Showing posts with label GLOG. Show all posts
Showing posts with label GLOG. Show all posts

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.

Cantrips:
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

Mishaps
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.

Dooms
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

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

Bladestorm
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.

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

Kiai
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 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.


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


Fish
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

Sunday, May 27, 2018

GLOG: Class: Farrier

>>>>EDIT: This is a bad wizard. Do not use it in your GLOG game, unless you want to have a bad time! I'd delete this, but it is a good example of WHAT NOT TO DO when designing a glog wizard<<<<


Farriers are psychic monk ninja spies that utilize transmutation magic and their own psychic influence.


A: +1 CD, +1 Spell Slot, +2 Spells (1-6), Acrobatic Feat
B: +1 CD, +1 Spell Slot, +1 Spell (1-8), Mind's Eye
C: +1 CD, +1 Spell Slot, +1 Spell (1-10), Magic Resistance, +1 Attack
D: +1 CD, +1 Spell Slot, Trace


Cantrips
1. Create a phantasm, which is a non-magical object no larger than a horse that exists for 10 minutes. If the phantasm is mechanical you must understand how it functions before you can create it.
2. You can focus for one round to see up to 2 miles away.
3. Touch an object to learn its recent history. You may also receive impressions of its creator.


Acrobatic Feat
Once per scene you can perform a feat of acrobatics, which includes but is not limited to: jumps, leaps, flips, tumbles, catches (to avoid falling), swings, balancing, crossing rough terrain, handsprings, pole-vaulting, etc.


Magic Resistance
You reduce all incoming magic damage by 2. Once per day you can negate the effects of a spell that targets you.


Mind's Eye
Once per combat, you can observe your opponents and perfectly predict their actions next round.


Trace
If you discover a magic item, you can enact a ritual to save it to your brain. The ritual is 6 hours long and costs 1 spell slot. You can still cast spells, but you do not get the spell slot back until you erase the magic item from your brain.

As long as you have the magic item saved, you can summon one copy of it at will and it exists for 10 minutes.


Spell List
1. Break
2. Hold Person
3. Shield
4. Blink
5. Counterspell
6. Reinforce
7. Transmute
8. Shoot
9. Charm Person
10. Expand Self

Break
R: 50' T: one phantasm D: [dice]x10 minutes
You pack one phantasm with psychic energy. The next time the object comes into contact with something, it explodes for d10+[sum] damage. If more than one CD is invested into this spell, increase the damage by 1d10 per CD above one.

Hold Person
R: 50' T: creature D: concenration, up to [sum] rounds
Target creature or object is locked in place. YOu must maintain concentration for this spell to work. Target can breathe and move their eyes, but cannot swim, fly, or perform any other action. The creature may Save each round to break free with a [dice] penalty.

Shield
R: 10' T: plane or sphere D: concentraion
Create a psychic barrier, 10'x10', centered up to 10' away. Alternatively, create a sphere centered on the caster 5' in diameter. The barrier has [sum] HP. All attacks against it hit.

Blink
R: 100' T: surface D: 0
You teleport to a surface you can see up to 100' away.

Counterspell
R: 50' T: area D: [dice]x2 rounds
For the duration, the next spell cast within the area with [dice] CD invested or less is countered. The Caster gets a Save to ignore this effect.

Reinforce
R: touch T: [dice] weapons D: 1 hour
Weapons you touch are enhanced, dealing an additional 1d4 damage.

Transmute
R: touch T: one object D: [sum] minutes
You transmute the material composition of one object into another inorganic material.

Shoot
R [dice] miles T: one ranged weapon D: 1o minutes
You enhance a ranged weapon to shoot beyond its normal capabilities, up to [dice] miles away.

Charm Person
R: 50' T: person D: [dice] hours
The person regards you as a good friend and ignores the obvious spell you just cast on them. If you invest 4 [dice] or more into this spell, the duration becomes permanent.

Expand Self
R: 0 T: 40ft area centered on the caster D: [dice]x2 rounds
You expand your mind, pushing back reality. Flavor your inner world as you see fit. As long as you stand within the area of your inner world, you gain [dice] bonus casting die.

GLOG:Class: The Cult

This is a cult version of Joseph Manola's The Extras and Skerple's Many Goblins.

A: Cult Mentality, +1 Charming Sociopath, Recruit
B: +1 Cult Lieutenant
C: +1 Cult Lieutenant
D: Secret Sadistic Ritual


Cult Mentality
The Cult has a shared HP pool just like a normal character. 1 point of damage causes a single cultist to die. Area of effect attacks and traps only affect them once. Single-target Save or Die effects instead cause the Cult to lose 1 HP. Other single-target spells effect the whole Cult.


Charming Sociopath
It takes a certain charismatic insane individual to run a cult, and that person takes the form of the Charming Sociopath.

The Charming Sociopath is the de facto leader of the cult, and his presence is required when the cult attempts to recruit new members because—and let's be honest—this whole cult thing hinges on his charisma.

The Charming Sociopath is a level 1 Cleric, but otherwise functions identically to a Cult Lieutenant (see below).

If the cult should perish, none but the Charming Sociopath survive. Then if he survives the adventure he may return to town and recruit d20 gullible cultists.




Recruit
Once per week, the Charming Sociopath can climb up on his soap box and spew his ideological vitriol to the masses. This requires a Charisma Save, and if successful The Cult recruits d6 members and gains the same amount of hit points.


Cult Lieutenant
Lieutenants are named characters that hold more sway in the cult than its lesser members, but not as much as the Charming Sociopath obviously.

Once per encounter, a Cult Lieutenant can act independently of the cult.


Secret Sadistic Ritual
Once per day the cult may convene in a secret area and enact a secret sadistic ritual. During this ritual the Charming Sociopath can sacrifice up to d6 members of the cult. The Cult loses the same amount of HP permanently. For every member sacrificed, the Charming Sociopath's gains +1 Casting Die and +2 Spells until dawn the next day.


Wednesday, April 18, 2018

GLOG: Druid Circle: Woodland Protector

A long time ago the Squirrel Princess was singing on her branch-balcony when a terrible hawk snatched her away for lunch. Her father, the Earl of Squirrels, was outraged.

The Earl sent word to all the lords of the Woodland Realm and they convened at his court. It is there that they decided they were done living their lives in constant fear from their predators.

The Woodland lords and their constituents drafted a declaration of war and presented it to the Unseelie Court. Unfortunately the declaration was declined by the court, cited as "petty" and "selfish."

Then the Woodland lords presented their declaration to the Seelie Court, and again it was denied. But the gentle adjudicators of that court offered the Woodland lords a trial.

The prosecution was of course the Woodland lords. The defendants their predators. Acting as judge was illustrious Prince Obristo of the Faerie Clan of Yarnborough.

The trial was long and arduous but eventually a settlement was met. A law was put into place forbidding the hunting of the Woodland lords and their constituents. To enforce this law, the Seelie Court conscripted a special unit of Druids that would work closely with the Woodland Lords to ensure their protection.

This special unit was dubbed the Woodland Protectors.

by Diego Rodriguez

Woodland Protector

Keeping with the police metaphor, Woodland Protectors are more like boy/girl scouts than full fledged officers.

They are given special privileges by the Woodland Lords in the form of conscripted soldiers. Squirrel Knights, Raccoon Spies, and Siege Platypuses are all on standby to assist the Protector at a moment's notice.

However they are enchanted to be easily swayed by authority figures. Most druids are not critter sized and the lords realize this. They want to keep their protectors gullible and trusting.

Banes

  • If a critter is in danger, you must answer the call to protect them. Refusal to due so results in a revocation of your spellcasting ability. Said revocation may be disputed in Fae Court. A critter is defined as a non-predatory mammal no bigger than a capybara, a non-raptorial bird, or a frog.
  • You're terrible when it comes to dealing with mayors, kings, lords, and authority figures. -4 to your Charisma checks when trying to convince them.

Boons

  • When you level, instead of learning a random spell you may choose to learn wildshape if you don't already know it.
  • Whenever you deal damage with one of your spells, you call that many critters to arms. The critters obey your commands and fight for you. They act on their own initiative and function as a horde.*
  • Whenever you cast the Bigify spell on yourself and you know wildshape, you can choose to shapeshift into a giant animal. A giant animal is defined as any animal bigger than a wagon.

Spells

  1. Befriend
  2. Smolize
  3. Bigify
  4. Wildshape
  5. Aura of Innocence
  6. Goodberry
  7. Raucous Joy
  8. Flamestart
  9. Cloud of Faeries
  10. Fireseed

Befriend
R: 50' T: creature D [dice] hours
You charm a creature. A charmed creature will place themselves into danger for you, up to and including combat, but will not take on extreme risk.
If you invested 4 [dice] or more, the duration becomes permanent.

Smolize
R: touch T: creature D: [sum] minutes
You shrink a creature to a fourth of its original size, causing them to lose [dice] HD and deal -[dice] damage (minimum 1HD and 1 damage). The creature gets a Save to negate the effect.

Bigify
R: touch T: creature D: [sum] minutes
You grow a creature to four times its original size, granting them [dice] HD and +[dice] damage. Unwilling creatures get a Save to negate the effect.

Wildshape
R: 0' T: self D: [dice]*10 minutes
You shapeshift into an animal of your choice. The animal can be no bigger than a horse. The animal's stats are overlaid onto your own, but you maintain your own mental aptitude. Your DM has their stats.

Aura of Innocence
R: 0 T: self D: [dice] rounds
You emit pure innocence, causing creatures to want to avoid harming you. Before a creature attacks you, they roll a d6. On a roll of [dice] or less, they have to redirect their attack or give it up.

Goodberry
R: 50' T: ground D: instant
You grow a goodberry bush that bares [sum] berries. Each berry restores 1 HP when eaten. If two or more dice are invested, the berries restore d4 hit points each. The berries shrivel away at dawn the next day.

Cloud of Faeries
R: 200 T: [dice]x20' area D: [dice] rounds
You summon a kaleidoscope of faeries equipped with toothpick-swords. They fly around hostile creatures and sting them like angry hornets. The combined efforts of the faeries deals d6+[dice] damage per round.

Raucous Joy
R: 50' T: [dice] creatures D: [dice] rounds
You infect a creature with overwhelming joy, which causes them to fall to the floor laughing uncontrollably for [dice] rounds. They get a Save at -2 to negate the effects.

Flamestart
R: 0 T: 1 creature D: [dice] turns
You summon a small flame at your fingertips that emits light up to [dice]x10'. If 2 or more dice was invested, you can throw the flame for [dice]xd6 damage. The flame ignites clothes and flammable objects.

Fire Seed
R: 0 T: palm of the hand D: [sum] minutes
You grow a group of fire seeds in your palm or the palm of another creature. The fire seeds can be thrown up to 40' and deal 1d8+[dice] damage in a 10' area. If the fire seeds are not thrown, they will explode in [sum] minutes from being grown.

Monday, April 16, 2018

GLOG: Class: Druid / Sir do you Realize how Fae you were Going?

Druids are to the Animal Kingdom what Clerics are to humans.

Starting Equipment: Druid Badge, Tchotchke Bag, Druid Chalk

A Druid Badge signifies your authority in the Animal Kingdom. Most humans don't recognize its significance, but animals definitely do.  

Druid Chalk is an ordinary piece of chalk given to all Druids once they take up the cause. It's enchanted so whenever a door is drawn near nature, the door becomes real and the Druid can use it to enter Fae Court. Otherwise it's just ordinary chalk. If a Druid loses his Druid Chalk it will find its way back to them in d3+2 days.

A: +1 CD, +1 Spell Slot, +2 Spells(1-6), Wildspeak
B: +1 CD, +1 Spell Slot, +1 Spell (1-8), Tchotchkes
C: +1 CD,+1 Spell Slot, +1 Spell (1-10), Survivalist
D: +1 CD, +1 Spell Slot, Deputize

You gain+1 Casting Dice (CD) and +1 Spell Slot for each Druid template you possess, up to a maximum of 4 each.

When you first gain a Druid template, you must choose a Druidic Circle from the list below. Later you can submit a transfer to Fae Court to change your circle, pending its approval.

Wildspeak
You can talk to animals and plants.

Most animals will be willing to talk once they realize you're a druid, or flash your druid badge.

Plants are less sociable and don't have a lot to say. Getting one or two words out of a plant requires a successful Charisma check.

Tchotchkes
Druid spells come from fae spirits and they hate stuffy scrolls and books. As a result Druid spells can only be moved to a tchotchke.

A tchotchke is a small magic object decorated with paint and baubles. They're no bigger than your palm, and they function like a druid specific super charged scroll.

Making a tchotchke requires a Tchotcke bag, which contains enough supplies to create one tchotchke. You can buy more bags from Fae Court for 30 gold pieces each.

Once you've created the tchotchke, you can move a spell into it. Then roll 4d4. The result is the tchotchke's Integrity. Whenever you use the tchotchke roll a d20. If you roll over the tchotcke's integrity, it loses d6 integrity. When a fetish reaches zero integrity, it breaks, causing a mishap and unleashing the spell into the wild.

Tchotchkes aren't destroyed after being used and they can be used more than once a day. A druid or wizard can't move the spell inside the tchotchke once it's been moved to one. The spell will only exit the tchotchke when it's destroyed.

Survivalist
Choose one of the following:

Forager: You can gather d4+2 worth of rations by foraging in the wild. Foraging takes 6 hours. Additionally you can tell when food and water is safe to consume.

Scavenger: You can forge items from natural materials. 2 slots worth of materials is enough to make two light weapons, one medium weapon, a longbow and 20 arrows, or a wooden shield.

Sleeper: You can rest anywhere, under any conditions, and no longer require a campsite, fire etc.

Cataloger: You can identify any natural fauna or flora.

Deputize
You can enlist a member of the Animal Kingdom as a temporary deputy.

The conditions and compensation of the enlistment must be written down and submitted to Fae Court, pending approval of course.

Most animals will be willing to work for an extended period of time if their needs are met. Their compensation could vary from food to gold to a good scratching behind the ears.


By Inkognit
List of Druid Circles

Woodland Protector

Monday, April 2, 2018

Program Your Life Today!

If wizards are zookeepers. And sorcerers are locomotives. What does that make psions?

Imagine a World Computer. It's computations result in cause and effect, and time itself. It's not the source of space and matter, but it organizes it all according to its programming.

Psions are its programmers. They discovered the World Computer a long time ago and figured out its code. They manipulate probability and causality by sending it mental code to get what they want. But they have to speak the computer's language

The World Computer only understands binary relationships. Love-Hate. Death-Life. Create-Destroy. Bitter-Sweet. Obviously psions are capable of understanding concepts more complex than this, but to the World Computer it's all 1s and 0s. Psions have to speak to the World Computer in its own language if they want to get any results.


by Dio Mahesa

Psion

A: Psionic Programming, +1PP, +1PD, +1RR
B: Living in the Database, +1PP, +1PD, +1 RR
C: The Third Integer, +1PP, +1PD, +1RR
D: Master of Minds, +1PP, +1PD,+1RR

Psionic Programming
You manipulate probability and causality by speaking to the World Computer.

You speak to the World Computer with Programming Dice (PD). You start with 1PD and gain +1 PD per Psion template up to a maximum of 4. 

When you want to invoke a Psionic Power (see below) you invest any number of PD. The number of [even] or [odd] dice rolled determines which power you invoke, which is affected by the [sum] rolled or the number of [dice] invested.

You start with 1 Re-Roll (RR) and gain +1 RR per Psion template up to a maximum of 4. You can spend 1 RR to re-roll up to 4PD. All RRs come back at dawn.

PD do not go away. Instead psions lose the ability to program the world computer in their favor over the course of the day by spending RR.

Living in the Database
Each morning roll 2d20 and record the results for each. Throughout the day you can replace the results of any d20 roll with one of the results from those d20. You can only use one result once.

The Third Integer
Chose a psionic power that you know. Once per day you can invoke both sides of that power simultaneously. 

Master of Minds
Learn 4 psionic powers or create your own (DM's discretion.)


by Cuba Lee


Psionic Powers
Psionic Powers (PP) are binary relationships. The number of [even] and [odd] dice determines which side of that binary relationship you invoke. If the number of [even] and [odd] dice is equal, you get to chose which side you invoke.

Create-Destroy
[even]: You create something nonmagical. It exists for [dice] rounds.
[odd]: You destroy something. If that something is a creature it gets a Save at -[dice] to avoid obliteration.

Heal-Harm
[even]: You restore [dice]+[sum] hit points to a creature.
[odd]: You deal [dice]+[sum] damage to a creature.

Charm-Repulse
[even]: You charm a creature for [dice] rounds, granting you +[dice] on reaction rolls.
[odd]: You repulse a creature. It will stay [dice]x10ft away from you for [dice] rounds, granting you -[dice] on reaction rolls.

Move-Immobilize
[even]: You move something to a location [dice]x10ft away.
[odd]: You immobilize something for [dice] rounds. It can't move but can still interact and attack.

Celebration-Silence
[even]: You create a loud ruckus that deafens all creatures in a [dice]x10ft area for [dice] rounds.
[odd]: All sound within a [dice]x10ft area is silenced for [dice] rounds.

Quicken-Slow
[even]: You grant a creature +[dice] to Move and Initiative rolls and they can make an extra attack for [dice] rounds.
[odd]: You give a creature -[dice] to Move and Initiative rolls and they can only Move or Attack on their turn for [dice] rounds.

Nourish-Starve
[even]: You manipulate a creature's metabolism so it can go without food or drink for [dice] days
[odd]: You manipulate a creature's metabolism so it requires twice the normal amount of food and drink for [dice] days.

Fire-Frost
[even]: You summon a small fire in your palm that radiates light up to 10 ft. If 2+ PD was invested you can throw the fire for [dice]*d6 damage.
[odd]: Your finger tips drip a cold mist. The next thing you touch is flash-frozen for [dice] rounds and takes d6 freezing damage a round.

Fly-Burrow
[even]: You gain a fly speed for [dice] rounds.
[odd]: You become ethereal for [dice] rounds and can pass through solid material.

Cure-Poison
[even]: You cure one disease, poison, or ailment afflicting a creature.
[odd]: You afflict a creature with an ailment. The ailment must be one you know of but not necessarily experienced.


Friday, March 30, 2018

Street Toughs and Vertical Slums

Skerples said you can judge a system by its Fighters. With that said here's the version of the GLOG fighter I made for David Lewis Johnson's Gathox setting.

Class: Street Tough


A: A Limb for Your Life

B: Tats
C: Intimidate
D: Dirty Fighting, Cleave

You gain+1 HP for every Street Tough Template you possess.

A Limb for Your Life
Once per day you can reduce incoming damage by 1d12. If you choose to sacrifice an arm or a leg you can reduce the damage by 12 points instead of 1d12. If instead you sacrifice a small sensory organ, such as an eye or finger, you reduce the damage by 6 points.

Tats
Each time you obtain a total of 10, 20, 30, and 50 kills with a weapon type, you gain enough street cred to get a tattoo of that weapon along with a new ability for that weapon chosen from the list below:

  1. +1 Damage
  2. +1 Advantage (max 2)
  3. Special Ability (negotiated with DM, one per weapon)
Dirty Fighting
Once per combat you can fight dirty. Make an Attack with +1 Advantage and your target is stunned for d4 rounds.

Intimidate
Once per day you can intimidate another humanoid. They roll a Charisma save. On a failure you force them to obey one request.

Cleave
Whenever you kill a creature, you can make another attack with the same weapon.


by Seo Hee