Tuesday, July 17, 2018

GLOG: Class: Time Wizard

"Where Time is but a loop, a loose stitch in the universal cloth, a time wizard might seize upon a chance, a fatal slip—and plunge the fate of planets into chaos."-Moebius the Time Streamer

Time Wizards are the wild cards in the deck that is Time. 

On Elsai, Time Wizards are more often called timestreamers, but they are referred to most of all as lords.
All timestreamers serve the Time Lich Kshar-mutti as his agents, advisers, and spearhead his military campaigns. Their status allows them a degree of privilege over the common masses, which fear the timestreamers for their iron rule.

by, Raphael Massarani

Wizard: Time

Perk: When you would roll a boon or bane, you can reroll one of the d6s once.

Drawback: Magic that would grant you boons, or would alter the probability of your rolls positively, has no effect on you.

1. Change your appearance to that of a child, an adult, or an old person.
2. Tell how old an object is just by looking at it.
3. Detect the closest temporal disturbance. A disturbance is any effect that influences time. You can sense the direction in which the disturbance occurs, but you can't gleam its exact nature.

by, Jonathon Reed

Time Wizard Spell List

1. Minor Paradox
R: 0
T: Self
D: 0
When you cast this spell, you may remove an action from the last [dice] rounds. Alternatively you may insert an action. 

2. To Dust
R: Touch
T: One Creature or Object
D: 0
You isolate the target object's existence and shift it through the timestream to the instance of it's most decrepit state. Books rot into mold, wood softens into pulp, lamps burn out, but stone is unaffected. If cast on a creature, the target ages [sum] years and might suffer the maladies of old age.

3. Flux Shield
R: Touch
T: One Creature
D: Concentration
You surround the target creature with a temporal flux field. The field causes the target to take only half damage from physical attacks. The other half is flung into the future. When the target has taken [sum] future damage, the spell ends and all damage is taken at once. Additionally any spells cast on the target take effect [dice] rounds later than normal.

4. Speed Gate 
R: 60'
T: 0
D: Concentration
You create a flat paper-thin gate 10' tall and 10' wide. One side of the gate is red while the other side is yellow. The gate cannot be moved once created, but you can chose which side faces you when you cast this spell. Creatures or objects that enter the red side of the gate travel an additional 1d8*10'; and if they enter the yellow side they travel 1d8*10' less. Additionally projectiles launched through the gate deal +/- [dice] damage. The spell ends automatically when the result of all d8s rolled equals [sum].

5. Magic Missile
R: 50'
T: Varies
D: 0
You unleash [dice] darts of coruscating energy from your hands that streak unerringly towards your target like ethereal piscids. You produce [dice] missiles and may divide them between targets as you see fit. Each missile does 1d4+[dice] damage.

6. After Image 
R: 0
T: Self
D: Concentration
You conjure timestamps of yourself seconds away from the present to surround you. You create 1d4+[dice] after images of yourself, which move and always stay within 5' of you. When attacked, roll to see if the enemy hits you or an after image. An after image vanishes after solid impact. Area effects will cause all images to vanish.

7. Temporal Shove
R: 30'
T: One Creature
D: [dice] Rounds
You fling a creature forward through the timestream. They appear to vanish from reality all together only to reappear [dice] rounds later. An affected creature isn't aware of the shift in time; from their perspective everything appears to suddenly shift around. When you cast this spell you must succeed on a Wisdom check or you're the one who is flung forward through time.

8. Stasis
R: Touch
T: One Creature
D: [sum] Minutes
The target creature is placed into a state of suspended animation, no save. The target's bodily functions cease and they grow no older.  This spell only affects creatures up to [sum] HD. If sum is 4 times the target's HD, the duration becomes permanent, and you can set the only condition that will cause the target to reanimate.

9. Temporal Bubble
R: 0
T: 20' diameter 
D: [dice]*10 Minutes
This spell creates a temporal bubble centered over the caster. Time will pass by faster inside the bubble while time outside will flow at the normal rate. This allows for 10 minutes to pass inside for every 1 minute outside. From the outside looking in everything will appear to be a blur, while for inside observers everything outside appears to move very slow.

10. Devolve
R: 60'
T: One Creature
D: [dice]+5 Rounds
You reverse the target's evolutionary clock to the most savage stage of their species' existence, save negates. The target gains d6+[dice] Strength, Dexterity, and Constitution; while losing d6+[dice] Intelligence, Wisdom, and Charisma (minimum 1). If the target's Intelligence falls below 5, they will eschew weapons for a claw/claw/bite attack (1d2/1d2/1d4; or +1/+1/+2 if the target already has this attack). The target must Save at the end of the duration or the effect is permanent.

11. Time Stop
R: 0
T: 0
D: [dice]+2 Rounds

You freeze the flow of time completely. This spell is the antithesis of time. As a result you gain [dice] banes for your next [dice] Rounds once the spell has ended.

12. Timestreaming Device  
R: 0
T: Device / Caster+[dice] Creatures
D: 0

This spell imbues a device with the power to travel through time. Constructing the device requires 1 week of work, a 10,000gp investment, and the casting of this spell on it. After these requirements have been met, you may cast this spell again to travel [sum] time into the past or future as long as you have the device on your person. The device counts as an oversized item. The amount of time that you can chose to travel through depends on the [sum] rolled.

1-4: Days
5-8: Months
9-12: Years
13-16: Decades
17-20: Centuries
21+: Millennia

by, Alex McC

1. MD only return to your pool on a 1-2 for 24 hours.
2. Take 1d6 damage.
3. Random mutation for 1d6 Rounds, then Save with a -4 penalty. Permanent if you fail.
4. You lose your Perk for 1d6 Turns.
5. You lose all sense of time for 1d6 Turns. You automatically lose Initiative rolls and are always surprised.
6. You're stuck in a time loop. For the next d6 Rounds, Save or repeat your last action.

1. You age 2d10 years.
2. Each time you cast a Time Wizard spell, Save or the spell causes a temporal disturbance.
3. A clone of yourself from a different time period appears in the world. Its mission is to obliterate you.

Wednesday, July 4, 2018

GLOG: Class: Samurai

You gain +1 Initiative for every Samurai template that you posses. You gain +1 Move for every two samurai templates you posses.

A Bladestorm, Dodge
B Kiai
C Danger Sense, +1 Attack
D Tsubame Gaishi

Once per combat, you can make X+1 melee attacks where X is the number of Samurai templates you possess. Each attack must be against a different target. You can move up to 10ft between each attack.

While unarmored, you get +1 Defense per level, up to a maximum of +6

Once per day, you can unleash a fierce intimidating shout, causing all creatures within a 10ft radius and 1HD or less to make a Save vs Fear or take a morale check, flee from you, or surrender.

Danger Sense
If you are surprised, you have a 50% chance to act on the surprise round anyway.

Tsubame Gaishi
Once per combat, you can make an impossible unerring strike with your katana. Your attack automatically hits. Roll for damage normally. If your target isn't adjacent to you, you can teleport next to them to make the attack (reality-bending acrobatics, bursting from a cloud of cherry blossoms, etc). Or you can make the your melee attack from ranged (a cutting gust of wind, a whirling blade, etc).

Tuesday, June 12, 2018

GLOG: Class: Seraph

You gain +1 HP for every Seraph template you possess.

A Forge, Vestments
B Soul Fire, Break, Enchant
C Heavy Eater
D Kaioken

You can pay 1 HP to materialize a weapon of any type in your hand. This weapon is called a caliber. Only you can wield your caliber. If it leaves your hands, it vanishes. If you throw a caliber, the Attack resolves first before it vanishes.

You gain +2 Defense against Melee Attacks for every Seraph template you possess. This bonus is only active if you're wearing no armor and carrying a weapon no larger than a dagger.

Soul Fire
When you hit with an Attack using one of your calibers, you can pay X HP to deal 2X additional damage to your target.

You can pay X HP to break one of your calibers and deal X damage in a [your number of templates]*10' radius. You ignore the damage.

When you use your Forge ability, you can pay an additional d6 HP to give your caliber a minor magical effect. Minor magical effects don't boost stats nor can they force a target to Save.

Heavy Eater
If you consume double the required rations when taking a lunch, you restore an additional d6 HP.

Once per day can pay d8 HP to increase your Attack and Movement each by the amount of HP lost until the end of the round.

Tuesday, June 5, 2018

SDWC: Rules: Character Generation

This is how you make a character in Sex, Drugs, and Walled Cities.

1. Generate Ability Scores.
Roll your stats using the following method. Roll 4d6k3. Then assign that result to one ability. Repeat 5 more times and consult the chart below.

chart by Michael Bacon

2. Roll a Failed Career.
Your failed career was the nine-to-five you slaved away at before fate plucked you off your ass and buried you underneath a world of crime and violence.

Your failed career counts as a wheelhouse because it offered you some inside knowledge that your average Joe wouldn't know when you were working it.

3. Choose a Wheelhouse
Wheelhouses are overarching skills that you picked up in your life. Your Failed Career counts as one of them. Now you get to pick a second one.

Some classes offer you extra wheelhouses and you can invest time and money to learn more.

4. Choose a Class
Pick a class from the list. You gain Template A as well as any extras attached to the class.

5. Generate Derived Scores

Hit Points at first level = 6+Con mod.
After level 1 you gain d6+Con mod HP per level.

Stealth = 5+Dex mod-Encumbrance.

Move = 12+Dex mod-Encumbrance.

Save = 5+Cha mod+your number of templates.

Inventory = Strength Score+2.

6. Name your character
Pick a (un)suitable name for your character that slum dogs will remember for decades to come.

by Ehsan Fazeli

Sunday, June 3, 2018

SDWC: Race: Gongwarped Fishermen

Known colloquially as Gongheads, Gonks, Gongies, and Fush, Gongwarped Fishermen are mutant fish men that like to inhabit the liquid-veins of Gathox.

Additional Starting Equipment: Port-o-Lung, Freakshow Science Kit
Primary Ability: Intelligence

The Port-o-Lung is an invention that Gongwarped strap to their gills to allow them to convert oxygen from air. It takes up 1 inventory slot and if the Gongwarped is ever separated from their Port-o-Lung the Fish effect below applies to them.
The Freakshow Science Kit is a toolset of scientific instruments that allows the Fishermen to create their Mutant Freaks (see below.) It takes up 1 slot of inventory.

Gongwarped Fishermen begin with two random mutations from their player's favorite mutation table.

Gongwarped Fishermen can't breathe air. They can hold their breath for a number of minutes equal to their Constitution score. After this time they die from asphyxiation.

Team: Freakshow
Gongwarped Fishermen are masters of a pseudo-Frankenstein brand of science. As a result they are very adapt at stitching together Mutant Freaks.

Stitching together a Mutant Freak requires a flesh investment. The Fisherman can chose to take either 1d6, 2d6, or 3d6 Flesh damage. HP lost from taking Flesh damage is lost permanently, but if the Freak dies the Fisherman gains the HP back as the flesh crawls back to its body. The result is also the Freak's Loyalty score.

The Fisherman can invest Harvested Flesh when he rolls Flesh damage. Harvested Flesh is an item that takes up one slot worth of inventory. Harvested flesh can be harvested from fallen enemies at a rate of 1 per Turn up the the creature's HD. Alternatively it can be bought on the black market for 20gp a unit. Investing Harvested Flesh reduces Flesh damage by 1 point per unit invested.

One Fisherman can stitch together a 1 HD Assemblage.

Two Fisherman can stitch together a 2 HD Fresh Meat.

Three Fishermen can stitch together a 4 HD From the Depths.

Four Fishermen can stitch together a 6 HD Stitched One.

The DM has the rest of the Mutant Freak's statistics and special abilities.

by David Lewis Johnson

Saturday, June 2, 2018

SDWC: Class: Scoundrels

Life in Gathox is like having your cake and watching someone else eat it. That someone else is the Scoundrel.

Scoundrels embody Gathox. Lie. Cheat. Steal. Reach the top. Get sent packing by the new hotness. Start all over again.

Playing the Scoundrel is like stepping into the shoes of Han Solo or Indiana Jones. You possess no super human traits. What you do have is your wits, a lot of luck, and questionable morals.

Class: Scoundrel

Starting Equipment: Leather armor, 2 daggers, handgun, 20 ammo, [1. Burgling Kit 2. Forgery Kit 3. Disguise Kit]

Kits are small toolsets that take up one inventory slot, but provide bonuses to the situations they're relevant to.
Burling Kits are relevant in situations in which you need to get into somewhere you're not supposed to be.
Forgery Kits are relevant in situations in which you need to copy a document or image that doesn't belong to you.
Disguise Kits are relevant in situations in which you need to be someone that you are not.

A: Know it All, Shoot First
B: A Little Luck
C: I Know A Guy
D: A Lot of Luck, Time to Leave

You gain +1 Stealth for each Scoundrel template you possess.

Know it All
You gain two additional wheelhouses.

Shoot First
If you surprise an opponent, your first attack against them during the first round of combat gets +2 Attack and deals +X damage where X is your [templates]*2.

A Little Luck
Once per day you can re-roll a non-damage roll.

I Know A Guy
Once per day, you can declare something you need. Invent an NPC and describe them. They have the thing you need and are willing to give it to you for a price. The DM determines your standings with this NPC.

A Lot of Luck
You gain an additional use of your "A Little Luck" ability. Additionally, one ally can re-roll a non-damage roll as long as it's reasonable that you were able to assist them.

Time to Leave
Once per day you can 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.

by Catalin Bercea

Thursday, May 31, 2018

All I Need is Sex, Drugs, and Walled Cities

Gathox is alive. It breathes. It flows. It grows. But most importantly it hungers. And every alien, human, and mutant is the godling's vittles. But it's not flesh it desires. Only one thing sates the living mountain: Strife.
Great Zhezhn fuel religious fervor and sow chaos and disorder, both with the purpose to fuel Gathox's hunger. Governance, order, and control are all viruses that are hunted down and destroyed by anti-bodies.
Buildings rise to impossible heights, growing maze-like corridors. Vertical gardens drape from their walls like sustenance-pocketed curtains. Eventually, it's all swallowed, for nothing is constant in Gathox.
What little governance the citizens are permitted take the form of gangs that constantly compete for territory, wealth, power, and respect. Meanwhile the Great Zhezhn pull there strings from places unseen.

This is going to be the index for my campaign set in David Lewis Johnson's Gathox setting. Gathox is built around Swords and Wizardry: Whitebox, but we play the GLOG in these parts, so a majority of the posts to follow will be devoted to creating, converting, or expanding on the following:

-Alien and Other races
-PC Classes
-The Gangland Game
-Vertical Dungeons

Kowloon, at night, the real world Gathox
The Index

The Scoundrel

A special thanks goes out to Luke Thomson of Iron & Ink for inspiring me to embrace the fever dream with his Pike and Shotte campaign.