsessive. Creatures that are not feeling any strong emotions will have their next emotion (reaction) magnified.

Artyom Tarasov


Apocalypse Now
R: sight T: [sum] creatures and self D: concentration
When you cast this spell, roll your dice.
If one 6 comes up, things go subtly wrong in the given area. Crows with human eyes. That steel dagger is actually painted wood. Just unsettling enough to be noticeable, but easy to rationalize.
If 2 6’s come up, things go wrong. All target creatures take [dice] damage and witness the frayed edges of the world. Colors shift. The sky is green. The sun is your teacher with a black snake in her hand, watching. Leaves shuffle along the ground like snails, and when they move over your feet, they scrape them to the bone.
If 3 6’s come up, shit is fucked. Mother goats suckle at the behinds of their kids and wander away from the small, wrinkled lumps of skin left behind. Tree branches wilt into roots that plunge greedily into exposed flesh. There is a second heartbeat inside your skin, and you feel a pressure like tautened fabric in your neck. Something is stirring. If you play with insanity points, break them out. All creatures within range except you take [dice] + [size] damage. If this reduces them to zero hit points, a demon arm with an impossibly long nail reaches out of their throat and slits them neatly down the middle, then crawling out. These demons are indifferent to you and hostile to everyone else.
If 4 6’s come up…nothing happens. The world stops for a complete second and then carries on. For the rest of your life, though, occasionally things will seem different. Honey was a lighter color and silk wasn’t so thick. Was the sky always green?
Regardless of 6’s, if your [sum] = 13, then in 13 days Old Scratch will unzip you like a coat, stretch, and proceed to commit unspeakable acts on the nearest civilized populations until put down. You know this.

Casting this spell is a great way to invite erasure by the normative reality matrices unless it succeeds completely.

* - spell comes from Arnold K's biomancer.
+ - spell comes from Remixes and Revelation's warlock.
** - spell comes from Skerples's excellent list of 100 Orthodox Spells.

GLOG Class: Thief

You grew up lacking something. Parents, a home, a conscience, something to do, restraint. Any or all of those. There’s no hole inside you....