Showing posts with label Gaming. Show all posts
Showing posts with label Gaming. Show all posts

Tuesday, February 13, 2018

I HATE SHOPPING

Shopping for spikes takes up time as players count coins and manage inventories and count rations and haggle with innkeepers. Lists of items are invariably not going to contain whatever weird thing the player was looking for. Attempts to get players to do shopping between sessions has been a failure (as most attempts to get players to do anything between sessions will be). Selling every scrap of maybe-valuable furniture in an attempt to get more gold takes up time as well.
this is my hell
 So, in light of me chucking my old system, I want to address my old enemy of mundane shopping and tracking individual iron spikes. Note fantasy shopping can be pretty fun and including weird nonsense like Snake Cocaine or Tiger-Infused Giant-Forged Swords is entertaining. It's just the mundane bean counting I'm trying to kill.

Inventory slots can be filled with 'Adventuring Gear' for, I dunno, 30 coins each. This is assumed to be torches, iron spikes, blankets, sacks, food, sacks, chalk, 10 foot poles, ropes, lantern oil, cooking pots, small mirrors- just 'stuff' that is handy to have in a dungeon. Once you actually use gear as such, replace the generic 'Adventuring Gear' with what you actually used on your sheet (or cross it off if it was consumed.) This also means that players will have to get more creative on longer delves- at the beginning, they can say they have exactly what they need, but then deeper in, the amusing improvisation of 'how can we do X with only a wire, a mirror, and a sack of sausages' will still get some love.

Goals I hope this accomplishes- allows players to do typical dungeon problem solving without having to spend actual hours of actual peoples actual lives counting how many pieces of chalk they are pretending their pretend elf has.

I am also thinking about how to tie it to resource and time management. Eating food and light sources burning down as you search a room carefully and using a rope as a grappling hook all take away Adventuring Gear slots. I think the palpable effect of actually crossing off things from character sheets will actually give players a sense of urgency that secret wandering monster rolls just don't accomplish.
Also, one thing thieves could be good at is spending 'adventuring gear' to disable traps, bypass locked doors, find secret hidden things, etc not by percentile rolls, but by resource management. Thiefly stuff is often pretty abstract in resolution(which is why rolling to pick a lock rather than 'describing how you pick a lock' is a thing) so I don't think this is too 'gamey.' Hirelings carrying loads of 'Adventuring Gear' so the thief can demolish locked doors sounds like a feature, not a bug.
TANGENT WARNING

Thieves are for sequence-breaking. Thieves are for saying 'you know what, I'll pick the lock instead of recover the vault key from the neck of the guardian beast. Or steal the key from the guardian beast without ever waking it up. Or ignore the locked door entirely and climb up the outside of the tower and go in through a window.'  All in opposition to the 'proper' sequence of
>fight guardian beast
>climb tower
>fight princess
>retrieve tiara
 And I think that's great.
 END TANGENT

One form of shopping I found interesting is the 'Institutions' section of The Nightmares Underneath.
In part this is because institutions becoming prominent as money is spent on them is an easy way for players to affect the world, and also because those institutions offered interesting things to spend your money on- poisons, treasure maps, printed slander, animals of specific quality breeding, and so on. Attaching consequences to shopping beyond 'you lose 17c and gain 10 candles and a magnifying glass' is a really fun idea (though not one that bypasses my problem of many shopping sprees being lengthy exercises in tedium).

Another way to bypass shopping is if there is no 'generic' shopping. The players must use manticore tail spikes instead of iron ones, save giant spider webs for ropes and hammocks, and loot anything and everything they can, not because it is worth a few coppers in 'town' but because they can think of a creative use for a broken chair in regards to the environment. This requires both heavy environmental descriptors and a setting where civilization is absent, but I really like the idea and feel like it could help foster and reward creativity in a big way. I wonder if this sort of hardcore scavenging/survivalist play is what the Veins of the Earth was getting at. Similarly, that would make wandering merchant encounters pretty interesting if there was no default source of generic equipment.

Wednesday, August 23, 2017

Halflings, Children, and other Innocuous Characters

I've never really been a fan of any of the 'classic' nonhuman races, but I've always been even more skeptical of the value of the little guys. A stealthy human, with some darkvision, no big weapons, maybe some magical tricks? I liked The Hobbit too, but you don't have to be 3 feet tall to be an underdog, and if all being 3 feet tall means is no big weapons and like, -2 Strength, who cares, especially if you're swimming in other bonuses like +4 vs ogres and so on. That just makes you an inexplicably durable badass tiny tank.

I'm also a great fan of this post
http://udan-adan.blogspot.com/2016/01/new-class-noncombatant.html

Anyway I tried to make a Little Person class that encourages actually playing like a 6-foot tall guy with a sword is as dangerous to you as a giant is to that 6-foot guy. Works for children characters as well, because you occasionally get someone who wants to be a kid. Or even just someone with a pacifistic noncombatant role.

Little Person
Each template of Little gives you-
-1 HP
-1 Encumbrance Slot
-1 Damage dealt
-1 Move (but only for running speed, agility is unaffected)
Also, d8 weapons probably take 2 hands, and d10 weapons are just too big to wield.

Or if you're using HD, d4 hd

A- Beneath Notice
B- Mostly Harmless
C- Good Karma
D- Willing Meatshields

Beneath Notice- If you're trying to hide from something bigger than you and have a reasonable hiding spot, it won't find you*. This applies to magic crap as well- if Dark Beige Wizard Sauronemon tries to scry for you in his crystal ball, so long as you're trying to be stealthy and not rampaging around in combat or a party, he shouldn't be able to find you.
*But I'm trying to encourage a certain kind of gameplay, so. If you've attacked someone when you had the option to sneak by or otherwise avoid them, you lose this protection against them. So sure, go ahead and backstab wildly, but once you're stained with blood, well, whatever you've offended will be coming to get you and you are no longer Beneath Notice. Maybe you should have just taken a thief level.

Mostly Harmless- You get +1 to reaction checks for each level of Little Person (to a max of +4 in case you're translating this to a bigger system) when attempting to appear harmless, sympathetic, innocuous, etc. People let their guard down around you and don't expect you to be some sort of psycho killer or uber wizard (pretty much the only options for characters) and are more prone to treating you nicely and both doing you favors and asking you to do favors for them. In combat, you'll usually be the last choice of target (unless you just shanked someone in the junk) and even stuff like maneating alien squidmonsters from beyond whose first action against Gruff McStuff would be to eat his face will probably ignore you so long as you don't bother them or interfere with their plans and don't linger about TOO long. Also, if you surrender, you will be captured but able to escape in 1d6 hours by loosening your bonds or befriending the jailer or whatever.
Again, this sort of protection vanishes once you break the 'truce.'

Good Karma
Whenever something notably bad happens to you (like getting smacked for max damage or having your in-laws show up to visit), you get a Fate Point. You're not actually playing Fate but that's okay, you're playing a janky frankenstein homebrew. You can only have 1 Fate Point at a time, and it's technically called Good Karma because copyright, just in case. Spend it to tweak a roll by +1 or -1, or do narrative Fate Point stuff, like declaring the window has curtains to hide behind or you remind the cultist of his dead daughter whose death turned him to dark rituals of resurrection in the first place or something.

Willing Meatshields
Retainers, pet dogs, sympathetic NPCs, etc can sacrifice themselves for you like a sundering shield (-1d12 damage)+the ability to move you a few feet out of harms way, so long as they've grown to have even a little fondness for you. This lets them also take the hits from things like basilisk gazes you failed your save against, or being crushed by a boulder, or whatever. Other players can do this too if they wish, taking the damage/awful effect themselves- they aren't automatically killed, but do automatically fail saves and have 0 defense. If you become a ruthless murderhobo exploiting the nurturing instincts of others for the sake of mechanical benefits you lose this level and have to take something else, you little monster. This is for good little children/hobbits/goblins who make connections with the world and learn the value of friendship, not munchkins.

Though come to think of it, it could be funny to go that route. Howzabout there can be a 'Manipulative Psychopath' class that has a nasty version of this ability so you can continue your NPC sundering with fake smiles and a cold heart. But that's for later.

BFRPG version as per request of one of my players.
The Noncombatant- You receive all the above abilities at level 1. You cannot use weapons that deal more than 1d6 damage, but may inflict melee damage as nonlethal subdual damage for no penalty. Wearing armor heavier than leather or a shield makes you look threatening enough to remove your 'mostly harmless' abilities, and may be too loud and clanky for you to stay 'beneath notice.' You can utilize magic items as a wizard, though you do not cast spells yourself- magic tends to be as friendly towards you as anything else.

Finally, you also should have some sort of skill or background. You could be an indolent elf princess, a canny dwarf horse merchant, a halfling baker, an undergrad human psychologist from another world, etc etc. This skill shouldn't be an adventuring skill, but you never know when it might come in handy anyway. If you build a stronghold (generally at level 9ish), you'll attract 2d6 1st level noncombatants related to your skill, +1d6 unusual friends you made during your adventures who give up their old dungeon habitats in favor of hanging out at your house, or at least nearby if they're a manticore who won't fit though the door or something.



Exp.

Level- to hit
Points
Hit Dice
1- +1
0
1d4
2-+1
1,250
2d4
3-+2
2,500
3d4
4-+2
5,000
4d4
5-+3
10,000
5d4
6-+3
20,000
6d4
7-+4
40,000
7d4
8-+4
75,000
8d4
9-+5
150,000
9d4
10-+5
225,000
9d4+2
11-+5
300,000
9d4+4
12-+6
375,000
9d4+6
13-+6
450,000
9d4+8
14-+6
525,000
9d4+10
15-+7
600,000
9d4+12
16-+7
675,000
9d4+14
17-+7
750,000
9d4+16
18-+8
825,000
9d4+18
19-+8
900,000
9d4+20
20-+8
975,000
9d4+22

Saves
Level
Death Ray or Poison
Magic
Wands
Paralysis
or Petrify
Dragon
Breath
Spells
1
11
12
14
16
15
2-3
10
11
13
15
14
4-5
9
10
13
15
14
6-7
9
10
12
14
13
8-9
8
9
12
14
13
10-11
8
9
11
13
12
12-13
7
8
11
13
12
14-15
7
8
10
12
11
16-17
6
7
10
12
11
18-19
6
7
9
11
10
20
5
6
9
11
10

Tuesday, August 1, 2017

Demon Masks and Other Wandering Monsters of Depth 1

My encounter charts for the 1st level of my megadungeon were pretty simple, but I think they worked well- mostly.

Honey Skeleton
This is just a slow skeleton, burdened skeleton with a beehive inside them. You can charge and bash them apart just like you could any other lone, unarmed skeleton, but then you're fighting a swarm of angry bees. But you can't just ignore it like you could a regular beehive, because the skeletons want to rip out your skeleton!

My players didn't find many in the dungeon, but bees that colonized various zombies and skeletons were found above ground fairly frequently. They required specific tactics to kill, but weren't huge threats so long as you applied a modicum of strategy and respect to how you dealt with them. I was kinda proud of this enemy because it punished straightforward approaches but was really easy to deal with with even simple spells, flasks of oil, and/or Turn Undead. It's good to encourage and reward lateral thinking, lest fights devolve into mindless HP vs Attack Value slugathons.

Anyway, these haven't seen much use outside of 'enemy that you should outwit rather than fight head on.' Combining them with other encounters is something I keep meaning and forgetting to do, but honey skeletons are a great mix of trashy minion and hazardous complication.

Demon Mask
Stats as a stirge- latches onto people, sucks blood, not a lot of HP. Turns out with low-level to-hit rolls and bad luck, even a single one attacking from surprise can horrify low level adventurers.

But these added a degree of caution to the players- they attacked if you walked in front of them, but were otherwise inert. They don't even have peripheral vision, so crawling foils them. Good for making the players think about how they approached things, spatially speaking. I hoped players would walk into a double encounter of a Honey Skeleton and a room full of these hanging on the walls, with the honey skeleton blundering around activating the masks and the players having to either deal with a swarm of masks, or take down the skeleton fast without rousing the beehive. But alas, they listened at a door, heard bees, and walked away.

Demon masks feel like great encounters to me because they have rules, and obvious ones. Lots of monsters have these 'rules.' Don't look at basilisks. Don't cut off hydra heads unless you can burn the stumps. That sort of thing. Demon Masks had a clear set of rules, and clear punishments if you violated the rules, but exploiting the weaknesses of those rules let the players get easy victories. They may be minor victories, but they earned 'em by examining how the masks worked, not just how tough they were when it came to dice rolling. I think they enjoyed getting the upper hand on the demon masks, sneaking up on them from the side and burning them, even when they were strong enough to just beat them down.

Oh, the demon masks also turn corpses into undead if left alone to fuse to their faces. So that's a neat built in dungeon repopulation mechanic I got to use, both to reanimate a bunch of goblin corpses that the players sicced masks on, and once to turn a dead player into a shambling zombie to chase the surviving players out of the dungeon with. That was fun.

Shrieker
To be frank, I totally used shriekers wrong most the time, putting them in random dead end corridors where their screaming was pretty much irrelevant as they were chopped up, burned, and so on. What I should have done is put them in the middle of pathways and near other, scarier monsters, turning them into danger amplifiers rather than arbitrary extra wandering monster checks+ burning oil tax.

One thing shriekers are good as is dungeon repopulation- have them grow on dead flesh, so returning to the scenes of slaughter in 'cleared' areas turns out to be not so safe after all.

Still, one thing I don't like is rolling to kill a creature with no attacks- kinda a waste of time, but at the same time shriekers are pretty durable. This could be solved by either making shriekers fragile and easy to kill, or possibly more threatening- deafening characters, or having other fungus buddies that are poisonous or mobile and angry or whatever. Next time I use shriekers, I'll make them cool I swear.

Sideways Goblins and Rightways Goblins-
There was a deeply entertaining magic crystal that reoriented people to face south. As expected and hoped some players used this to help explore the dungeon, even venturing out into the open as a cleric balloon lashed to donkeys, other players, and so on. One character, Townlocke the cleric, stayed sideways for a very long time.

But more importantly, there was a bit of dungeon politics going on- the Sideways Goblins could walk down long holes and engage players from weird areas due to their altered gravity, while the Rightways goblins were your standard dungeon goblins. Though their hatred of each other didn't manifest into full blown goblin politics sessions, having both factions was still important to me because it had the potential for more than just goblin bashing. Being Sideways wasn't even good for the sideways goblins in most encounters with the players, but that's just it- it showed that the dungeon was an environment that existed independently of the players. The sideways goblins had to string up ropes and iron spikes hammered into the walls to get around.

Or maybe this just tickled my GM sensibilities and the players didn't think it was all that cool. But I really liked the sideways goblins- goblins with one weird gimmick that totally changed how I ran them and saw the dungeon, looking at the dungeon as a series of deadly shafts and rooms with the doors halfway up them, because that's how the sideways goblins saw it.

Oh, and the Rightways goblins were important to have around because if everything is weird, nothing is. Rightways goblins keep it real.

Zombie Ogres
Not just zombie ogres. Zombie ogres in plate mail, with iron spikes driven through them and iron chains dangling and occasional really bizarre weapons, like a giant multi-headed flail where the flail heads were collected from petrified basilisk victims.
Kinda like this, but with more armor and demonic masks on its back instead of candles

Anyway, I described this thing as horribly as I could the first time the players found one because it had twice as much HP as the entire party combined, could squish any given player in one hit pretty easy, and had so much AC that they didn't have much chance of hitting it.

Anyway, these are wandering 'miniboss' encounters that offered a minor reward (master keys to depth 1, though the players got their hands on those from the key room before ever killing one) and a double reward of both removing the zogre from the encounter chart and of stopping demon masks from resupplying in certain areas... and also hinting at the presence of undead more horrible than the relatively innocuous Honey Skeletons. The idea was that players could wait until they were strong enough to destroy them in fair combat (Which they did, and it was a tedious, regrettable slog) or they could maybe use the environment to kill them early on.

Why Wandering Monsters
Wandering monsters prevent the 5 minute adventuring day problem. If there's a chance of meeting dumb resource draining monsters all the time, you want to make sure your expeditions matter, that you go in deep and come out rich, even if you have to take risks and push your luck.

Masks and Honey Skeletons provide initial exciting gimmicks, but soon become nothing but drains on oil reserves and maybe HP unless encountered in weird terrain or with other monsters (which I wish I had done more often, but alas).

Goblin packs were mostly drains on Sleep spells rather than real threats, but were also a goal in a way since each goblin head was worth 5GP. A classic minor risk, minor reward encounter, but as the demand for gold became higher, goblin hunting became less appealing. Furthermore, goblins were a source of information if you could capture one and convince it to tell you about traps and treasure.

The Ogres, of course, were 'oh no' moments when one came wandering up, but as the clerics grew in level, it became simple enough to just Turn and ignore them.

But while it lasted, this was a solid encounter table, despite being so simple.

Of course, as the characters outgrew these encounters, they were also wiping them out and making room for new encounters... over the course of play, the random encounters of depth 1 now look more like this.

1-Honey Skeleton
2-Wererats from Depth 2 impersonating another human encounter
3-Riikhites (Essentially Paladins)
4-Escaped Demons (Totally the players' faults)
5-Lightspear Bandits (Servants of an evil wizard wielding Spears of Continual Light)
6-Zombie Ogre (or Rival Adventurers if the zogre of the area is slain already)

Though still dangerous, the dungeon has mostly been overrun by humans from the surface, and become a real mess of talking and diplomacy and factional nonsense compared to the old stuff. Remember- Megadungeons don't get 'cleared' they get changed by the actions of the PCs, and that's definitely happened here. The fatty loot and player interest is more directed towards the lower levels, but the altered encounter charts means that they now have a different set of 'rules' to learn and exploit on their way to the lower depths and back.

Tuesday, July 25, 2017

Alchemists for my GLOG hack, and maybe fun alchemy tables for you.

Alchemists
EDIT FROM THE FUTURE- This post old, yeet
As opposed to wizards who use magic to manipulate the mundane, alchemists use mundane methods to manipulate magic. Some are scientists doddering around in imperial laboratories, others are wise herbalist women oft mistaken for witches, while still others are grim barbarians who know how to squeeze everything they can from a dead creature.

PERKS
Alchemy Skill
Each Alchemist template you have grants you an additional Inventory Slot in which you can store a Potion or Ingredient. You are welcome to fill other inventory slots with potions and ingredients as well, naturally.

You may also forage for Alchemical Ingredients when in the wild, rolling your Alchemy skill to find stuff, or purchase them in town for 100-1000 coins. This Ingredient is simply marked as 'Alchemical Plants' unless otherwise noted. You may also attempt to harvest parts from monsters, yielding things like 'Poison Monster Parts' from poison enemies, 'Fire Monster parts' from fire-breathing enemies, and similar minimalist descriptions, unless it's important to know that it's a 'Cockatrice Claw' and not just a 'Winged Monster Part' or 'Reptile Monster Part' or 'Petrifying Monster Part'

Other adventurers with the Alchemy skill are capable of this thing as well, but without an actual Alchemist with them they'll probably let it spoil before getting back to anyone who can use these parts. But Alchemists, not just people with the Alchemy Skill, have Secret Recipes that let them do all manner of things.

A- Bitter Medicine
B- Bane Bottler
C- Alchemical Tricks
D- Metaphysical Distillation

Bitter Medicine- You can heal someone of 1d4 HP damage with nothing but a few plants, alcohol, boiling water, and mortar and pestle. If you have an appropriate Ingredient, you can give extra saves against poison, disease, and, with stranger Ingredients, stranger ailments. If you heal someone like this more than once per day, they must save vs Poison or take 1d4 damage instead of healing or getting a save.

Bane Bottler- you get +1 to saves vs poison and disease per Alchemist template. You also gain the skill 'Biohazards' which lets you know about slime, molds, oozes, fungi, killer plants, and other weird biological terrors- and more importantly, how to weaponize and harvest them. With the right container and alchemy roll, you can take samples of these monsters for later, sinister, purposes.

You also learn how to create, for 100coins, a blood jelly, a tiny(at first) fist-sized jelly that's clear except for a red, spidery nucleus that wobbles around, eats organic matter, and won't eat anyone that contributed blood to its creation. Feeding potions and alchemical ingredients and similar to your blood jelly will either kill it or grant it permanent fabulous powers as the potions and ingredients mix and churn within it. Blood Jellies react to things roughly the same way humans do, so they're great lab rats. If it stays small, you can eat your blood jelly to get the stored potion benefit and take no harm. You can also feed blood jellies more and more to turn them into actual creatures with HD and everything. Blood Jellies get stronger the more matter they eat, smarter the more brains they eat, and more magical the more magical stuff they eat. They lose 10% of their weight each day, and gain 10% of whatever they eat in weight, and it takes an hour to eat something as big as they are. They have 1HD per doubling past 100 pounds and their default attack is sucking 1d4 points of blood per HD they have. 
Given 1000 pounds of meat, a fist-sized jelly takes about a day and a night to reach 100 pounds and 1HD.


Alchemical Tricks- This encompasses many, many cheap chemical tricks like
https://www.stevespanglerscience.com/lab/experiments/burning-money/
https://www.sciencecompany.com/Turn-Copper-Pennies-Into-Silver-and-Gold-Pennies.aspx
that are good for convincing rubes that you're doing magic or useful things when you really aren't. 

You can also create the following at negligible price given a few hours to scavenge around for Ingredients.
Alcohol(And Molotov Cocktails)
Lamp Oil
Salt
Glue
Grease
Gunpowder
Chalk
Ink
Soap

Metaphysical Distillation- Not content with physical ingredient, you've learned to distill abstract concepts and immaterial things, like guilt and souls and sunsets. This tends to be expensive and require creativity. Your Secret Recipes get weird fast if you throw a lot of this stuff in there, but with moderation it makes obvious potions MUCH easier to make. You can come up with an intended result like, 'Potion of Levitation' from a 'Flying Monster Part' and 'essence of flight' that you collected by having a trained bird carry a glass vial for a day long flight and bypass the Secret Recipe chart in favor of spending 100-400 coins and appropriate elements to just make a potion of flight.

Secret Recipes- By mixing together a maximum number of ingredients equal to your alchemist level, you can discover potions, poisons, and other vile concoctions. Each unique ingredient adds a 1d6 to the result roll, to a max of 1d6 per Alchemist Template, and you must keep track of what each combination of ingredients results in. Results count as 1 alchemical ingredient themselves. Doubles also add an Alchemical Hazard to the creation process, and Triples indicate a truly disastrous mixture and a roll on the Alchemical Doom table.

Secret Recipe Table
Potency=# of Ingredients -1 OR Alchemist level, whichever is lower.. Using Human as an ingredient is viable, though it may turn imbibers into Ghouls or Wendigo.
  1. Food- a gelatinous, preserved something or other.
  2. Water. Ignore mishaps.
  3. Alcohol, tastes vaguely of other ingredients. Flammable and intoxicating.
  4. Grease. Makes stuff waterproof and slippery.
  5. Glue Makes stuff sticky.
  6. Acid- deals damage equal to Potency/d6. Foiled by  one or more of glass, metal, stone, or organic stuff.
  7. Venom- smeared on weapon. Deals Potency/d6 damage or debilitating effect for that many turns if a save is failed.
  8. Poison- Ingested. Deals Potency+1/d6 damage or debilitating effect if a save is failed.
  9. Recreational Drug- Enjoyable experience, applied via ingestion, injection, Inhalation
  10. High Explosive- potency d6 damage on impact or fire.
  11. Panacea- cures Potency- poison, disease, exotic status effects associated with monster.
  12. Potion- Randomly determined, possibly related to ingredients, potion.
  13. Unstable Mutagen- Grants mutation from monster bits for Potency Hours. Save or permanent.
  14. Essence- Grants supernatural power from one Monster part for Potency Actions.
  15. Consciousness Expander- Grants random Spell.
  16. Something weird from here- http://goblinpunch.blogspot.ca/2017/06/adventuring-gear-alchemy-items.html
  17. Alchemical Lifeform- tiny ooze, homunculous, or Chimera. Sort of cute, sort of grotesque, depending on ingredients.
  18. Chimeric Mutagen- Destabilizes drinker. They Fuse with the next being they touch. creating a weird combo being.
  19. Gemstone- Sparkling gem worth Potencyx100 Coins.
  20. Alchemist's Ring- Magic Ring. Once per lifetime, otherwise 19.
  21. Utmost Ingot- This stuff could make an amazing weapon/shield/crockpot/whatever.
  22. Distilled Magic- Smear it on something. Instant enchantment.
  23.  Pick any lower number.
  24. Jackpot! You have discovered one of the 1,001 Philosopher's Stones, which turns lead to gold and dribbles a fluid of immortality. And a hideous Doom from a wizard school that takes effect as soon as the stone is used, so good luck.
Alchemical Hazards
1-Substance is highly volatile and prone to exploding for 1d6 if you take damage and fail a save.
2-Substance is highly addictive. If used twice in one week, get cravings and withdrawal unless you have it weekly. One sip convinces you to make as much as possible, and you must save to avoid using it as fast as possible.
3-Substance is highly smelly. 1 drop on you doubles wandering monster encounters.
4-Substance is highly reactive and cannot be used as an Ingredient.
5-Substance is toxic and reduces max HP by 1 whenever taken
6-Substance is mutagenic, permanently so on failed saves.

Alchemical Doom- depends on what number is rolled triples of. Only happens once per triple.
1-Bottle Fairy created. Is utterly charming and you cannot resist spending all your money on alcohol for it. It lives in a bottle and you hide it from others at all costs. Your madness ends only if someone eats the fairy, and it cannot die in any other way.
2- Aqua Regia- Acid that melts through anything. It burrows through the floor and burns down to a morlock inhabited city, where the leader's dong is melted off by the acid. They swear terrible revenge on the surface world and set their burrowing drill-cities to attack.
3-Blue Lotus- A single flower grows and blooms from the concoction. Its pollen lulls all nearby to sleep, and sends their consciousness to the dream lands.
4- Black Potion- A potion of utmost puissance and mystery. It grants 2 permanent magic dice to the imbiber, but incurs a magical Doom upon them. 
5- An artificial spell-form is created. It is elemental, capricious, dangerous, and lives in your head and causes havoc from within your mind. Can it be tamed, or are you pariah and outcast, a walking disaster.
6- Your quest for the Philosopher's Stone has lead you to dark research, and you are gripped by the belief you must transform, vivisect, repeat, the imbibers of this new potion you have created to reach the complex biological process required to metabolize and excrete the Philosopher's stone.

Thursday, July 13, 2017

Silk Wizards- A Wizard Template for the GLOG

Silk Wizards- A Wizard Template for the GLOG
PERKS
Asceticism- You may go without food or rest for a number of days equal to your level, and without water for a number of days equal to half your level, without suffering any ill effects. Furthermore, you can perform incredible feats of endurance. You should be assumed to automatically succeed at all normal tests of endurance: resisting pain, heat, cold, exhaustion, etc. 
Silk Mentor- Roll on the Silk Wizard Background, or pick one if your GM allows. You can channel 'touch' spells through silk.
Power of The Silken One- If you somehow roll a 7 on the mishap table, you recover all your magic dice. But rolling a 7 is normally impossible and besides exists only as a gamist concept that your character could have no in-universe knowledge of. Right?
WRONG

The college of the Silk Wizards is located in distant lands, in a swelteringly hot city.
Silk Wizards gallivant about without much clothing at first- they have a single piece of silk about as big as a veil or loincloth that is worn as such- this is their spellbook. As they learn new spells, they get longer and longer pieces of silk to cover themselves with (or just to wear as an enormous turban). Apprentices who start out with a long, blank piece of silk instead of the small square are viewed as pretentious, presumptuous, and severely lacking in the humility and poverty that elder Silk Wizards feel is appropriate for apprentices.
 humble for their own good
Being trained as a Silk Wizard has several benefits- firstly, they are trained to endure the weather and adverse conditions, and can go without food and water for much longer than an ordinary man and their tanned skins and road-weathered feet can ignore burning sands and freezing snows as well as any leather-clad adventurer. Whereas other wizards may be soft-handed scholars, Silk Wizards are ascetic monks- they even learn simple grapples and throws, with more advanced Silk Wizards often incorporating their long silks as weapons for parrying blows or even whips to lash and entangle their enemies.
This training is for the inevitable assassins that will come for them
Secondly, they have access to their silk, which is 1 foot long per spell known and practically indestructible due to the magics they weave into it. Apart from the mundane uses of their silken spellbook, they can also write spells they know multiple times, provided they have the funds for extending the length of their silk. The reason they do this is because silken wizards can rip off spells from either end of their silk(certainly not the middle!) to cast them as though reading from a scroll.

Each foot of magically inscribed silk costs 1,000 coins, and those with longer silks outrank those with shorter silks. Duels are common between Silk wizards, with the victor taking parts of the losers spellbook. Taking nothing from an opponent is more of an insult than killing them is, and typically the most gracious and diplomatic action is to take a single spell and spare the life of the loser- though if an inexperienced wizard beats a more masterful one, it's considered tradition to take just enough silk to 'outrank' the loser by 1 spell.

Silk Wizards tend to be jealously possessive of their spells, a master generally gifting his apprentice but a single spell from his silk and then encouraging more and more creative uses of the spell until its potential is thoroughly exhausted. As such, many apprentices become wanderers, who seek to find new spells on their own either by adventuring or challenging other Silk Wizards to duels.

Silk Wizard Background
1-Accidental Recruit
2- Rogue Apprentice
3- Disciple of Nine Chicken Fist
4- Secret Disciple of Zero Spider Jury
5- Disciple of One Giraffe Wind
6- Disciple of Four Moth Dream

1- You were mistaken as a Silk Wizard by an apprentice Silk Wizard and challenged to a duel. You won, and bemusedly accepted their surrender and the bribe they melodramatically offered to spare their life- their only spell. You don't have silk wizard training, only this one spell and a drama queen rival, so you can pick another template from any class.

2-Rogue Apprentice- Seeking an easy route to power, maybe for good reasons, maybe for no reason at all, you killed your master for his massive silk turban, only to realize too late that he was a bit of a sham- his turban is 50 feet long sure, but it is 50 copies of a single random spell! Other Silk Wizards revile you and will surely kill you if they can, but they also fear your alleged power and giant hat.

3- You underwent orthodox, but intense training under the master Nine Chicken Fist. Your spell is Sand Skin and one other, and you are well trained in martial arts (take a bonus proficiency of your choice for Fists, and you can advance further in Fists just as Fighters can) and your spell ensures that you might actually survive if you go up against a monster or an armed man. However, your master has befallen a terrible fate and turned to stone, and you seek several ingredients, for use with your cockatrice egg, to brew a potion to restore him. Your egg is dangerously close to hatching...

4- You were chosen by the secret master of black ops, Zero Spider Jury. Your spells are Aspect of Weaver and Fire Friend and you are trained in moving stealthily (Stealth 2) and garroting people silently and swiftly with your ribbon of black silk. Your signature execution style is climbing along the ceiling and slipping a noose around their neck and then lifting your target to hang them, and you have very strong arms and excellent knot-work for this very purpose. You also have 3 molotov cocktails and 20 candles.
You're on your first mission- to assassinate a rogue apprentice who killed his master via treachery rather than a duel. The irony of using treachery yourself to kill the traitor is not lost on you.

5- Disciple of One Giraffe Wind- You have multiple long scarves of weighted silk and you are trained to use them as a sort of non-lethal chain weapon that deals 1d4 nonlethal damage. You have a reach of 10 feet, and if you 'damage' someone you can instead disarm them, trip them, or snag a limb with a knot for later pulling on them.
 One Giraffe Wind is ostentatious and garish and unpopular, but he is undisputedly a master among masters and you are undisputedly a master apprentice. Aspect of Drifting Feather and Aspect of Gallows are your spells, and you are under a lot of pressure to succeed and fill out your silk with spells- because you had to take out a loan of about 5,000 coins to buy 'em and the interest is 10% monthly.

6-Disciple of Four Moth Dream- You have an entire bolt of white silk, and this treasure is made even more valuable due to the training as a healer the kindly Four Moth Dream imparted upon you, a wounded outcast taken in out of mercy. Your spells are all more powerful if you can wrap the target in a cocoon of white silk before hand, and though you claim to know three spells, Healing and Metamorphosis and a random spell, in fact you only know Metamorphosis and perform your healing by transforming things into themselves. This has some drawbacks, as miscasts tend to turn people into mutants or monsters. But you bear no prejudice against these changes- after all, a human isn't your original form and you aren't complaining.
You were once a silken servant, but you don't remember that. Four Moth fears you.
Common Silk Wizard Spells
1-Sand Skin [R]-Touch [T]-One Being With Skin [D]- [Sum]x10 Minutes
Target gains 2 defense per dice used. Cannot raise defense above +8. Mishaps cause you and the target to also gain Encumbrance equal to the Defense gained.
2-Aspect of Weaver- [R]-Touch [T]-One Being [D]- [Sum] Hours
Target's feet+hands (or appropriate analogues) are coated in silk that allows them to walk on ceilings, walls, and have a small bonus when trying to determine grapple success barehanded, and they can tie people up with the silk and secrete more.
3-Fire Friend- [R] Sight [T]- [sum]Candles/Torches/Bonfires/ Forest Fire. Scale depends on # of dice used. [D] Until Extinguished
Fire affected by this spell will not harm you and will spread or not spread in ways favorable to you. Torches and Candles will even flicker out rather than give you away to your enemies, but larger fires prefer to simply immolate your foes and are less considerate in general.
4-Aspect of Drifting Feather- [R] Sight [T]- Up to [Sum]x50 pounds [D] Until grounded
Things affected by this spell fall slowly and land safely and silently- unless there is wind, in which case they can drift on the breeze like a feather.
5-Aspect of Gallows- [R]-Touch [T]-One Rope per Die used [D]- [Sum] Actions
You can control a rope or similar long, flexible object as though it was one of your own limbs, provided it remains in contact with your skin.
6-Metamorphosis- [R]-Touch [T]-One Living Being [D]- Permanent
You turn a living creature into another living creature of roughly the same size if it fails a save, +/- 50% mass per extra spell die used. You can even turn something into itself to heal its wounds, healing [sum] HP. Dice used on this spell are always lost due to its power.
7-Flying Bolt [R]-Touch [T]-One Piece of Cloth [D]- [Sum]x10 Minutes
You make a piece of cloth(traditionally a bolt of silk) of any size able to fly as swift as a bird at your mental command. It can carry [Sum]x50 pounds. If large enough it can be used and sundered as a shield, protecting who you dictate.
8-Dust Devil [R]-30' [T]- 15 foot diameter area [D]-[Sum] Minutes
You create a small whirlwind that moves at 30' per action as you command it. It throws small objects around and may kick up obscuring dust. Those in the whirlwind move at half speed and flying creatures may be forcibly crashlanded.
9- Steelsilk- [R]- touch [T]- Silk  [D]-[Sum]x10 Minutes
Some silk becomes as steel. Silk clothes give armor as Chain, silk threads serve as wires, silk ropes can serve as killing weapons, etc etc. Other fabrics work as well, but for Sumx1d10 minutes. 3 or more dice makes this effect permanent.
10-Silksteel- [R]- touch [T]- Silk  [D]-[Sum]x10 Minutes
Some steel becomes like silk. This makes weapons fairly useless, steel bars as silk ropes, armor as clothing, etc etc. Allows weavers to serve as blacksmiths. Works on other metals, but for Sum x 1d10 minutes. 3 or more dice makes this effect permanent.
Mishaps- roll 1d6.
1- Spellsilk Spellbook/Clothing flies loose in an unnatural wind and must be caught. It doesn't want to escape, only be free for a bit.
2- Gagged by own spellsilk for 1d6 rounds.
3- Bound by own spellsilk for 1d6 rounds, or if spellsilk is too small, levitated 1 inch off the ground and held midair by the tiny piece of silk for same.
4- Lose 1 casting die from your pool
5- Mutation for 1d6 rounds, then Save or it is permanent.
6-Your spells have 50% chance to turn against you until either a day passes or a spell betrays you.
7- Restore all magic dice to your pool.
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Doom- The secrets of the Silk Wizards were gleaned from a powerful magical spirit bound in a lamp. It is known as the Silken One. It was like a spider and a moth and a wind and a flame, and it had faithful servants from another too-similar reality that can easily cross over to ours.
And we do, and we have, and we will.
One way to avoid the Doom is to live in a harsh, inhospitable land as an ascetic, eating almost nothing and never interacting with more than 7 other people at one time. The other is to capture one of the dread Silken Servants and bind it into a bottle and keep it as a hostage as insurance against other servants.
1- Your magic draws the attention of the cultists of the Silken One. The details of this incredibly secret society is unknown even to the Silk Wizards- all you know is that the next time you encounter more than 7 people in a group, one of them will be an assassin with a poisoned dagger out to kill you.
2- Your magic draws the attention of one of the Silken Servants. You have 2 options- either find another Silk Wizard within 7 weeks and burn their silk, keeping none for yourself, or simply ensure that you see no living creature that you do not know on the 7th day of the 7th week, lest the stranger reveal itself to be a Silken Servant and destroy you. Contrary to what you may think, the latter option is by far the harder one. because we know what you're doing
3- The Silken Servants are on your trail and will never leave it. They will torture you for the location of their master, and you will not need ears to hear their questions, nor a tongue to answer them. Every 7th stranger will somehow be a cultist, and every 7th cultist will be a Silken Servant. You must either forsake society and the company of strangers forever, or take a Servant hostage. You're only safe so long as the hostage is. You are always watched. We are waiting.