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.

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 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 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

Edit 7/26/19: changed random spell rolling from 2d6 to 1d12.

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


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 1d12, rerolling duplicates, 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, Beseech, 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.

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.

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.

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)

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.

Roll twice and do both. Reroll 6’s.

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.


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.

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.

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.

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.

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.

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.

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.

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.

10,000 Chambers of the Cnite King

Deep within the turgid reaches of the Samarkand Desert, a lone crag of withered sandstone presents a visage long scoured by time.  Samuele B...