Wednesday, December 13, 2023

GLOG Class: Cleric

I made a Cleric class because Arnold's one was a little too complicated for my first time player.

The idea behind the Cleric is that you do a couple of big spells, rather than lots of small spells, like how a Wizard would. Mishaps are tied to number of spells, not the number of Magic Dice.

 Now that I think about it, this class could be used to play a warlock just as easily as a cleric.

Starting Equipment: Prayer book, holy symbol, and your Patron's chosen tool/weapon.
 
A: Divine Patron, Faith Dice, Ire, 3 Words, 1 FD
B: Smite, Stolen Faith, 4 Words, 2 FD
C: Words of Power, 
5 Words, 3 FD
D: Miracle, 
6 Words, 4 FD

Divine Patron: You worship a Divine Patron. Your Patron has 6 words associated with it. You know 3 of them at level 1, and learn more as you level up. learn them as you level, starting at 3 and eventually learning all 6. 
In AGAB, your Words are stored in your Mind Slots. For other systems, store them wherever a wizard would keep their spells. If you have more words than slots to keep them, keep the excess words in your Prayer book. It takes an hour to swap which words you have access to.

Faith Dice: You have Faith Dice (d6) equal to your Cleric level. Faith Dice (FD) return to your pool on a roll of 1-3, or by praying at dawn. You can combine any two Words you know (including any permutations or linking words) and “cast” them, investing FD to determine the strength of the result. Your GM determines the result, but you should write down your favorite combinations. The [sum] and number of [dice] determines the magnitude, duration, range, or anything else they normally do.

Ire: Bothering your Patron for spells too many times a day has consequences. Your first spell of the day always casts as normal, but for successive casts roll a d6 on the below table.

2nd: 1: cast but take d6 dmg. 2: spell fails to cast. 3-6: cast as normal.
3rd: 1-2: cast but take 2d6 dmg. 3: spell fails to cast. 4-6: cast as normal.
4th: 1-3: cast but take 3d6 dmg. 4: spell fails to cast. 5-6: cast as normal.
5th: 1-4: cast but take 4d6 dmg. 5: spell fails to cast. 6: cast as normal

Smite: You can expend FD to add to the damage of a melee attack. Must be with a blunt weapon. Does not invoke Ire.

Stolen Faith: When you defeat a cleric of a different Patron, gain one of their words. You may use it once.

Words of Power: You may cast spells using 1 or 3 words, not just 2.

Miracle: Once per day, cast a spell using as many Words as you like. 
As Miracles use your Patron's FD instead of your own, the expenditure might not be approved if it doesn't align with their goals. Miracles are cast with as many FD as Words*2.
Channeling that much power is deals damage equal to ([sum]/2), but does not invoke Ire.

Miracle spells must sound decent.
"Fire Crab Sword Earth Wheat Metal Blast!" is no good, and is not allowed.
“Burn the Sky, Salt the Earth, Pierce the Heart: Fish Storm!” is pretty good. It will use up pretty much all your Stolen Faith Words, and you’ll probably die, but it's doable. As for what the spell does, that's a damn good question.

Cleric from Final Fantasy d20
Patron Words tend to be from the following categories:
Domain, Animal, Plant, Material, Element, Tool/Weapon, Verb, Emotion, and Misc.


A g*d of Harvest might have the Words: Harvest, Chicken, Grain, Earth, Scythe, and Seed.
A g*d of Birds might have: Bird, Air, Peck, Roost, Feather, and Song.
A g*d of the Depths might have: Depths, Dark, Crush, Water, Fish, and Sink.

Saturday, August 12, 2023

GLOG Class: Conceptual Engineer

First off, go read this post by Tarsos.

Crafting systems in most games are unwieldy, requiring players to remember/record the specifics of the recipe and locks them into seeking very specific materials. Making a Darkvision potion requires 1 part Dwarven spirit, 4 parts Berbercane fruit, and 2 parts Water essence.

Fuck that.

The Conceptual Engineer is beyond such trivialities. Instead of an item made of various materials, they can break it down into what it actually represents.

A: Conceptual Engineering, Harvest Concept, Mental Vault
B: Imbue Concept, Read Concepts
C: Suppress Concept
D: Conceptual Avatar

A: Conceptual Engineering
You craft magic items using concepts instead of materials. While a regular enchanter might have to make a pact with a fire elemental to craft a flaming axe, you can just take a regular axe and apply FIRE to it.

Crafting has two major components. 
1: The base item. This determines in what manner applied concepts will manifest.
2: Concepts you apply to the base item.

Applying COLD to a sword might make it freeze enemies when it hits them.
Applying COLD to a wand might make any spells cast with it have an ice theme.

Discuss stats for the created item with your GM.

Items don't like to hold concepts that don't inherently belong to them. An item can hold as many foreign concepts as your number of class templates.

Crafting time takes [Concepts used] factorial hours of uninterrupted focus. Applying 4 concepts to an item takes 4*3*2*1 = 24 hours. Concepts must be applied all at once. If you want to update your magic weapon with that cool new concept you found, you have to remove them all and start over.

A: Harvest Concept
You can harvest a concept from an object for use with Conceptual Engineering. Harvesting a concept removes it
from the object. Swords without WEAPON become improvised. Coins without VALUE are worthless. A crown without AUTHORITY commands no respect. People can tell that the object is different, like it's missing something crucial to what makes it up.

Harvesting a concept takes 10 minutes, and requires contact with the object.
Only one concept can be harvested from an object, something about game balance.

A: Mental Vault
Through rigorous training, magical exposure, or powerful psychedelics, a portion of your brain/soul can be used to store the concepts you get from using Harvest Concept.
Your vault can hold
as many concepts as your class templates*2

B: Imbue Concept
As an action, expend a concept from your Mental Vault to imbue an object with its properties for a limited time. Additional concepts can be expended to extend the duration.
The concept lasts for [C^2] minutes, where C is the total amount of concepts expended.
1 concept lasts 1 minute, 2 last for 4 minutes, 3 for 9, etc. 

B: Read Concepts
You can spend a minute to identify concepts within an unfamiliar item.
Seeing a magic sword burst into flame tells you that it likely contains FIRE, but an unidentified potion? Those can be dangerous.
A potion containing WATER and LUNG could be a waterbreathing potion, but could just as easily be a potion of drowning.

C: Suppress Concept
You can spend an action to suppress a concept's effects from an object you touch for up to a minute. Requires concentration. Suppressed concepts are similar to removed ones. Attempting to suppress a concept that isn't part of the item has no effect.

D: Conceptual Avatar
You can use Imbue Concept on yourself. Yes this is as broken as it sounds.

Saturday, July 15, 2023

Tsylia: Souls, Corruption, and Demons

So as we all know, a person has 7 souls. They take care of different things.
Sometimes, when a person partakes in the time old activity of "doing some sketchy shit", their souls will actually take damage. "Sketchy shit" includes, but is not limited to sacrificing people, getting cursed, eating certain monsters' flesh, being soul drained, and having foreign matter/magic bind itself to your body.

Damage to one's soul is known as Corruption. When a soul is corrupt enough, it will grow cancerous, and begin to turn you into a demon. Demons are a term for people whose souls have grown out of control, and are dangerous creatures indeed. Corruption fills up and overwrites your Soul slots (or your Charisma score or something).

Corruption starts at 0. When a quarter of your Soul slots are corrupt, you start showing demonic traits.

When half your Soul slots are corrupt, several things happen:
First: you turn into a demon.
Second: you try to kill all your friends.
Third: If you survive, you become an NPC. Regardless, make a new character.

If you fail a roll, you can choose to succeed instead. 
Doing this increases your Corruption by 1.

Certain activities may require you to make a save. Failing the save raises the Corruption of a random stat by 1. Example activities: Suffer a soul attack, get cursed, consume demonflesh, murder innocents, perform cannibalism. The type of activity you do affects what kind of demon you will show signs of/turn into.

Corruption decreases by 1 upon leveling up.

Due to their corruptive nature, every demon you encounter has a 50% chance of having a Spellscar somewhere on its body. Purely for visual effect, and for differentiating them when in a group. "Flamehand" and "Iceface" sound better than "Demon 1" and "Demon 2".

Mineral Soul: Bonephage

The Mineral Soul governs your chemistry. It makes sure that your body stays in the shape it is supposed to be, rather than collapsing into a pile of flesh. When it becomes cancerous, your body starts to grow more solid, your bones grow larger, and your thoughts grow simpler.

Appearing: 1 wanderer, 2 brawlers
HD: 12 (54 HP)
Appearance: Humanoid, hulking figure, 4-5 meters tall. Thick, bonelike skin plating
Manner : Gravelly. Deep bass rumble. Loud trudging footsteps.
Tactics: None. Smashes things that confuse it. Thinking too hard confuses it.
Wants: Silence, to make complex things simpler (by turning them into rubble)
Morality: Angry at anything complicated, satisfaction at anything simple enough
Intelligence: Dim. Enraged by complex thought
Armour: as chain. Bonephages reduce all incoming damage by 3
Move: Normal
Morale: 10
Damage: 3d6 slam

This is Gigantomachia from MHA

Vegetable Soul: Rootweb

The Vegetable Soul governs biology, keeping your body running, and repairing it when it gets damaged. When it becomes cancerous, it gets confused about what counts as your body. Your flesh is obviously your body, and so is your skin. But what about your clothes? The chair you're sitting on? How about those people you're always around, surely they count as part of you, right?

Appearing: 1 Rootweb, 2d8 drones
HD: Rootweb 4 (18 HP), drones 1 (5 HP)
Appearance: Group of people tethered via fleshy ropes to a humanoid with spooky veins and eyes growing all over them and their clothes. Leaves patches of veins/organs on whatever it touches for more than 10 minutes
Manner: Papery whispering from Rootweb, drones can speak normally, but refer to the whole group in the first person.
Tactics: Attempt to touch people before combat breaks out, to add them to their drones. Have drones mob someone while it turns them.
Wants: To secure nutrients? Haven't really thought about this one
Morality: Ever changing, Multiple personalities (for redundancy)
Intelligence: Alien, but about at smart as most people
Armour: Leather for Rootweb, none for drones
Move: Normal
Morale: 8
Damage: Rootweb 2d6, drone 1d6 (weapons)

The Rootweb can attempt to overwrite your sense of self through physical contact, dealing d6 damage and increasing corruption by d6 on a hit. For every hit after the second, save or become a drone. Also works for turns of being grappled.

Works sorta like an Oblex or SCP-049. I don't have art for these guys. Or maybe you just don't deserve it >:)

Animal Soul: Animus

The Animal Soul governs instinct. Fight or flight. But mostly Fight. When it becomes cancerous, it will bully and subordinate the other souls to its will. The body will be made to mutate, adapt, specialize, as evolution magnified into a single lifetime.

Appearing: 1 scout, pack of 2d4
HD: 3 (14 HP)
Appearance: Pale, hairless humanoids with no eyes and a mouth full of shark teeth. Move on all fours, with wiry, clawed limbs
Manner: Clicking, hissing, screeching. Crawling up walls like a demonic spiderman.
Tactics: Stay hidden, leap onto lone targets. Will kidnap people to lure in others.
Wants: To feast on flesh, and spread fear
Morality: Hungry, ruthless
Intelligence: Like a very smart dog, focused on killing
Armour: None
Move: 2x normal. Climb normal
Morale: 7
Damage: 1d4 claw / 1d4 claw / 1d6 bite. If both claw attacks hit the same target, the bite attack automatically hits

If an Animus successfully hits a target, all other Animi attacking them that round treat the target’s armour as one step lower. A pack of Animi will coordinate their attacks to split, isolate, and dismay their opposition.

Animi ambush their prey, either from above or from a concealed position. An Animus can leap up to 20' forwards and 10' high.
These are Scavengers from Othercide

Purple/Memory Soul: Awakened

The Purple Soul governs memory. When it becomes cancerous, memories from previous lives, and other people's memories start to seep through to your current memory. As the Purple soul grows out of control, it forces the higher souls to make room, removing morals, empathy, humanity. This process invariably breaks the brain.
Awakened do not sleep.

Appearing: 1
HD: 10 (45 HP)
Appearance: Regular human, angry expression or rictus grin
Voice: Normal, maybe hoarse from constant screaming. Condescending to everything
Tactics: None, they're insane. Will break own limbs to avoid further damage. Maximum violence.
Wants: To cause as much pain and suffering as possible before dying
Morality: Same as before, but now finds everything meaningless and contemptable
Intelligence: As smart as normal. Knows things that it shouldn't be able to
Armour: None
Move: Normal. Can move at 2x for 1 turn but takes 1d4 damage
Morale: 12. Pain is a joke, death holds no fear
Damage: 2d6 (hands). Takes 1 damage every time they attack

Attacks from Awakened ignore armour, but cause them to take much damage as the armour rating.
Awakened cannot die from blood loss. They hold themselves together through sheer spite.

Awakened know things that they have no way of knowing. They don't read minds, they just have your memories, and will taunt you with them. "I know what you did. Do they know? Would they still look at you the same, knowing what you have done?"

You don't get art for these guys. They look like homicidal maniacs, that's about it.

Red/Personality Soul: Zondervose

The Red Soul governs personality. Mannerisms, moods, perspective, and style. 
When you meet someone new, a tiny part of their Red soul rubs off on you. You ever saw someone do or say something, and you think "Haha, I've gotta start doing that!" That's what I mean. When it turns cancerous, it wants to spread pieces of itself to as many people as possible, and then *become* as many people as possible.

Appearing: 1, sometimes 2-4 having a war in a city
HD: Unknowable. You would have to kill every person that makes it up
Appearance: A group of regular people. All of the same social class/caste/status
Voice: Multiple people will take turns to say the same sentence when the Zondervose talks
Tactics: Be a mysterious and unknowable hivemind? 
Wants: Unknowable
Morality: Unknowable
Intelligence: Unknowable. Probably very smart though
Armour: Unknowable
Move: Normal
Morale: 10
Damage: Depends what weapons its people have

Why did I make a statblock? A Zondervose is a faction, not a monster.

White/Intellect Soul: Quaesitor

The White Soul governs intellect and desires. It's not what you know, but the mechanism that pumps that knowledge around. When it turns cancerous, you accumulate knowledge faster, and have an ever changing obsession. With the cancer comes genius. Learning quickens until it's lightning-fast. With the genius comes avarice. What before you wanted, you now obsess over.

Appearing: 1
HD: 8 (36 HP)
Appearance: Tall, thin humanoid with 4 arms, slightly enlarged cranium
Voice: Normal. Fluent in most languages
Tactics: Bargain to get more of what they want. Blast em with multiple guns if combat breaks out
Wants: Everything. More knowledge. Whatever their latest fancy is
Morality: Avaricious. Highly conversational, full of guile and secrets
Intelligence: Genius level. Scheming, has plans and backup plans
Armour: None (unless crafted). Immune to mind-altering effects
Move: Normal
Morale: 8
Damage: 1d6 / 1d6
Quaesitors have 4 arms, and so can wield 4 weapons. They do the same damage as the weapon would normally. They may make 2 attacks in the same turn, and reload 2 weapons at once. A Quaesitor who has had time to set up will have 4 pistols/crossbows. And probably magic of some variety.
This is Ebony Maw from Marvel.
Needs more arms though.

Blue/Magic Soul: Aberrant

The Blue Soul connects the other souls to magic and to the gods. When it becomes cancerous, it feeds on that connection, drawing more power in, ever more hungry. Aberrants look similar to their previous form, only larger and cloaked in shadow. Aberrants can wield a twisted, corrupted version of the magic of the god in the region.

Appearing: 1
HD: 10 (45 HP)
Appearance: Large, 3 meter tall humanoid, patches of shadow cling to their flesh
Voice: Silent
Tactics: Targets the clerics and wizards first.
Wants: To feed on magic, to eat a god
Morality: Ignorant and condescending to those without magic, murderous to those who do
Intelligence: Normal, focused by endless hunger.
Armour: Leather
Move: Normal
Morale: 9
Damage: 2d6.

Aberrants wield the same weapons as they did before they were demons, only scaled up to their new size. I don't know where they get them from, maybe there's a Plus Size smithy somewhere.

Aberrants can use a corrupted version of the strongest magical creature in the area. Fire magic becomes sticky black napalm. Plants become choking, poisonous vines.



These four are Corrupted Daughters from Othercide. Aberrants are not always as sexy.

Friday, June 2, 2023

GLOG Class: Blood Golem Puppeteer

The city of Savinsk makes golems. Assault golems, Shield golems, Transport golems. Golems of metal, wood, clay, and stone. For Savinsk golems, blood is fuel. Whether by using blood in hydraulic mechanisms, blood hexes, or burning it to enhance their attacks.

You are an experimental model, more humanoid than most, and externally fragile, but capable of manifesting humanoid puppets from your internal blood stores, and directing them to do your bidding.

Art by myself

A: +6 BP, Humanoid Chassis, Blood Marionette, Exsanguinate
B: +2 BP, 
Watch Them Dance
C: +2 BP, Universal Blood Type
D: +2 BP, Blood Tango

A. Humanoid Chassis:
You are a golem that was sculpted after one of the regular races. Use racial stats as if you were one of them. Your torso is hollow, containing storage tanks that store your Blood Points.

A. Blood Marionette:
Take a turn to extrude blood from your stores, forming a marionette that you control. Instead of attacking on your turn, you can have your marionette attack instead. You can reabsorb the marionette after the fight if they survive. Your marionette's weapons must be supplied yourself.

Marionettes don't add stats to their rolls, and have HP equal to your Blood Points.

A. Exsanguinate
Sometimes your marionettes don't make it back, or are damaged. You can extract blood from a fallen enemy, replenishing your stores with their HP. Extracting blood makes the corpse unsuitable for consumption.

B: Watch Them Dance
You can have a marionette sacrifice half their max health to cover an enemy with blood. You have limited control over this enemy, and they must Save each turn or have disadvantage on either attack or defense rolls for that turn, until the blood is removed.

C: Universal Blood Type
You can spend points from your blood pool to heal the wounds of your allies, at a rate of 4 BP to 1 HP.

D: Blood Tango
You can manifest two marionettes at a time. Split your BP between them however you like. Both of them can attack instead of your attack action.

GLOG Class: Cleric

I made a Cleric class because Arnold's one was a little too complicated for my first time player. The idea behind the Cleric is that you...