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

Thursday, January 11, 2024

Ancient Spells of the Gods (GLOG: Spells)

These spells are not like regular spells, they cannot be cast with magic dice, but instead cast as long as one has reached the requirements to cast them. They must be challenged and found, you cannot transcribe these spells or teach them to another. 

Song of Orpheus 

Orpheus lost his love, Erydice, while entrapped in the curse of his muse. Without his love he delved into the depths of the world, he sung a song or morning so powerful it split the earth and opened a way into the underworld where he negotiated with Desponia, the Queen of the Dead. However he could not master himself, he failed the deal and was entrapped forever distant from his love.

To learn the song of Orpheus one must have lost a love, a person who has lost a love of their life can hear the song emanating from beneath the earth. By digging into the earth, the lover can find a cave, at the height of which lies a salt statue of Orpheus himself. Stepping into the cave the lover will find their lover's apparition, ready to dance with them. At the conclusion of the dance they must make a choice, to take their lovers hand and descend into the underworld together or to let them go, allowing them to fully pass beyond. One who lets them pass beyond, may take the lyre from the statue, holding the spell of Orpheus.

Orpheus' Lament
Slow spell, Concentration

While you sing the song of mourning the ground opens in front of you and you, and any companions, can walk through stone, as a passage opens in the solid ground. The First Verse lets the group travel through natural stone and earth, the Second let one walk through worked stone and magical spells, the Third lets one walk to the lower planes, the staircase leading to the domains beneath the earth.

Each verse becomes more difficult than the last, the caster loses 1 stamina for each hour singing the first verse, 2 for each singing the second and 3 for each hour of the third. If the caster runs out of stamina they take a wound Sore Throat when the caster stops singing they must save and on a failure they begin to become petrified, turning into a statue of salt. This can be prevented or undone with rare magical materials, such as a Basilisks stomach bile.

This spell is sentient, but can only communicate in emotional chords, it is kind, loving and always falls in love with the caster. It never wants to go back to Desponia and will do whatever it can to avoid being reclaimed by her. However it fears loss and wishes to petrify it's caster to forever keep them together. 

The Lost Storm 

The god Talos was the warrior of the gods, he fought and felled the titans of the sky and storm. His power grew until, in arrogance, he challenged the sea. There he found his match, and Oceanus stole his storm leaving it as a mark of his failure.

In the heard of the Pirates Sea, then called the Sea of Gods, one can find The Storm sailors pray to talos to guide them away from this storm, for the gods wrath spells doom for them.
However if one were to find the heart of the storm they could learn a spell of the gods and call upon his storm. Through the storm harsh winds and rough seas will require the crew of a ship to work hard to prevent capsizing or sinking.

The First Mile of the storm rains in burning acidic rain, dealing 1d6 damage for each minute a creature spends under it. Furthermore it begins to dissolve metal or organic materials. Some materials are not dissolved by this rain, they must be found to keep sailing.

The Second Mile lightning seeks the souls who pass into the domain. Each creature that is struck must save or take 10d6 damage as the lightning hits them (half on p, none on s).

The Third Mile the rain freezes into dagger like shards, this will tear apart anything softer than steel and deal 2d6 damage against characters hit.

The Fourth Mile causes frost to climb over solid surfaces, attempts to move require special equipment or risk slipping and falling. Fog rises preventing one from seeing beyond their arms reach, and howling winds swallow words spoken.

The Eye of the Storm is a mile wide calm area, the winds are completely still and sunlight streams from a gap in the clouds at all times. Here a Isle can found formed from a towering sword, atop the sword a carving can be transcribed to learn the spell, this must be transcribed in steel for all other materials will be destroyed by the spell's power.

Storm of Talos
Ritual (5), Concentration

Over the 5 rounds of the ritual the storm begins to gather above the caster, any beings with magical talent can feel the power emanating from the spell. Once it is cast the Storm described above begins, each mile forms above the caster, effecting them and anything in a mile for a round, before moving an out as the next mile begins until the caster is safe within the eye. The Storm moves with the caster while the maintain concentration, multiple characters can carry the concentration together, the storm remaining while at least half of them hold onto the spell. When the spell ends, by the concentration ending or the casters choosing to end it, the storm fades over minutes.

The spell is sentient and is a spirit of war, it seeks battle and war and advocates for violence when it can solve a problem. It does however understand peace and when it must be used, it cannot stand to see betrayal or injustice. It struggles to understand the limitations of mortals, seeing any enemy as worthy of it's use.

Chains of Tartarus

Deep beneath the earth lies the prison of the Titans, digging even deeper Tartarus binds the titans so they will never escape. To find the chains one first must make it to The Grey Waste where they must avoid the agents of Hades and Desponia, there in the deepest part of the land they can find massive chains made of disgil descending into the depths of Carseri. This chain is bound to various alcoves and cells where other creatures have been imprisoned by the powerful magic.

To learn the spell you must claim one of these cells each holds a bound creature, the deeper one descends the stronger the cells become. You must defeat the guardians, copies of the caster and any other's who guard their prisoner, shatter the chains holding closed the alcove and survive whatever it held being set free. Then you may find the vows Tartarus uttered to bind the titans as he dug, which you may utter again to cast the spell.

Vow of Tartarus
Ritual (10)

With the true name of a creature you can see you can begin to bind them, they are slowed and stunned while you cast the ritual. At the end of the ritual chains and burst from the ground and drag them into the depths, where they are bound into the alcove you claimed. However if the ritual is interrupted your magic will backfire and you must save or become bound in your own cell.

You may choose the appearance of the cell and how the passage of time is perceived inside. You cannot bind a creature with more HD than the creature that was already contained within the cell. Once you've cast this spell your alcove is filled, and you cannot cast the spell unless you were to free the creature inside or claim another alcove.

If somebody else defeats your guardian, a copy of yourself and any allies you bind alongside you, they can free the bound creature and claim the alcove for themselves. 

The Name of Death

By defeating an avatar of death you may earn it's name. 
Die
Fast
A creature you can see dies, however Death now knows your name.

Nameless God

The void is a layer in the plane of Dreams, it is where the forgotten things lies. Lost dreams, forgotten moments, and even dead secrets can be found in this place. Deep in this plane a quiet shrine can be found, it's stonework worn away, by taking a rubbing of the worn stone a few worn letters can be found. With this fragment of a name the spell worms it's way into your brain.

The Ancestor
Slow
You summon a shadowy creature that resembles you, it acts as you command. You can pass through the Ancestor and vice versa. The ancestor may only remain for the scene before fading away out of view. The Ancestor cannot be summoned more than once per day.
When it is first called the Ancestor has no details and has the statistics of a 1 HD commoner, you may make one skill that the ancestor has. When you have summoned the ancestor a number of times equal to it's HD it increases it's HD by 1.
When the Ancestor Reaches 3 HD, you may choose a feat for the Ancestor to gain, you must also choose a gender & ancestry for your ancestor. When the Ancestor reaches 5 HD you may choose a class for the Ancestor to take one level in, you must now choose a voice for your ancestor. Your ancestor no longer increases in HD at this level.
When you reach your final level or die the Ancestor may claim a name, they become a player character at 1st level with the Feat and Class you chose for them. When they reach their final level they will ascend, becoming a minor god, of a domain appropriate to their nature. You, or your party, may then ask one Wish of them, which the nameless god will grant you if it is within their power.

The Ancestor is sentient, their personality develops as you discover them, they cannot talk until their final level, before then they can only whisper in your ear. 

Each time this spell is completed, and a minor god ascends the nameless god gains one letter of their name when the god has regained it's name in full it will rise again, a full god, shaped by those who discovered it.



Saturday, December 2, 2023

He was just one day from retirement (NKOG Class: Guards)

I've recently had trouble in one of my games with a busy player, dropping the party from 3 to 2 characters. To solve this I used The Crew class as a support class to represent the parties hirelings (which were, in fact, a pirate crew). This worked fantastically and so I've decided to make my own version, it is designed to be played collectively by the party or by guest players and so has some simplifications compared to other classes in my system.

The Guards

An Imperial Guard from the videogame Elder Scrolls 4: Oblivion by Bethesda Softworks
"STOP You've violated the law, pay the court a fine or serve your sentence." Source Unofficial Elder Scrolls Pages & Bethesda's ESIV: Oblivion

Starting Equipment: Fancy Armor (Medium), Long weapons, mementoes of their families

Background Question: Who or what did they first protect?

XP Trigger: Special. Guards level is always the average of the parties level.

Starting Stamina: 1d12+6 rolled each time they recover

A:

Guards! Guards! Guards!, Look Out Sir!

B:

Captain of the Guard

C:

Charge! one at a time, +1 Lieutenant

D:

We'll Handle it, +1 Lieutenant 

A: Guards! Guard! Guards!

The entire squad of bodyguards are represented by one HP pool which becomes equal to 1d12+6 each time they recover. When they take damage they act as one target. Any effect that would kill or Wound a character instead cause 1hp to be lost as a single guard dramatically dies. Other effects either affect them all or fail completely.

If reduced below 0 HP, the Guards all die in tragic-comic fashion except for the Named Characters. If these all survive to recruit a new crew within 1 session, they can become The Guards again. Otherwise, they disband except for one Named Character who can start to gain classes.

The Guards have encumbrance as a normal character and can only carry the same coin as a regulars character. They will inevitably lose, forget or have stolen from them anything beyond that. Weapons, clothes, ammunition and armor do not occupy inventory slots. Guards need 10 copies of a weapon or item to benefit from it. They consume rations and ammunition as if there were only one of them.

At any one time the guards have as many people as is needed for the scene, if needed the rest can pour from a side room where they were standing guard or gambling.

A: Look out Sir!

The bodyguards can leap in front of an attack that would wound an ally they can see. They take the damage instead as the guard tragically dies.

B: Captain of the Guard

The Guard squad gains ranking members for each template they gain past B, these members have a name, skill and family. They can each act with this skill once per session before fading into the background. The First named character is the Captain, each other character is a Sargent. When a ranked character dies other are promoted to fill the spaces.

C: Charge! one at a time

The Guards can one at a time charge at an opponent and die pointlessly to them. However the opponent will be unable to move until the guards are all dead or they chose to retreat on their turn.

D: We'll Handle it

The bodyguards can sacrifice 1d6+3 stamina, and one ranking character to split off a group to scout, guard or escort something. They will inevitably die but they will be mostly successful in their mission and leave the ranking guard behind to die dramatically after giving the party the information they need.

For example, the guards sent to escort the prince are all found dead but Graham, who was one day from retirement, is bleeding out on the side of the road. He lets the party know that the prince escaped with a ranger they found in a nearby town and is heading towards the capital. He then lets out his last breath, still clutching a photo of his husband.

Tuesday, October 17, 2023

Weapons of less destruction (GLOGtober Challenge 1 #4)

GLOGtober Challenge #1: Rolled a 4, Magic items that are unintentionally also magic weapons.

Cleansing Rod.

A failed mage was known for washing not as often as they should. They had a distaste for the sense of water flowing over them and therefore decided to solve this problem as their graduate project. The rod cleansed them quite effectively, however as their graduation approached they began to lose weight, they got pale and started to grow sickly despite eating well. When they passed away the chirurgeon concluded that he had cleansed his humor's and thus doomed himself to a slow death.

The Cleansing Rod can be used, over 1 minute, to cleanse a person of all filth. Thus rendering them clean and even smelling pleasantly of  lavender (giving a +1 to social checks). However the cleansed person can no longer benefit from Recovery or rations and will begin to starve. 
A highly skilled medical practitioner may be able to come up with a cure: drinking a healthy persons bile or other digestive fluids.

Cursed Tome
The librarian had noticed a distinct trend, the romance novels were disappearing at a staggering rate, however none were being booked out. So he decided to make a trap to catch the horny thief.

This tome appears to be a cheaply bound romance novel attached to a length of rope. Whoever touches the tome will find whatever parts of them touched it covered in a in invisible in that glows in the dark. This ink transfers on touch to other objects or places allowing one to follow the trail.
The tome acts as a flail, however on a hit the target is marked and they can be followed by their trail as long as it is dark enough to see the glowing ink.


Telekinetic Sewing Kit
They became quite common nearby the magic school, many students would make them for a quick profit. A simple telekinesis spell on a sewing kit, the tailors would pay top dollar to be able to sew with two free hands. It all ended however with the Seamstress Murder's where an assassin earned fame by using poisoned needles from the kits to fulfil their contacts. Now they are black market items, purchased by both assassins' and tailors wherever they can find them.

This sewing kit contains 2d6 needles inside that can be guided by a user with mental commands (Sewing kit gives +1 to all related checks). These needles can be flung as if by a magic missile spell at enemies, dealing 1d4 damage each. Unlike magic missile these needles can be poisoned.


Hedge Mages Spells*

The hedge mages are known for being a practical folk, some are known for their incredible skill with a wide range of spells. Most however are just simple craftspeople, using utility spells to support people. Some people, with less sense than muscles, attempt to take from them like they were simple craftsmen, they are quick to learn that simple utility magic can have other effects.

Cantrip: Mending
With 10 minutes of time any minor damage, like tears or cracks,  no larger than your hand can be seamlessly repaired. Skilled users can use it to weld two identical materials together (skill check to do successfully)

1: Light
Slow, visible point, instant 
When cast creates an incredibly bright light, if fired into the air lights up everything in 100ft. If fired close to the ground all creatures within 30ft. must save or be blinded for 1 minute (f) or 3 turns (p). This also creates long shadows that give a +1 bonus to any attempts to hide on the battlefield.

2: Cooktop
Slow, [dice] Nearby pieces of metal, Concentration
You cause [dice] pieces of metal you can see to glow cherry red allowing you to cook atop it like a camp-fire. If cast on weapons the opponent must drop it or take [sum] damage each turn you maintain the spell. Casting on armor generally is ineffective due to it's size and padding worn beneath it.

3: Green Thumb
Slow, Nearby plants, Instant
You gently nurture plants, sustaining them with magical energy, you can grow plants up to [dice] times their initial volume over 10 minutes, shaping them however you want. You can also release it in a burst to grow plants quickly and entangle anyone in them, entangling up to [dice] opponents standing among plant life. These plants have [sum] HP and take double damage from fire.

4: Condensation
Slow, A nearby point or character, Instant
By pulling the air together you can condense the air around into fog and then into liquid. You can fill [dice] waterskins with water over 10 minutes. You can instead conjure this fog about a person, they must save or lose their turn (f) and be blinded (p) as they choke on the fog.

5: Longsight
Slow, Self, [dice] rounds
You bend the air around a ring, such as one made by your circled fingers, that ring now acts as a telescope letting you see incredible distances or observe the stars. This removes penalties from ranged attacks past your weapons range and grants a +1 bonus on checks to see distant details.

6: Birdcall
Fast, Nearby point, Instant
You can create illusionary sounds of any animal or voice you have heard. The sounds lack resonance however and intelligent beings will not be fooled unless the sound is disguised somehow (such as being muffled). Beasts however can be easily startled and scared by the sounds of their predators.
If cast directly into a characters ears they must save or be deafened for [sum] rounds.

7:Unseen Servant
Ritual (2), Nearby Location, [sum] hours
You summon an invisible, intangible servant. It will do your bidding and can perform any and all unskilled mundane tasks at the speed a human could perform them. It  cannot go further than the range of the spell away from the location where the spell was cast and can only take a single harmful action, dealing [sum] damage maximum and being dispelled.

Monday, October 16, 2023

I know a guy (Downtime rule & contacts)

Relationship Rules

Relationships of NPC’s with the party can be characterized by the relationship level system. The system defines how a character will help or hinder the party. When attempting to persuade, barter or otherwise negotiate with the NPC the characters roll a number of dice modified by their relationship level with them.

These relationships also apply to Factions the larger groups that interact with characters.

Level

Name

Effect

-3

Rival

Will actively seek out the party to obstruct them

-2

Enemy

Will obstruct the party if they come across them, even it it inconveniences them

-1

Opponent

Will deny the party help unless they have a strong motivation, will obstruct the party if it requires little effort.

0

Neutral

Will not help or hinder the party without reason

+1

Acquaintance

Will help the party in easy ways unless they have a reason not to

+2

Friend

Will help the party unless it heavily disadvantages them

+3

Ally

Will actively help the party in whatever way they reasonably can

Downtime: Carouse

When you Carouse, you spend your money making friends and earning favors. You may get drunk at the bar, buying everyone drinks, getting into trouble and helping others get out of trouble, or you may find invite the local librarians out for a nice dinner for some enlightening conversation. Maybe you even go and do some gardening with the local druids. Either way you meet new people and earn Favors.

To Carouse you:
- Describe how you're getting to know new people
- Decide on what skill is most relevant for what you are doing
- Roll your skill check, adding a +1 bonus for each coin you spend

If your result is a:
  • Full Success, you earn 2 Favors from the people you met.
  • Partial Success, you earn 1 Favor 
  • Failure, you earn 1 Favor but a Complication Arises.
Using Favors
Favor's earned by carousing can be spend in two ways:
I know a guy. When the party needs a contact for some service like selling rare goods, purchasing ingredients, or discreet information, you Know a Guy who can help, gaining a +1 to your relationship with them for your first meeting.
Call in a Favor. When the party needs a help quickly or without being able to pay the normal price they can call in a favor from a character they already know. Characters being called on for a favor will help as if they are 1 relationship level higher than they are. This can be pushed to 2 higher at the cost of a -1 to the relationship after as they feel the party has forced their hand.

Complications: 
  1. Your Favor is in trouble, such as debt or imprisonment, and needs some help before they are able to help with anything.
  2. You manage to make an enemy with a character, a faction or character you have a neutral relationship with will become an opponent until you appease them.
  3. You attract attention from the law, you must either pay a coin in fines or hide until they forget your face.
  4. You are blacklisted from your venue, you'll have to find a new location before you can carouse in that manner again.
  5. You owe someone else a favor, which they will call in before you can use the favor you earnt.
  6. You've managed to catch a disease, curse or ailment that while benign now, will get worse each downtime until you find a cure.


Those who hunt leviathans (GLOG Class: Levithan Hunter)

Based of the Whalers and void powers from the dishonored series, this class is a supernatural rogue and assassin. They get their powers from the magical blood of the creatures found in the deep sea, powering the entire economy of the northern coast this glowing blood holds a massive amount of power for those who can retrieve it.

The Void Sea to the north of Neria is considered a place that can never be passed, a seemingly endless ocean where vast creatures destroy anything that sails the seas. That is except for the Levithan Hunters, sometimes called Whalers. These brave individuals sail in vast boats forged from steel and hunt the vast creatures, dragging their corpses back to the shore. The Hunters themselves are feared and respected by many, both because off their skill and the odd powers their exposure to the creatures gives them.

A hunter can be recognized by the tattoo's covering their arms, each glowing with the blood of a leviathan. This blood gives them strange powers, ones often inexplicable to the mages who attempt to study them. Some hunters go further still, ridges on their tattoo's showing where they've placed the bone of a Levithan they've slain. Though seen rarely outside of Grine, where the factories harvest the bodies of these beasts, some hunters travel in land, seeking other signs of the void and other hidden creatures to slay.

A Whaler vessel, the iron body being one of the few things able to survive the onslaught of a Levithan (source: Dishonored: The Dunwall Archives)

Levithan Hunter

Starting Equipment: Heavy leather coat (light armor), A shortblade (light melee weapon), A pistol or hand crossbow (Hand Weapons), A mysterious gift from a god of the void.

Background Question: What drove you to the sea?

XP Trigger: Find occult shrines and secrets.

Expert: Pushing yourself only costs 1 stamina.

Stamina: 6

A:

Voidborne Power (2), Bone Charms

B:

Runes, +1 VD, +1 Power

C:

+1 VD, +1 Power or Rune

D:

+1 VD, +2 Powers and/or Runes

A: Voidborne Powers

The blood of leviathans has mystical powers, the hunters who survive are given tattoo's from their kills. Grating them unique powers. Select 2 powers to begin with.

You have 3 void dice (VD) that you can expend to active a power. At the end of each round of combat you regain 1 void dice. You gain 1 additional void dice with each template.

Powers:

  1. Blink: You may instantly move [dice] ranges without provoking attacks of opportunity. This movement can occur in any direction and can end in mid-air. You do physically move this distance and so solid objects and hazards may obstruct you.

  2. Dark Vision: You may see in perfect darkness for the scene however you cannot see color. If 2 [dice] are invested you may see living beings even through walls. If 3 [dice] are invested you may see magic and magical materials.

  3. Pull: You may pull small objects of [dice] encumbrance to you. You can pull near characters of less than [dice] HD 1 range closer to you.

  4. Wind Blast: You can call on the screeching winds of the void and push [dice] close creatures back a range. If they collide with any solid objects, not including the floor, they take [sum] damage. Certain creatures may be able to resist or save against this.

  5. Swarm: You call upon a swarm of void creatures that have the appearance of vermin. This swarm has they has [sum] HP can attack with [dice]d to hit and deal damage equal to a third their remaining hp d4s. They will follow some commands but they hunger for flesh.

  6. Possession: You leap into the body of an animal with less than [dice] HD and can control their actions.

  7. Domino: You bind [dice] characters together and whatever effects one, such as attacks or spells, will also effect the other identically.

  8. Doppelganger: You summon [dice] illusionary duplicates, you can control both as if they were you and only reveal which one is real when you wish to physically interact with the world or would take damage.

  9. Bend Time: You may take 1 additional action for [dice] turns.

A: Bone Charms

You can use the bones of the void creatures you have slain to craft minor magical artefacts. You can maintain 2+[template] bone charms at once. You may take apart and assemble new charms when you take downtime.

Shadowkill: When you kill an enemy you may chose to instantly reduce their body to smoke.

Beast Whispers: Vermin and creatures near to the void can speak to you.

Apprentice: By granting this charm to another and expending a void dice as long as they hold it you may allow them to use one of your powers with 1 VD.

Fading Light: You regain a VD when you kill a character.

Fragments of Elmira: A womans voice whispers to you, it can guide you toawrds places where silver can be found.

Song of Inspiration: This charms sings quietly, the words can be made out to reroll a dice check once per session.

Bloodlust: When blood is shed you gain +2 stamina on top of your normal stamina this expires when you end combat.

Yearning of the Leviathan: Calls to creatures of the sea, allows the user to breath underwater.

Silence: Absorbs sound around the holder, you may reroll 1s on attempts to hide or sneak.

B: Runes

Runes carved from bone like a charm and embedded under the skin enhance the powers of the void. You may select one of these runes to enhance an existing power when you gain this ability and may choose to gain a power or rune for each template you gain

(Blink) Translocation: Blink now transports you through the void, you no longer pass through the physical world and teleport to the target location. You can only transpose to locations you can see or know well.

(Darkvision) Void Gaze: You can see magical materials and spell when using dark-vision. Void entities and artifacts can be sensed from miles away.

(Windblast) Shockwave: Windblast also effects all engaged characters.

(Possession) Human Possession: You may posses human characters, however your control is poor, you may not speak and will appear inebriated to others. Worthy characters may be able to save to resist this.

(Doppelganger) Deadly Shade: Your doppelgangers may make 1 attack each as if they were you without revealing themselves.

(Doppelganger/Blink) Transposition: When you blink you may switch places with any of your duplicates.

(Slow Time) Stop Time: When you use slow time time completely stops for you, You may make an additional attack action on your turn and your movement can no longer be seen, only the effects of your actions.

Moving Day

 This blog is moving to Bear ʕ•ᴥ•ʔ  it can now be found at https://nkom.bearblog.dev/blog/