tag:blogger.com,1999:blog-3633494939465740462024-03-13T14:54:22.149-07:00The Eternal SlogGage Berryhttp://www.blogger.com/profile/15362937390098419601noreply@blogger.comBlogger20125tag:blogger.com,1999:blog-363349493946574046.post-88363072101116228942021-10-31T11:33:00.003-07:002021-11-01T02:56:39.496-07:00G75 Challenge: Week Four of Zorn<p> Week Four is a major town for the party to exist outside of the dungeon, with plenty of places to explore and people to talk to.</p><p><a href="https://theeternalslog.blogspot.com/2021/10/g75-challenge-week-three-of-zorn.html" target="_blank">Week Three</a> <a href="https://theeternalslog.blogspot.com/2021/10/g75-challenge-week-twoish-of-zorn.html" target="_blank">Week Two</a> <a href="https://theeternalslog.blogspot.com/2020/08/g75-challenge-week-one-zorn.html" target="_blank">Week One</a> <a href="https://theeternalslog.blogspot.com/2020/07/zorn-1940s-pulp-explorers-vs-unknown.html" target="_blank">Zorn Hub Post</a></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjTJD7qfT3BTY1CFsechnzt7sXAC47_sWFBpCBONCFgHFhl6opYRwjap2YW7_tzMSy3tENymiHAN-PTRdaT0_RtYDVDaSMBxUYck5Bq7LL87ycrtV0hZcFrrocQTlR0JlJjYLUxoA4OyJYwGmtrOtToua7WvFy3hecRJZ5vhBlc-jDErTil2rmy0dI=s1600" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1045" data-original-width="1600" height="420" src="https://blogger.googleusercontent.com/img/a/AVvXsEjTJD7qfT3BTY1CFsechnzt7sXAC47_sWFBpCBONCFgHFhl6opYRwjap2YW7_tzMSy3tENymiHAN-PTRdaT0_RtYDVDaSMBxUYck5Bq7LL87ycrtV0hZcFrrocQTlR0JlJjYLUxoA4OyJYwGmtrOtToua7WvFy3hecRJZ5vhBlc-jDErTil2rmy0dI=w644-h420" width="644" /></a></div><br /><h1 style="text-align: left;">Districts</h1><p><b>1. Ravenhill:</b> The largest district of the city, comprising almost entirely of residential houses and community services.</p><p><b>2. Blackwoode Fortress:</b> This district is composed only of Lord Theodore Blackwoode’s castle and the dwellings of its support staff. It also houses The Luminous Soul. The true heart of the city and first area built.</p><p><b>3. Oxford:</b> this district is made up of academic buildings, as the Lord of the city is quite generous to the city’s educated folk. Many of these places have strange research laboratories doing obscure or nonsensical work in an effort to understand Zorn.</p><p><b>4. The Harbour:</b> This district contains all the cities warehouses, logistics, and support, used to bring in supplies from the outside world, as well as maintain the city and ships that keep everything running smoothly.</p><p><b>5. Stagpass Gate: </b>This district holds almost all of the city’s commercial business. Despite being the most recently built, it is also the most developed of the city. </p><p><br /></p><h1 style="text-align: left;">Places</h1><p><b>a. Weatherby’s Fine Armaments:</b> This shop, owned by Peter Weatherby, supplies most of the city with weaponry. The shop handles everything from generic orders to custom fabrication to repair. Wares tend to be a bit expensive here though.</p><p><b>b. The Royal Ironworks:</b> This is the only place in the city where melted is worked. Managed by a British knight, this place is well known for buying old metal to reuse, as well as selling armor and forging services.</p><p><b>c. The Iron Lobster:</b> This is the finest restaurant in all of Port Blackwoode. Their main specialty is the lobster from just off the coast, delicious but covered in a shell as strong as iron. They might also be willing to buy or appraise interesting ingredients if brought to them fresh.</p><p><b>d. John’s General Shop:</b> This is one of the many general stores within Stagpass. Many adventurers widely believe John’s to be the most reputable source for adventuring gear. His wares may be pricey but many adventurers have learned the hard way that buying cheap rope may be the final nail in their coffin.</p><p><b>e. Where the Wild Things Are:</b> Few will find a shop as strange as this one, even within Zorn. Run by a man named Maurice, this store contains plenty of “domesticated” animals and supplies to keep them fed and “safe”. The most popular of which is a species of large and vicious dog-like creatures called <a href="https://theeternalslog.blogspot.com/2021/10/zorn-g75-beastiary.html" target="_blank">ashmongrels</a> for their furless and ashy hide.</p><p><b>f. The Stump and Board:</b> This plaza has a large stump in the very center, right in front of the Lord’s mansion gate, a large notice board is posted right on the fortress walls beside it. This place is used both for large public gatherings and announcements, as well as a common meetup spot for adventurers and other residents of the city.</p><p><b>g. O.R.C. Headquarters:</b> This is the main building for a very secretive and exclusive scholarly group known as the O.R.C., the Occult Research Coalition. Their public goal is to study the strange magicks and other effects on Zorn, but many claim that there is a more sinister side to their research.</p><p><b>h. Adventurers’ Guild:</b> This building is where the main body of Zorn’s independent adventuring guild is located. Here, adventurers gather to buy, sell, and trade information, equipment, and other services. Signing up for the guild is costly but useful, and in some cases, necessary as guild jobs are one of the surest ways a budding adventurer is going to make any kind of money without getting very lucky.</p><p><b>i. Ackermath Keep:</b> This keep was built to house and feed British soldiers in case the city came under attack. Now that the adventurers guild is providing most of the active protection of the city, the soldiers themselves are making use of their free time about the city. The military power that this keep is in charge of is enough to threaten Lord Blackwoode, and relations between him and foreign powers are tense.</p><p><b>j. The Bunks:</b> This area comprises a series of small, cramped bunkhouses with a small kitchen available for those eating on a budget. Sleep and rations are cheap but horrible here. The Adventurers’ Guild will pay for food and lodging for any adventurers who need it.</p><p><b>k. The Twilight Bazaar:</b> An open secret among the residents of Ravenhill, this large building is abandoned most of the time, but once a week for a couple hours near twilight, this building bustles with merchants peddling all sorts of goods. These goods range from everything from the mundane to the magical, the legal to the illicit, and everything in between.</p><p><b>l. The Church of the Meek:</b> the largest church of the town. This small church preaches about the dangers of Zorn and how we should all refrain from agitating it. They speak of how unnatural and otherworldly it is and how it will kill us all if we do not treat it with the respect and caution that it demands. Most of its followers are former adventurers, broken from past journeys in. Many people find the sentiment of them to be crazy and ridiculous, but the church is popular nonetheless as they have been known to provide charity to adventurers, particularly the injured and poor.</p><p><b>m. The Luminous Soul:</b> a giant spire of glowing crystal that stretches deep into the sky. This is why Lord Blackwoode settled here. It is common knowledge that it protects the city and its inhabitants, though only Lord Blackwoode knows exactly how and why. Dark rumors occasionally circulate that the crystal has a much more sinister purpose and intention but these rumors are almost always laughed off as foolish and wrong.</p><p><br /></p><h1 style="text-align: left;">People</h1><h4 style="text-align: left;">NPCs</h4><p><b>Lord Theodore Blackwoode,</b> (Leader of Port Blackwoode):</p><p></p><ul style="text-align: left;"><li><b>Distinguishing Traits or Features:</b> Self-appointed adoptive parent of everyone who lives in Port Blackwoode, especially adventurers.</li><li><b>Needs:</b> To expand and protect Port Blackwoode, though his current worry is being forced into military service with one of the allied powers occupying the port.</li><li><b>Agenda:</b> <b>(Secret)</b> Lord Theo Blackwoode uses The Luminous Soul in order to psychically drain energy from those dwelling within the city in order to slow his aging and grant him unnatural powers. He intentionally avoids draining adventurers and tries to avoid draining anyone of too much energy, but the stone is slowly corroding his will and his greed for power will eventually cause him to doom the port if no one stops him.</li></ul><p></p><p><b>Lt. Col. Gwenevere Teale,</b> (Leader of British Military Occupation in Port Blackwoode):</p><ul><li><b>Distinguishing Traits or Features:</b> Harsh but caring. <b>(Secret)</b> Very suspicious of Lord Blackwoode but only shares these beliefs with those she trusts.</li><li><b>Needs:</b> More support and clout within her own organization.</li><li><b>Agenda:</b> She believes that Zorn is a hellhole that she was sent to for pissing off the wrong superior. She hates how many lives will likely be thrown away in the pursuit of whatever unnatural things lurk here. Ideally, she gains enough support that she can force a full military retreat from Zorn.</li></ul><p><b>Petre Serghei,</b> (Leader of Adventuring Guild):</p><ul><li><b>Distinguishing Traits or Features:</b> Endlessly greedy. <b>(Secret)</b> will do anything for a quick buck including ratting people out, petty thievery, and blackmail.</li><li><b>Needs:</b> Money and power.</li><li><b>Agenda: (Secret)</b> Has accrued a massive gambling debt back home and if he ever stops sending money, they will kill his sister.</li></ul><p><b>Sofia Dinara,</b> (ORC researcher searching for resources to help Angolan Independence):</p><ul><li><b>Distinguishing Traits or Features:</b> Highly intelligent and coarse. <b>(Secret)</b> Also selfless and caring to a fault.</li><li><b>Needs:</b> Something immensely powerful or valuable, knowledge or otherwise.</li><li><b>Agenda:</b> Hoping to either gain something immensely powerful or to trade something to a foreign power in exchange for help freeing her country from colonialist powers.</li></ul><p><b>Rhys Zdislav,</b> (Runs the Twilight Bazaar):</p><ul><li><b>Distinguishing Traits or Features: </b>Highly cunning, will play all sides. <b>(Secret)</b> Can smuggle artifacts in and out, bypassing any taxes.</li><li><b>Needs:</b> As many luxuries as possible. Is currently taking advantage of the situation in Zorn to its fullest.</li><li><b>Agenda:</b> To live as comfortably as possible with as little danger as possible. <b>(Secret)</b> Is taking a kickback from a foreign mob to keep an eye on <b>Petre</b> in case he stops paying his debts.</li></ul><div><br /></div><h4 style="text-align: left;">Hirelings</h4><div>Uthyr Avrum:</div><div><ul style="text-align: left;"><li><b>Distinguishing Traits or Features:</b> An average-looking man of Welsh descent. Looking to make a quick buck and retire.</li><li><b>Needs:</b> A promise of a fair cut.</li><li><b>Assets:</b> Heavy Axe, Thick clothing, <a href="https://theeternalslog.blogspot.com/2021/10/zorn-zero-level-characters.html" target="_blank">Level 0</a></li></ul></div><div>Elisabeth Roger (Female):</div><div><ul><li><b>Distinguishing Traits or Features:</b> An average-looking bookish woman who has just arrived on Zorn. Desperate and in need of money and help.</li><li><b>Needs:</b> A promise of a fair cut.</li><li><b>Assets:</b> Bag of books, Sharp pen, <a href="https://theeternalslog.blogspot.com/2021/10/zorn-zero-level-characters.html" target="_blank">Level 0</a></li></ul><div>Amadi Chetan:</div><div><ul><li><b>Distinguishing Traits or Features:</b> A large burly man of African descent. Wears ragged military fatigues of indeterminate origin. Quiet. Hungry.</li><li><b>Needs:</b> Good food and money for provisions. </li><li><b>Assets:</b> Rifle, 6 Bullets, Medium Armor, <a href="https://theeternalslog.blogspot.com/2021/10/zorn-base-classes.html" target="_blank">Soldier 1</a></li></ul><div>Séphora Ivah:</div><div><ul><li><b>Distinguishing Traits or Features:</b> Tall female french exile. She's always in need of money and willing to do nearly anything to get a hold of it. Exceptionally greedy. <b>(Secret)</b> former nobility.</li><li><b>Needs:</b> Upfront payment of whatever the party looks like they can afford, plus a fair cut of whatever they uncover.</li><li><b>Assets:</b> Small Intricate Dagger, Light Armor, <a href="https://theeternalslog.blogspot.com/2021/10/zorn-base-classes.html" target="_blank">Criminal 1</a></li></ul><div>Toma Roland:</div><div><ul><li><b>Distinguishing Traits or Features:</b> An average-looking man of European descent. Always clean looking and carries a bible. Believes Zorn to be a blight on God. </li><li><b>Needs:</b> In lieu of payment, desires to destroy every unnatural item and being that the party comes across.</li><li><b>Assets:</b> Bible, +1 Staff, <a href="https://theeternalslog.blogspot.com/2021/10/zorn-base-classes.html" target="_blank">Priest 2</a></li></ul><div>Eva Sorina:</div><div><ul><li><b>Distinguishing Traits or Features:</b> A small, thin, Romanian woman. Nondescript, good at blending in and hiding. Loves books and magic.</li><li><b>Needs:</b> Wants to examine all found magic items and first pick of their distribution as well as enough payment for provisions such as bullets.</li><li><b>Assets:</b> Handgun, 6 Bullets, <a href="https://theeternalslog.blogspot.com/2021/10/zorn-base-classes.html" target="_blank">Arcanist 1</a>, <a href="https://theeternalslog.blogspot.com/2021/10/zorn-base-classes.html" target="_blank">Adventurer 1</a>, 1d4 random magical trinkets</li></ul><div>Akira Taiki:</div><div><ul><li><b>Distinguishing Traits or Features:</b> A large Japanese man covered in scars. Believes strongly in the power of delicious food. Gruff.</li><li><b>Needs:</b> Wants payment in the form of rare ingredients. At least one HD meal out of every kill made while he's employed, possibly more.</li><li><b>Assets:</b> +1 Cursed Cleaver, <a href="https://theeternalslog.blogspot.com/2021/10/zorn-base-classes.html" target="_blank">Hunter 1</a>, <a href="https://theeternalslog.blogspot.com/2021/10/zorn-base-classes.html" target="_blank">Chef 1</a>, Light Armor</li></ul></div></div></div></div></div></div>Gage Berryhttp://www.blogger.com/profile/15362937390098419601noreply@blogger.com0tag:blogger.com,1999:blog-363349493946574046.post-68551294207283837242021-10-27T02:47:00.004-07:002021-11-01T02:57:18.852-07:00G75 Challenge: Week Three of Zorn<p> Week three was definitely one of the first major hurdles for me finishing this challenge, requiring an entire dungeon's worth of work. Anyways, here's what I got.</p><p><a href="https://theeternalslog.blogspot.com/2021/10/g75-challenge-week-four-of-zorn.html" target="_blank">Week Four</a> <a href="https://theeternalslog.blogspot.com/2021/10/g75-challenge-week-twoish-of-zorn.html" target="_blank">Week Two</a> <a href="https://theeternalslog.blogspot.com/2020/08/g75-challenge-week-one-zorn.html" target="_blank">Week One</a> <a href="https://theeternalslog.blogspot.com/2020/07/zorn-1940s-pulp-explorers-vs-unknown.html" target="_blank">Zorn Hub Post</a></p><h1 style="text-align: left;">The Lost Temple of Azumen</h1><p><b>Entrance:</b> A trapdoor hidden in an old ransacked ruin.</p><p><b>Rooms (Exits) by level:</b> 11 (4), 7 (4), 8 (3)</p><p><b>Themes (Budget):</b> Nazi Tombraiders (4), Traps (4), Twisted Magic (5)</p><p><br /></p><h4 style="text-align: left;">Monsters: </h4><p></p><ol style="text-align: left;"><li>Two Nazi Soldiers guard the entrance </li><li>The first room inside features two more Nazi Soldiers ransacking the place and a Nazi Officer leading them </li><li>A Nazi Soldier being controlled by a Brainmaggot wanders room three </li><li>One Brainstirge is lying in wait on the ceiling of room four </li><li>Two more Brainmaggot-Infested Soldiers with broken legs pathetically crawl around in room 7 </li><li>A nest of 1d4+2 Brainstirges lay in the ceiling of room 8. </li><li>1d4 Faceless Acolytes are doing strange rituals in room 12. </li><li>1d4 Faceless Sacrifices limply exist in room 12.2. </li><li>1d8 Faceless Hunters are caged up in room 12.3. </li><li>A Faceless Abomination (as gibbering mouther) is trapped in room 12.6 by a barred door and many strange magical seals on the door and walls. </li><li>A Faceless Priest blankly stares from his stone throne in room 13.</li></ol><p></p><p><br /></p><h4 style="text-align: left;">Features (5): </h4><p></p><ol style="text-align: left;"><li>A hidden trapdoor covers most of the center of room 4, dropping anyone who passes over it 20’ down into room 7 before automatically resetting itself. </li><li>The door from room 8 to room 9 is held open by a small rock, if this rock is removed and the door is allowed to close the heavy stone door will be unable to open (from room 9).</li><li> Room 9 is covered in perpetually swinging axes every 5 feet, a rotting skeleton lays against the western wall of room, missing an arm and leg. </li><li>The southern wall of room 10 has a waterfall with a less than hidden alcove behind it, this alcove contains a metallic silvery sculpture that will react in a large explosion the second it comes into contact with water. </li><li>The door to the staircase in room 11 is blocked by a barred stone door, when the bar is lifted, a large hammer (inset in the ceiling) will swing from the right and possibly crush the openers against the western wall.</li></ol><p></p><p><br /></p><h4 style="text-align: left;">Wondrous Items (3): </h4><p></p><ol style="text-align: left;"><li>Staff of Blood Magic held by the Faceless Priest in room 13 </li><li>Peerless Scalpel laying around in room 12.2 </li><li>Bag of runestones in the corner of room 12</li></ol><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgmftgMsfkAg6i94j4b9m45XqYsFZOB77mq5_NQv6-GEcTQ5N4YaH9q_TKA_WcWntMe0GPT8wflTVxOd8sfMWUulsfusNY_JcEL7wlkHcyRkkoEGJ2skzn1HJ2Q1MK8SUOSUR3mcPVqvrZiro0X_68O39Rp3Gg2-6GtAjKA7DMi1wNC94a4tC20bB0=s800" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="600" data-original-width="800" height="480" src="https://blogger.googleusercontent.com/img/a/AVvXsEgmftgMsfkAg6i94j4b9m45XqYsFZOB77mq5_NQv6-GEcTQ5N4YaH9q_TKA_WcWntMe0GPT8wflTVxOd8sfMWUulsfusNY_JcEL7wlkHcyRkkoEGJ2skzn1HJ2Q1MK8SUOSUR3mcPVqvrZiro0X_68O39Rp3Gg2-6GtAjKA7DMi1wNC94a4tC20bB0=w640-h480" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Basic layout mapped in Paint.Net. T's indicate treasure... I honestly have no clue what I was indicating with the E's. Blue lines are ways up and down between floors, red are secret doors/pathways, and black are regular ones.</td></tr></tbody></table><br /><h4 style="text-align: left;">Rooms:</h4><p>Unless otherwise noted, all rooms are dark.</p><p>P.S. I have no clue what horrible demon possessed me when I numbered these rooms but I'm not really in the mood to remake the map and renumber all the writing to fix it at this current stage.</p><p><span> </span><span> </span>1. A dark and dusty entrance hall, old stonework makes up the walls while the floor is rough unpolished stone large open crates are scattered around the room. Two Nazi Soldiers are running around, looting various icons and statuettes off of their small, unadorned, pedestals. A Nazi Officer stands in the middle barking orders at them. To the northern wall, a section of it appears to have been pried open, revealing a room behind it. This room is lit by some torches on the wall that the soldiers have presumably lit.</p><p><span> </span><span> </span>1.5. This hidden room behind the pried open wall reveals three empty chests, presumably looted by the nazi soldiers in the first room.</p><p> <span style="white-space: pre;"> </span>2. This room seems relatively empty, a few crates lay on the dusty stone floor near the east door. Closer inspection of the dusty walls reveals that a variety of murals cover them. (Figure out what they depict later) pressing a certain part of the mural inward reveals the entrance to room 2.5. This room is also lit by torches on the walls, presumably lit by the soldiers.</p><p><span style="white-space: pre;"> </span>2.5. The floor quickly devolves into dirt within this room, ancient mosses and mold have covered the walls, and an old well sits in the center of this room. Going down the well leads into room 9.1. Water slowly drips down from the ceiling and flows down the well.</p><p><span style="white-space: pre;"> </span>3. This room is filled up to the ceiling in what seems to be crudely constructed crates, a small path exists between some of them (function as maze). All of the crates are filled with some kind of ancient pemmican, looking like some kind of disgusting mass of rotting flesh, it is impossible to discern what kind of meat is in there. Removing a crate from anywhere but the very top requires a luck save not to topple them all. Should they get toppled, the path inside is lost, anyone within 5 feet of the crate maze must make a dex save or take 2d6 damage, anyone inside the crate maze must make a dex save or take 4d6 damage, half on a success. After the pile has been toppled, no path exists and the party must spend 2d6 hours excavating the boxes to reach the other side or anyone trapped inside. A Nazi Soldier being controlled by a Brainmaggot wanders the crate maze. (maybe write some rules about squeezing or knocking boxes over in combat?) one deadend in the maze contains a loose crate with (Insert Treasure)</p><p><span style="white-space: pre;"> </span>4. A large hexagonal room, a door in the center of each side, A single torch lies on the ground near the east side of the room, flickering out but still dimly lighting the room. Crossing through the center of the room causes the central trapdoor to open, dropping anyone standing on it into room 7 below, the drop is 20 feet and will deal 2d6 falling damage. Within a few minutes of entering the room, the Brainstirge lying in wait in the ceiling will swoop down and attack the nearest adventurer, after getting it’s fill, it will retreat to a small crack in the center of the ceiling where it came from.</p><p><span style="white-space: pre;"> </span>4.1. This room is filled with old stone beds, an ancient stone desk lies in the far corner, covered in old writing, too degraded to read or understand, an ancient bottle of blood red ink sits next to the papers.</p><p><span style="white-space: pre;"> </span>4.3. This room contains nothing but an intricately carved slab of basalt in the very center. The top is carved with a series of grooves in a similar shape to the human body. Following these grooves leads down the sides of the slabs and into small pinholes in the floor, these grooves are concealed with a very of much lighter art carvings around the slab, depicting scenes of a dragon made out of humanoid body parts (wings made out of masses of human arms, human face, etc) eating corpses. Some of the grooves and parts of the ground have faint specks of dried blood on them upon closer inspection. Plenty of various rusted metal instruments hang from the back wall, these once were finely honed blades of exotic shapes and purpose but have since rusted into uselessness.</p><p><span style="white-space: pre;"> </span>4.5. This room opens up to a variety of small stone slabs, surrounded by rotting ancient mats and tapestries. Presumably these were once small shrines to pray at but they have long since been destroyed or removed.</p><p><span style="white-space: pre;"> </span>4.7. A Large statue sits in the center of this room, It shows the human/dragon hybrid previously depicted in its full glory, upon closer inspection one of its eyes is glassy and wet looking, as if it might be alive. The other eye is missing. Hidden behind the very large statue is a staircase downwards leading to room #6</p><p><span style="white-space: pre;"> </span>4.9. collapsed half room, not much of interest</p><p><span style="white-space: pre;"> </span>6. Staircase leads to this room, the floor is a mural of a long stylized snake (think aztec), it winds around the room, starting from the staircase and leading to the opposite door in a very convoluted path. Stepping off the path triggers a poison dart trap</p><p><span style="white-space: pre;"> </span>7. A large hexagonal room, the exact dimensions as the one above but with only two doors and a large hole in the ceiling (if the trapdoor trap in room #4 was triggered), much of the ceiling has degraded and much of it is covered in mold. On the floor, Two Brainmaggot-Infested Soldiers with broken legs pathetically crawl around and will attempt to kill the adventurers. </p><p><span style="white-space: pre;"> </span>8. This room is full of old stone desks, some splattered with dried crimson. A large section of the northeast corner ceiling has cracked and a nest of 1d4+2 Brainstirges has settled there, they will quickly attack any adventurers who enter the room. The western door is held open by a small stone. If the stone is removed or the door is allowed to close, it will instantly lock. It (like most other doors in this dungeon) is very sturdy and will take 1d4 days of repeated beating to break down, unless the party has something built for breaking stone which will cut the time it takes by 75%, or some other way of bypassing the door.</p><p><span style="white-space: pre;"> </span>9. More strange dragon murals on the floor, the trap will only activate if the eastern door (to room 7) is fully closed (swinging axe traps).</p><p><span style="white-space: pre;"> </span>9.1. The room appears to have once been an altar room, but age and erosion has caused it to degrade and generate its own micro ecosystem, water from the ‘well’ above has formed a small pond around the original altar, moss and vines line the walls, and strange fish swim in the water below. Inspecting the water reveals that it is quite clear and drinkable, and there are 2d20 shiny silver coins at the bottom. (Come up with fish details)</p><p><span style="white-space: pre;"> </span>10. What was once a decadent shrine here has decayed into more natural elements. A fountain in the back has busted and formed a waterfall down the western wall, the water has formed a small stream that flows into a crack in the wall towards room 9.1. Most of the room is barren or decayed, however inspecting the waterfall reveals that there is a small alcove behind it, containing a large silvery statue. If recovered, this heavy statue is worth about 400 silver pieces, however it is not made out of silver, but sodium. If no precautions are taken and it is dragged through the waterfall, then it will explode dealing 5d6 damage to everyone within 10 feet, or half on a successful dex save. If the statue is chopped up then the straight value of the metal alone is about 100 silver as sodium, or 200 if they can convince someone that it is silver.</p><p><span style="white-space: pre;"> </span>11. A lavish room containing a variety of tapestries surrounding yet another strange statue. This time of some kind of human/hound hybrid. It’s human skull has been elongated to support a larger nose with gaping nostrils, its legs have been cut off at the knee and then given hands so that it can run and manipulate objects on all fours. Its mouth is wide open and its teeth are jagged and haphazardly pointed as it’s jaw was obviously not meant to support the elongation of its skull. Its entire pointed face is covered in what looks like dried blood. The door to the staircase is behind the tapestry that the dog/man statue is looking at. It’s a large stone door, barred shut with a heavy stone bar. Lifting up the bar triggers a hammer trap that is inset into the ceiling (visible if the party looks up/around). Triggering it forces a dex save or take 4d6 damage as the hammer hits you and throws you into the mouth of the dog statue at high speed.</p><p><span style="white-space: pre;"> </span>12. Large octagonal room, ritual being done in center by 1d4 Faceless Acolytes, using a variety of chalk and a very rusty bucket containing what appears to be blood. Loud chanting can be heard echoing from room 13. If lots of noise is made here, loud groaning and pounding can be heard from room 12.6, the door to which is currently carefully sealed and blockaded.</p><p><span style="white-space: pre;"> </span>12.1. Ritual Ingredients storage, bag of runestones in here, various chalks, bucket of gross red liquid, etc</p><p><span style="white-space: pre;"> </span>12.2. Four basalt altar slabs are placed around this room. The entirety of the floor is stained red with blood and each altar contains a Faceless Sacrifice. These creatures can do nothing but moan and squirm and appear to just be a mass of living flesh. There is a Peerless Scalpel lying in the bottom of a bucket of flesh near the door.</p><p><span style="white-space: pre;"> </span>12.3. This room contains 10 locked cages, 1d8 of which contain living Faceless Hunters. These are the doglike creatures shown by the statue in room 11. They are mindlessly violent and will attempt to kill anything nearby if let loose. They make strange gurgling noises.</p><p><span style="white-space: pre;"> </span>12.4. This Room is empty save for a very large vat inset into the floor. The stench is horrendous and the vat seems to be filled with some kind of flesh slurry. Any character that jumps in, screams in pain as they take 1d20 damage per turn. If they die, they awaken in 1d4 days as a Faceless Monstrosity. If they survive and manage to climb out, gain a level in the Abomination Class.</p><p><span style="white-space: pre;"> </span>12.5. This Room is mostly barren, however most of the floor has given way and collapsed into a large pit. You cannot see the bottom, and dropping something into it will yield no sound. Treat this as a bottomless pit.</p><p><span style="white-space: pre;"> </span>12.6. This room is blockaded against for good reason. The room is splattered with fresh blood, leaking out of a Faceless Monstrosity, a pile of living flesh, dangerous and insane. If it is killed and the room searched; a staff of blood magic can be found within the corpse of the monster.</p><p><span style="white-space: pre;"> </span>13. This room contains nothing but a very large stone throne in the very center. Sitting in the throne is a Faceless Priest, he is chanting very loudly and staring blankly forward. Approaching within 15ft of him causes him to attack. He is wearing the Eye of Azumen.</p><div><br /></div><div>There are definitely gaps in some of the information here, but I figure I'll slowly refine that after I get everything down. So far, it is a usable-ish dungeon</div>Gage Berryhttp://www.blogger.com/profile/15362937390098419601noreply@blogger.com0tag:blogger.com,1999:blog-363349493946574046.post-82026447300035861282021-10-21T21:56:00.012-07:002021-10-21T22:53:40.661-07:00Zorn: G75 Beastiary<p> In my recent <a href="https://theeternalslog.blogspot.com/2021/10/g75-challenge-week-twoish-of-zorn.html" target="_blank">G75 post</a>, I created a random encounter table and I have yet to describe some of the creatures available on it. That's what this post is for.</p><p><br /></p><h1 style="text-align: center;">Ashmongrels</h1><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://i.redd.it/ib88jipisye61.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="600" data-original-width="800" height="480" src="https://i.redd.it/ib88jipisye61.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Hellhound - Alex Kuhn, 2021</td></tr></tbody></table><br /><div>Ashmongrels are furless doglike creatures with an ashy textured hide. They are brutal and savage creatures that hunt in packs, primarily at night. There is one strange quirk about them however; a few people have discovered a way to "tame" them. The process on how to do so is a closely guarded secret by those who do, but at least one of these people sell tamed Ashmongrels to the public of Zorn.</div><div><br /></div><div>Tame is a relative term, though. A "tamed" Ashmongrel has a series of rules to follow, lest the taming be broken and the savage beast within is unleashed. The rules are as follows:</div><div><ol style="text-align: left;"><li><b>No feeding between the hours of Midnight and Dusk.</b> The number of adventurers killed because their Ashmongrel stole a bit of jerky in the middle of the night is staggering.</li><li><b>Do not congregate large amounts of Ashmongrels in one place for too long.</b> When in doubt, if three or more Ashmongrels congregate near a tamed one (whether they are tame or not), roll a d20 every 5 minutes, with a result of less than the total amount of Ashmongrels present breaking the taming.</li><li><b>Do not let an Ashmongrel taste human flesh.</b> This may not break taming, but it has been known to cause tamed Ashmongrels to attack humans unprompted, usually when no one is looking, but sometimes when it's least expected or most likely to cause problems.</li></ol><div>In general, tamed Ashmongrels are great for a party looking for a cheapish creature to help fill out their combat ability. Typically speaking, a tame ashmongrel will sell for about 50 SP in the cities.</div></div><div><br /></div><div>Wild Ashmongrels prefer to hunt at night, though day hunting is not entirely uncommon either. They tend to sleep in small dens, dug deep in the dirt. Like cats, they can crawl through nearly any hole they can fit their head through, and they make use of this to keep their dens protected from larger creatures. Wild Ashmongrels are known for their stalking abilities and a party being chased by a pack at night will need to be particularly cautious as they <i>will</i> keep following until you either let your guard down, kill them, or become entirely unavailable to them.</div><div><br /></div><h4 style="text-align: left;">Ashmongrel</h4><div><b>Basic Stats:</b></div><div><b># Encountered:</b> 1d8 (2d6 at night)</div><div><b>HD:</b> 1 </div><div><b>HP:</b> 6</div><div><b>Defense:</b> 6</div><div><b>Speed:</b> 6</div><div><b>Attack Bonus:</b> 2 (See Night Stalkers trait)</div><div><br /></div><div><b>Attacks: </b></div><div><b>Bite:</b> 1d6 Damage</div><div><br /></div><div><b>Special Traits:</b></div><div><b>Night Stalkers:</b> At night, gain +1 Damage and Attack Bonus for every other Ashmongrel adjacent to the target of the attack</div><div><br /></div><h3 style="text-align: left;">Cooking Information:</h3><div>The flesh of Ashmongrels is tough, dry, and generally unpleasant. It requires no special preparation. Eating a rations worth of Ashmongrel flesh in any form triggers a roll on the following mutation table (1d10).</div><div><ol style="text-align: left;"><li><b>Ashhide.</b> Your skin grows drier and ashier. If this happens ten times, lose 1d6 con as your skin becomes unbearably dry and thin, flaking off at the slightest provocation.</li><li><b>Really Rancid</b>. Take 1d8 damage.</li><li><b>Rancid</b>. Take 2 damage.</li><li><b>Rancid</b>. Take 2 damage.</li><li><b>Rancid</b>. Take 2 damage.</li><li><b>Particularly Nourishing!</b> Fills your belly for an extra day.</li><li><b>Particularly Nourishing!</b> Fills your belly for an extra day.</li><li><b>Particularly Nourishing!</b> Fills your belly for an extra day.</li><li><b>Ashclaws</b>. Your fingernails grow sharper and longer. If this happens five times, nails are long and sharp enough to do 1d6 damage as claws.</li><li><b>Eyes of the Hound.</b> Your eyes begin to glow orange and darken the edges of your eyesockets. Gain perfect sight in darkness within 30'</li></ol><div><br /></div><div><br /></div><h1 style="text-align: center;">Burrowing Wurms</h1></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://2e.aonprd.com/Images/Monsters/BoreWorm_BoreWormSwarm.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="576" data-original-width="661" height="576" src="https://2e.aonprd.com/Images/Monsters/BoreWorm_BoreWormSwarm.png" width="661" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Boreworm Swarm - PF2e</td></tr></tbody></table><br /><div>Burrowing Wurms are small, thin, slender worm-like creatures that attempt to burrow under the skin of passerby and slowly eat the life out of them as a parasite. They are usually about 6 inches long and 2 inches wide, but particularly successful ones can grow to be up to 12 inches long.</div><div><br /></div><div>Their favorite entrance is through the mouth or rectum of a sleeping victim, but when cornered they have been known to violently create their own entrance with their razor-sharp mouth. Their sharp teeth and highly acidic saliva mean that they can burrow through nearly anything, and when they are not in a host, they usually burrow deep into the surrounding terrain and subsist upon small woodland creatures until they can find larger prey.</div><div><br /></div><div>Being the host of a burrowing worm is a truly horrific experience. Their large size means that they press on the victim's organs as they move throughout the body, and that's before the pain of them actually tearing through your flesh. Most hosts are dead within hours from the excruciating pain or simple organ loss. Drinking highly basic compounds has been rumored to expel such a creature, but the level of base needed is likely toxic to the drinker as well.</div><div><br /></div><div>They prefer warm, damp locations and despise fire. They tend to gather into swarms when hunting seriously.</div><div><br /></div><h4 style="text-align: left;">Burrowing Wurm</h4><div><div><b>Basic Stats:</b></div><div><b># Encountered:</b> 2d6</div><div><b>HD:</b> 1 </div><div><b>HP:</b> 3</div><div><b>Defense:</b> 8</div><div><b>Speed:</b> 4</div><div><b>Attack Bonus:</b> 2</div><div><br /></div><div><b>Attacks: </b></div><div><b>Bite:</b> 1d4 Damage</div><div><b>Rupture Organs:</b> 1d8 (See Horrific Parasite trait)</div><div><br /></div><div><b>Special Traits:</b></div><div><b>Horrific Parasite:</b> After this creature successfully bites another, this creature can spend its next action entering the bitten creature. After which it can spend its actions using the <b>Rupture Organ</b> attack, which does not require an attack roll. This can be prevented if a creature can spend an action removing the Wurm before it enters. After it enters, the Wurm can be expelled by; drinking basic compounds (such as bleach), surgery, magic, or by killing the Wurm. Attempting to hit the Wurm while it is inside you grants the attack disadvantage, and always does an equal amount of damage to yourself.</div><div><br /></div><div><h3>Cooking Information:</h3></div><div>The flesh of Burrowing Wurms is highly acidic, if such precautions are not taken to lower the acidity, then eating the flesh causes 1d6 Damage from the acid. The following mutation table is only to be rolled on if the acid is not diminished (2d6-1). Flesh, where the acid has been diminished, is considered a delicacy among Zorn residents as it takes on a very soft spongey texture with a slightly sweet taste, although it still looks disgusting.</div></div><div><ol style="text-align: left;"><li><b> Live Egg Sac.</b> As you finish your meal, you feel a wriggling in your gut as many Burrowing Wurms hatch inside you. 1d6 of them to be exact, and they are hungry.</li><li> <b>Poisonous Meat.</b> Take 1 permanent Con damage as you feel weakened from the meal.</li><li> <b>Highly Acidic.</b> Take 1d4 Damage as the acid burns your innards.</li><li> <b>Highly Acidic.</b> Take 1d4 Damage as the acid burns your innards.</li><li> <b>Highly Acidic.</b> Take 1d4 Damage as the acid burns your innards.</li><li> <b>Highly Acidic.</b> Take 1d4 Damage as the acid burns your innards.</li><li> <b>Hairless.</b> Lose all the hair on at least one part of your body, that part becomes slightly longer, strangely meaty, and worm-like.</li><li> <b>Extra Saliva.</b> You now generate about twice as much saliva as you did.</li><li> <b>Bulbous Flesh. </b>A small growth appears on a random part of your body, similar to a tumor...</li><li> <b>Strong Jaws.</b> Your jaws gain a large amount of strength, -2 on checks and attacks related to biting things.</li><li> <b>Acidic Saliva. </b>Your throat builds up a layer of acidic saliva, horribly burning and scarring it, lose the ability to speak but you can now melt things weaker than iron with your saliva. Organic material melts almost immediately while metals and minerals take time.</li></ol><div><br /></div></div><div><br /></div><h1 style="text-align: center;">Metallisk</h1><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEi4c9sAJiJnlSUKZPZfVK7IrupKgq1i1brFKeUwZcSs7njn5aKngRM5lJOEgY8jyxGhOGdezTm1GDmddsluxleFE19C4xztph7VtXbH6rgJAK2wNcFkVflgfNUuK8SOBrc0i1CgkJ-WVd2HLoMnNfuYcbF6CQU24SMBsd8JzaIvghuW-3X3uQEOiEI=s2048" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1435" data-original-width="2048" height="448" src="https://blogger.googleusercontent.com/img/a/AVvXsEi4c9sAJiJnlSUKZPZfVK7IrupKgq1i1brFKeUwZcSs7njn5aKngRM5lJOEgY8jyxGhOGdezTm1GDmddsluxleFE19C4xztph7VtXbH6rgJAK2wNcFkVflgfNUuK8SOBrc0i1CgkJ-WVd2HLoMnNfuYcbF6CQU24SMBsd8JzaIvghuW-3X3uQEOiEI=w640-h448" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Dragon - Kostiuk Petro</td></tr></tbody></table><br /><div><br /></div><div>Metallisks are strange creatures. They resemble the dragons of old world myth but are longer and lankier, their "wings" are closer to vestigial nubs that can double as claws, and their scaly skin is as hard as metal.</div><div><br /></div><div>The reason for their strong skin is the saliva that they produce. Metallisk saliva is molten hot and contains metal that they then lick across their scales with, producing a metallic coat. This requires quite a lot of metal and in order to facilitate this, a metallisk eats nearly as much metal as it does flesh. Metallisk coats vary quite a lot as it is made out of the metal that a metallisk devours. Rumours even speak of lost cities guarded by golden metallisks who feasted on lost treasure.</div><div><br /></div><div>Due to the intense heat of the molten saliva, the metallisk's bite and spit are highly dangerous. This is especially true because metallisks have been known to spray their molten saliva in response to danger.</div><div><br /></div><div>Metallisks are highly territorial creatures, anything caught trespassing will be cruelly hunted down and eaten. The only time one will cross a wandering metallisk will be in the case of a starving one, something most adventurers could never survive.</div><div><br /></div><div>Hunting metallisks are usually relatively carefree and sadistic, preferring to play with their food rather than quickly killing it, particularly clever adventurers may survive this if they can make a timely retreat. Threatened, cornered, or starving metallisks are much more dangerous however, making sure to kill or maim as much as they physically can in as little time as possible.</div><div><br /></div><div>Metallisks prefer life in solitary ruins that contain a large supply of metal and treasure.</div><div><br /></div><h4 style="text-align: left;">Metallisk</h4><div><div><b>Basic Stats:</b></div><div><b># Encountered:</b> 1</div><div><b>HD:</b> 10</div><div><b>HP:</b> 75</div><div><b>Defense:</b> 4</div><div><b>Speed:</b> 3</div><div><b>Attack Bonus:</b> 5</div><div><br /></div><div><b>Attacks: </b></div><div><b>Bite:</b> 1d4 + Spit Damage</div><div><b>2x Claw:</b> 1d8 each</div><div><b>Molten Spit Cone:</b> 3d8 in a 15' cone, usable once a day</div><div><br /></div><div><b>Special Traits:</b></div></div><div><br /></div><div><h3>Cooking Information:</h3></div><div>Metallisk flesh is tough and gamey but has a deeper flavor that can be greatly enjoyed by Zorn residents. The flesh itself is not dangerous but has been known to contain chunks of scale and metal that can be choked on if not careful. </div><div><br /></div><div><b>Special Preparation: </b>Boiling an entire metallisk in its own saliva for an entire day can produce a stew that can bring out the mutagenic properties of the flesh. The rest of the stew is absolutely delicious but whoever eats the heart of the metallisk from such a stew, rolls on the following table (1d4).</div><div><br /></div><div><ol style="text-align: left;"><li>Scaly Armor. Your unarmored AC is now lowered by 2 as your flesh scales over.</li><li>Vestigial Wings. Gain two fleshless wings on your back that you can control as claws (1d8 damage). Any armor you wear must be custom-produced. Control all your Vestigial Wings as one action.</li><li>Molten Spit. Your saliva is molten hot, You can melt metal with your mouth. You lack the physical ability to spit a cone of it though.</li><li>Clawed Visage. Your feet and hands morph into something resembling a meaty version of a reptile's claws. Gain -3 bonus to climbing.</li></ol><div><br /></div></div><div><br /></div><h1 style="text-align: center;">Parrot Mantis</h1><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhXa4tCu7RFflyGlfWb6ia6_1T62xpf89rhaB5YLt94yb5H5TZzwfpDE6N8eKhUSboWpgbMQMCD9eDNp18qSrjrBRbXQ2e7jXDgDBhjuzLSvA7-zim-6UFIlTP-LBbNmy8B-sOPyXy9yMxfRGwXqzXU4HeEBkySQPQlDFx2iC_K_HIREoo3nLWaeeE=s2048" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2048" data-original-width="1488" height="640" src="https://blogger.googleusercontent.com/img/a/AVvXsEhXa4tCu7RFflyGlfWb6ia6_1T62xpf89rhaB5YLt94yb5H5TZzwfpDE6N8eKhUSboWpgbMQMCD9eDNp18qSrjrBRbXQ2e7jXDgDBhjuzLSvA7-zim-6UFIlTP-LBbNmy8B-sOPyXy9yMxfRGwXqzXU4HeEBkySQPQlDFx2iC_K_HIREoo3nLWaeeE=w466-h640" width="466" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Fairy - Kostiuk Petro</td></tr></tbody></table><br /><div>Parrot mantises are strange creatures. They are small mantis-like creatures that resemble twisted versions of old-world fae. Their name comes from the fact that they can seemingly speak human languages.</div><div><br /></div><div>Cursory research shows that, also like parrots, they do not understand a word of what they speak. Typically this "voice" is used to signal distress. When threatened it will attempt to distract its oppressor through loud yelling, screaming, or pleading. This sometimes has the intended side effect of calling in confused adventurers.</div><div><br /></div><div>In addition, the parrot mantis has a few unique abilities that some would only describe as "magic". First off, adventurers gathering near it have reported strange hallucinations. These hallucinations range from everything from the stuff of nightmares to mundane objects to heavenly decorations and everything in between. The hallucinations seem at least loosely tied to its mood. Also, it emits a very pleasant smell that seems to nullify any hostile feelings one may have towards it until the scent is removed.</div><div><br /></div><div>When not threatened, the parrot mantis has been known to enjoy tricking any manner of creatures it comes across, beast and human alike.</div><div><br /></div><div>All being told, the parrot mantis is one of the few creatures that will not immediately threaten the life of the adventurers that stumble across one. For this reason (and a few others), many have offered large sums of gold for possession of a captured and tamed one, none have succeeded yet.</div><div><br /></div><h4 style="text-align: left;">Parrot Mantis</h4><div><div><b>Basic Stats:</b></div><div><b># Encountered:</b> 1</div><div><b>HD:</b> 1</div><div><b>HP:</b> 1</div><div><b>Defense:</b> 2</div><div><b>Speed:</b> 10</div><div><b>Attack Bonus:</b> 0</div><div><br /></div><div><b>Attacks: </b></div><div><b>Bite:</b> 1d4</div><div><br /></div><div><b>Special Traits:</b></div></div><div><b>Mimic Noise:</b> The parrot mantis can mimic any noise, it prefers voices and will use them for deception liberally</div><div><b>Create Hallucination:</b> The parrot mantis passively creates shared hallucinations within 50' of it. These hallucinations are loosely controlled by it and its mood. The mantis can stop them if it wishes to hide.</div><div><b>Mantis Pheremones:</b> Anyone within 25' of the parrot mantis must make a con save every round or lose the ability to even contemplate acting against the will of the mantis. Attempting to attack the mantis directly will force another save against this effect.</div><div><br /></div><div><h3>Cooking Information:</h3></div><div>Parrot mantises are crunchy. In a blind taste test, one might describe them as tasting like a "leafy cracker". There isn't a whole lot to enjoy, but there isn't a whole lot to dislike either. Some claim that they taste better fried, but very few of these have ever been killed so none can back up that claim. </div><div><br /></div><div><b>Special Preparation:</b> Swallowing a parrot mantis alive and whole will cast a random spell centered on yourself and then force a roll on the following table (1d6).</div><div><div><ol style="text-align: left;"><li> Part of your body permanently turns invisible, this does not include equipment.</li><li> Gain an additional ten types of photoreceptor cells, like the famed <a href="https://en.wikipedia.org/wiki/Mantis_shrimp#Eyes" target="_blank">Mantis</a></li><li> You begin passively generating strange hallucinations based on your mood within 5' of you. Suffer from horrible nightmares.</li><li> You smell very nice, -2 bonus to social checks that would be improved by this.</li><li> Gain the ability to mimic any noise with your mouth.</li><li> Gain 1 MD permanently, cannot benefit from this a second time, lose 1d6 Wisdom or Charisma</li></ol><div><br /></div></div></div><div><br /></div><h1 style="text-align: center;">Carnis Dreţe</h1><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhQ5iaG2-CR4p3YrIONNGkW8UyuHcO7drcEG0QJw9BkH2TLpMylxFWSH7hgGfJcBgaCfDcX7HArgwIMztfnCALvF6TunlYx2-jcQ48pgFKs6_dmCodcJJxlsb6opRR2MhsS9nwFQd8nlYWdAIOLRXUi9lyAsy_hJrYoV9Ixj18yMRDaCCASpHfSWqs=s2048" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1429" data-original-width="2048" height="446" src="https://blogger.googleusercontent.com/img/a/AVvXsEhQ5iaG2-CR4p3YrIONNGkW8UyuHcO7drcEG0QJw9BkH2TLpMylxFWSH7hgGfJcBgaCfDcX7HArgwIMztfnCALvF6TunlYx2-jcQ48pgFKs6_dmCodcJJxlsb6opRR2MhsS9nwFQd8nlYWdAIOLRXUi9lyAsy_hJrYoV9Ixj18yMRDaCCASpHfSWqs=w640-h446" width="640" /></a></div><div><br /></div>Every once in a while, in a moment of immense bloodshed. A sapling is created. This is the Carnis Dreţe.<div><br /></div><div>At first, it will be small and weak, but if the bloodshed does not cease, it will continue to grow and grow. </div><div><br /></div><div>Soon it will kill on its own, It will seek to end as much life as it physically can.</div><div><br /></div><div>Eventually, when its neverending hunger ends, it will bloom a beautiful flower.</div><div><br /></div><div>It is said that eating this flower grants immortality and god-like power.<br /><div><br /></div><div>But usually, it dies as a sapling.</div><div><br /></div></div><h4 style="text-align: left;">Carnis Dreţe</h4><div>As a sapling, any damage dealt to anything living is multiplied by 2 when within 15 feet of it.</div><div>As a small tree, the damage multiplier is 3x within 30 feet of it.</div><div>As a grown tree, the damage multiplier is 5x within 120 feet.</div><div>As an elder tree, the damage multiplier is 10x within 240 feet, and the flower grows,'</div><div><br /></div><div>Every step after the small tree phase gives the tree 10 tendrils that can independently attack for 1d8 damage each (before multipliers). It will refrain from attacking anyone who conciously feeds it.</div><div><br /></div><div>The sapling requires 10-25 kills to hatch from whatever mysterious machinations spawned it.</div><div>Each phase after requires 10x the amount of kills to feed it.</div><div>If it does not meet the kills required to grow within (5 x the damage multiplier of the next phase) days, then it immediately dies, blighting the surrounding area.</div><div><br /></div><div><h3>Cooking Information:</h3></div><div>The carnis dreţe is a deadly meal that few ever have the chance to eat, let alone survive. Eating the flesh of the plant itself will immediately kill you from it's toxicity. You will feel your blood boil until the flesh surrounding it begins to bubble and peel off. Your bones will develop minute cracks until the painful seizures caused by its poison causes you to shatter them through your disintegrating flesh. You will die a horrible and painful death. No preparation will change this.</div><div><br /></div><div>Eating the flower, however, is a very different story. Immediately, you will gain the powers of a 4th level <a href="https://coinsandscrolls.blogspot.com/2018/03/osr-class-sorcerer.html" target="_blank">sorcerer</a>, this is separate from whatever class templates you may already have. Then roll a d4, if you roll a 3 or lower, you immediately lose your mind, go insane, and mutate into a beautiful but horrifying outsider, Carnis Magi.</div><div><br /></div><div><br /></div><h1 style="text-align: center;">Outsiders</h1><br /><div class="separator" style="clear: both; text-align: center;"><br /></div><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEio9Re_LuY4bHa-RjTld78w6zjsbhA8C1wuv4VGG0RqdA1V-x6aNQUith6oTJVpWSIfr4U0WaLATDGjSLncNQUw_t4iGGp9iNPb74nuB3wFvNAClm6Tbny7PmfcK-i_ke8pl6Olzu6WpEuYepc0RCptcNRL9wjGWE36ZcRpCZz0gkBI1PCaeCNe5J8=s2048" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1540" data-original-width="2048" height="482" src="https://blogger.googleusercontent.com/img/a/AVvXsEio9Re_LuY4bHa-RjTld78w6zjsbhA8C1wuv4VGG0RqdA1V-x6aNQUith6oTJVpWSIfr4U0WaLATDGjSLncNQUw_t4iGGp9iNPb74nuB3wFvNAClm6Tbny7PmfcK-i_ke8pl6Olzu6WpEuYepc0RCptcNRL9wjGWE36ZcRpCZz0gkBI1PCaeCNe5J8=w640-h482" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Demon - Kostiuk Petro</td></tr></tbody></table>Outsiders are the strange, unknowable, and incomprehensible denizens of Zorn. Nearly every single Outsider is uniquely strange, but there are a few similarities between them. <div><br /></div><div>To start, most of them are humanoid in shape, many contain strange shapes, appendages, and alterations, but usually, there appears to be some strange familiarity to their frame. In addition, nearly all of them have some form of sapience and intelligence, very few communication attempts render anything results outside unbridled violence or horrifying magick, but many have been seen acting outside of pure instinct. Finally, they all contain bizarre abilities that seemingly defy logic and physics as the greater world knows it.</div><div><br /></div><div>There are many theories to what Outsiders are and where they come from. Some say that they are the true natives of Zorn, some claim that they are demons from some greater plane like Hell, and others fear that they are past adventurers claimed by greed and death. In truth, all of these theories are correct, though some more than others. There are a variety of ways that an Outsider is formed and none of them are pleasant.</div><div><br /></div><div>If a PC becomes an Outsider through any means, they are put under DM control unless some very special interactions come into play somewhere.</div><div><br /></div><div>Outsiders are deadly.</div><div><br /></div><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgnVHNieO9tKw2PDXADnLKO9Ruk4eyvKOaLpp126kEIvzbLLqqlQa81xPoMHHooz0cnZt2CriPX7dXSzYbx4mo4TiJCAe4GbGHD3pnWTuoO9rvx7RS4GcdGq6U6jfXMnCriCroScwpdAvGf1uJpqtrOOrRPnDPr8ULuKw6-OnmsxP8c05Sk7kIOThA=s2048" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2048" data-original-width="1578" height="400" src="https://blogger.googleusercontent.com/img/a/AVvXsEgnVHNieO9tKw2PDXADnLKO9Ruk4eyvKOaLpp126kEIvzbLLqqlQa81xPoMHHooz0cnZt2CriPX7dXSzYbx4mo4TiJCAe4GbGHD3pnWTuoO9rvx7RS4GcdGq6U6jfXMnCriCroScwpdAvGf1uJpqtrOOrRPnDPr8ULuKw6-OnmsxP8c05Sk7kIOThA=w309-h400" width="309" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Orc - Kostiuk Petro</td></tr></tbody></table><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgDedCgvznrWIWG2_AsYbGZlO7ISQ6DlsZ3uXztPYnp55ret_MtZsIwA0PKQdXn-qRwEn35KRVWvYvVq12gqN_xFz1KceHEJzh3NdiWYzOwleAn3z7YCgU7ZNXgWE13dEBCtpH8hgNpFw3GFUKQJZ-X5nwuMSzoe88Yr6s7eJDVbCRUmDeDQco9Oq4=s2048" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto; text-align: center;"><img border="0" data-original-height="2048" data-original-width="1481" height="400" src="https://blogger.googleusercontent.com/img/a/AVvXsEgDedCgvznrWIWG2_AsYbGZlO7ISQ6DlsZ3uXztPYnp55ret_MtZsIwA0PKQdXn-qRwEn35KRVWvYvVq12gqN_xFz1KceHEJzh3NdiWYzOwleAn3z7YCgU7ZNXgWE13dEBCtpH8hgNpFw3GFUKQJZ-X5nwuMSzoe88Yr6s7eJDVbCRUmDeDQco9Oq4=w289-h400" width="289" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Ogre - Kostiuk Petro</td></tr></tbody></table><div><div class="separator" style="clear: both; text-align: center;"><br /></div><h1 style="text-align: left;">A Note on Humanity</h1><div>Humans are weak. In general, you should build human enemies as player characters. You can afford to skimp fine details like classes, but things lie HP and HD should stay within the human range (A good rule of thumb is 8-16). Truly heroic enemies or allies may appear as "peak" humanity or mutated variants that can slightly surpass this limit, but humans should never be the scariest things your players see.</div><div><br /></div></div><br />Gage Berryhttp://www.blogger.com/profile/15362937390098419601noreply@blogger.com0tag:blogger.com,1999:blog-363349493946574046.post-7862806871560007692021-10-17T23:03:00.022-07:002021-11-01T02:57:05.539-07:00G75 Challenge: Week Twoish of Zorn<p> Thanks to a <a href="https://diyanddragons.blogspot.com/2020/08/gygax-75.html" target="_blank">blog post</a> by DIY&Dragons, I was reminded that I actually started this project. It's been, well nearly a year, I think? In reality, I actually finished it on my private Google Drive documents but I never did get around to posting the results onto here thanks to a rough year. So I'm doing that now. </p><p>Better late than never, right?</p><p>Anyways, this week features a Hex Map and Encounter Table.</p><p><a href="https://theeternalslog.blogspot.com/2021/10/g75-challenge-week-four-of-zorn.html" target="_blank">Week Four</a> <a href="https://theeternalslog.blogspot.com/2021/10/g75-challenge-week-three-of-zorn.html" target="_blank">Week Three</a> <a href="https://theeternalslog.blogspot.com/2020/08/g75-challenge-week-one-zorn.html" target="_blank">Week One</a> <a href="https://theeternalslog.blogspot.com/2020/07/zorn-1940s-pulp-explorers-vs-unknown.html" target="_blank">Zorn Hub Post</a></p><h2 style="text-align: center;"><span style="font-size: x-large;">Week Two</span></h2><p style="text-align: left;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEj053ilYahpmkcKvBz5uLtiHDvI6SIDVGmHz69a1rCXi5bxv7Q0fFzrZiGgbrf_MoExgDiAktaieTUz6I77BpE7Tuq4kkobtMAfuti_SvOzrScPWmIZzdjO0FN2KStMwelEuitTsES3XglAc8dTPOc5LBLpmPX82jQ6jhq1X-Q9o24HHMnQfDZAzOA=s2048" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2048" data-original-width="1743" height="747" src="https://blogger.googleusercontent.com/img/a/AVvXsEj053ilYahpmkcKvBz5uLtiHDvI6SIDVGmHz69a1rCXi5bxv7Q0fFzrZiGgbrf_MoExgDiAktaieTUz6I77BpE7Tuq4kkobtMAfuti_SvOzrScPWmIZzdjO0FN2KStMwelEuitTsES3XglAc8dTPOc5LBLpmPX82jQ6jhq1X-Q9o24HHMnQfDZAzOA=w635-h747" width="635" /></a></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><br /></td></tr></tbody></table><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td class="tr-caption" style="text-align: center;">Made With OGREMap2 (Six Mile Hexes)</td></tr></tbody></table><div><b>Hex Locations</b></div><div><b><br /></b></div><div><b>0313, 0414, 0413, The South Haven;</b> the only truly safe settlement within a hundred miles, one of the main gateways into Zorn for adventurers <b>(Southwest Coast)</b></div><div><br /></div><div><b>0612</b>,<b> An old destroyed Haven;</b> and a warning against those who think they can safely civilize Zorn. Most usable signs of civilization have been looted from this place but it’s less dangerous than most of Zorn, and a few places to make camp exist. <b>(Middle of the Marsh)</b></div><div><b><br /></b></div><div><b>1206</b>,<b> An abandoned city of unknown origin;</b> it's filled with strange buildings and stonework and has been mostly picked clean of all valuables, but a few secrets may remain. <b>(Middle of the Clearing)</b></div><div><b><br /></b></div><div><b>1311</b>, <b>Stracony Peaks; </b>Local rumors state that a powerful group of cultists reside in these mountains. While it would explain some of the disappearances in that region, adventurers go missing in Zorn for an infinite number of reasons, these claims are dismissed.<b> (Middle of the Lake)</b></div><div><b><br /></b></div><div><b>0806</b>,<b> The Mountains of Hope;</b> one of the few places actually in Zorn that is considered safe. Also one of the only places in Zorn that non-adventurers have settled. Protected by the local whitewater rivers, deep caves, and surrounding swamps, The Mountains of Hope are as safe as they get, and even then, attacks on this location are monthly at least. <b>(Central Mountains)</b></div><div><br /></div><div>Countless other ruins and small settlements may be found hidden in the deep jungles or mountains, but these are the only things obvious enough and permanent enough for a new adventurer to take note of.</div><div><br /></div><div><b>Encounter Table (2d6)</b></div><div><br /></div><div>2. 1 Outsider</div><div>3. 1d8 Ashmongrels</div><div>4. 1 Carnis Dreţe Sapling</div><div>5. 2d6 Soldiers</div><div>6. 3d4 Fresh Adventurers (0 Level)</div><div>7. 2d6 Burrowing Wurms</div><div>8. 1d4 Veteran Adventurers (1d4 Level)</div><div>9. Merchant Caravan (Roll 1d4 for guards: 1. Military 2. Adventurers 3. Mercenaries 4. Your Choice)</div><div>10. 1 Parrot Mantis, flip a coin (heads it is calling in distress, tails it is feeling mischievous)</div><div>11. 1d4 Soldiers covered in blood, fleeing something awful</div><div>12. 1 Metallisk</div><div><br /></div><div>For more information on the creatures above, read <a href="https://theeternalslog.blogspot.com/2021/10/zorn-g75-beastiary.html" target="_blank">here</a>.</div><div><br /></div><div>DM adjudication should be used to make sure every encounter is unique and fits the situation at hand, no matter how many times the same result is rolled.</div><p></p>Gage Berryhttp://www.blogger.com/profile/15362937390098419601noreply@blogger.com3tag:blogger.com,1999:blog-363349493946574046.post-62871163076467411582021-10-12T01:22:00.005-07:002021-11-01T02:33:07.425-07:00Zorn: Zero Level Characters<p> <a href="https://theeternalslog.blogspot.com/2020/07/zorn-1940s-pulp-explorers-vs-unknown.html" target="_blank">Zorn</a> has always been a setting about diegetic character advancement, telling stories about the world changing your characters rather than the other way around. To better serve that purpose, I took a note from DCC and ripped the idea of a group of zero-level characters going on a deadly adventure and the survivors becoming the player party.</p><p>Here's the overarching process of this.</p><p></p><ol style="text-align: left;"><li>Roll for your stats as you normally would (3d6 down the line for base stats, 2d6 for fortune)</li><li>Derive Substats as normal, except for HP which is Con-6 for Level 0, and attack bonus, which is 0. This does mean you can start with negative HP, you don't immediately die, but you might soon,</li><li>Roll 1d50 on the table below for background and note the results down where applicable.</li><li>Pick one stat off your background's Reroll column, you can roll that stat again and take the better result</li><li>Write down your background's starting inventory, items denoted with (Light), (Medium), or (Heavy) are automatically considered corresponding melee weapons. Details on these weapons can be found <a href="https://theeternalslog.blogspot.com/2020/09/firearms-and-machetes-new-zorn-combat.html" target="_blank">here</a>.</li><li>Note down your background's starting skill. This provides a -2 bonus to any flat attribute check that would benefit from relevant knowledge or experience.</li><li>Choose a character flaw. This is a small roleplaying quirk used to spice up your character and to provide interesting complications to the narrative. These are things like "Alcoholic", "Loves Exotic Food", "Anger Issues", "Overly Honest"</li><li>Repeat this until you have 4 functioning characters.</li></ol><div>Once these characters survive their first adventure (or at least escape it with 50 Silver), one of the survivors can level up and become a true adventurer, the remaining survivors decide that this is not the life for them and retire, die, go insane, or otherwise leave the narrative. If a player has zero survivors, they may claim a survivor from another player or generate one zero-level character that can level up if there is enough Silver remaining to do so.</div><div><br /></div><div>After the campaign is in full swing, dead characters should probably be replaced by level one characters rather than zero-levels, but this is a nice way to set the tone at the very beginning.</div><div><br /></div><div>The Backgrounds listed below is a quick and dirty list, maybe I'll come back later and rewrite this one to be a bit better, but I really wanted a playable draft as soon as possible. Feel free to add suggestions, comments, or other notes in the comments below as tables like this really benefit from group brainstorming.</div><div><br /></div><div>I've also provided a few lists of random items and weapons below for posterity's sake.</div><h1 style="text-align: left;">1d50 Backgrounds</h1><div><span style="font-family: inherit;"><br /></span></div><p></p>
<span style="font-family: inherit;"><style type="text/css">
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.tg td{border-color:black;border-style:solid;border-width:1px;font-family:Arial, sans-serif;font-size:14px;
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</span><table class="tg">
<thead>
<tr>
<th class="tg-0pky"><span style="font-family: inherit;">#</span></th>
<th class="tg-0pky"><span style="font-family: inherit;">Name</span></th>
<th class="tg-0pky"><span style="font-family: inherit;">Reroll</span></th>
<th class="tg-0pky"><span style="font-family: inherit;">Starting Items</span></th>
<th class="tg-0pky"><span style="font-family: inherit;">Skill</span></th>
</tr>
</thead>
<tbody>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">1</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Farmer</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Con/Wis</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Shovel (Medium), 3 Carrots</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Agriculture</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">2</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Hunter</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Dex/Wis</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Hunting Shotgun, Bear Trap</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Tracking</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">3</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Hobo</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">ANY</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Large Stick (Heavy), 3 Crappy Rations</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Survival</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">4</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Nobility</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Cha/Dex</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Fine Clothes, 3 Pieces of Sharp Silverware (Light)</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Courtesy</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">5</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Housekeeper</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Wis/Dex</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Broom (Medium), Fine Clothes</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Restraint</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">6</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Bartender</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Cha/Wis</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">3 Bottles of Mysterious Liquor (Light), Set of Drinking Glasses</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Alcohol</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">7</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Distiller</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Con/Int</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Heavy Keg of Cheap Swill (Heavy)</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Brewing</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">8</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Chef</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Dex/Int</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">3 Sharp Knives (Light), Cutting Board</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Cooking</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">9</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Sailor</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Cha/Wis</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Dueling Sabre (Medium), Naval Uniform</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Sailing</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">10</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Soldier</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Dex/Str</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Rifle, 3 Awful Tasting MREs, Active Enlistment</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Military</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">11</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Mechanic</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Wis/Int</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Large Wrench (Heavy), Coveralls, Small Bottle of Oil</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Jury-Rigging</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">12</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Detective</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Int/Wis</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Service Handgun, Handcuffs</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Investigation</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">13</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Pilot</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Dex/Int</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Small Knife (Light), Parachute, Small Goggles</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Aircraft</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">14</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Ship Crewman</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Str/Wis</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Small Club (Medium), Hammock</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Navigation</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">15</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Ship Spotter</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Wis/Dex</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Small Club (Medium), Binoculars</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Weather</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">15</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Machinist</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Con/Int</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Wrench (Medium), Coveralls, Small Bottle of Oil</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Manufacturing</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">16</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Industrialist</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Int/Cha</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Sharp Pen (Light), Box of Paperwork</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Capitalism</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">17</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Nurse</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Int/Con</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Syringe (Light), Book on Natural Medicine</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Medicine</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">18</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Doctor</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Int/Wis</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Heavy Medical Book (Heavy), Doctor's Robes</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Medicine</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">19</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Dentist</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Dex/Int</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Pliers (Light), Hand Drill, Small Tool Bag</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Surgery</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">20</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Travelling Salesperson</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Cha/Con</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">5 Cheap Knives (Light), Cheap Suit</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Trade</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">21</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Attorney</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Int/Cha</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Heavy Legal Text (Heavy), Nice Suit</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Legal</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">22</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Engineer</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Int/Dex</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Fancy Pen (Light), Drafting Paper</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Engineering</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">23</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Teacher</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Wis/Int</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">5 Children's Books (Light)</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Teaching</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">24</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Banker</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Wis/Int</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Abacus (Medium), Large Sack, Precise Scales</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Money</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">25</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Bill Collector/Loan Shark</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Str/Dex</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Club (Medium), Black Book naming 3 Debtors</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Scheming</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">26</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Archeologist</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Int/Con</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Shovel (Medium), Fine Brush, History Book</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">History</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">27</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Spy</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Dex/Wis</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Sharp Pen (Light), Foreign Soldier's Uniform, Fine Clothes</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Espionage</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">28</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Thief</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Dex/Str</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Prybar (Medium), Dark Clothes</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Thievery</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">29</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Hired Killer</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Str/Dex</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Handgun, Stiletto (Light), Cheap 3 Piece Suit, Note with Target's Name</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Assassination</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">30</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Cardsharp</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Cha/Dex</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Stiletto (Light), Deck of Cards, Small Bottle of Ink</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Gambling</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">31</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Smuggler</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Wis/Cha</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Prybar (Medium), Large Bag</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Concealing</span></td>
</tr>
<tr>
<td class="tg-0lax"><span style="font-family: inherit;">32</span></td>
<td class="tg-0lax"><span style="font-family: inherit;">Construction Worker</span></td>
<td class="tg-0lax"><span style="font-family: inherit;">Con/Str</span></td>
<td class="tg-0lax"><span style="font-family: inherit;">Heavy Tool (Heavy), Sack of Tools</span></td>
<td class="tg-0lax"><span style="font-family: inherit;">Construction</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">33</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Foreman</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Cha/Con</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Clipboard</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Oversight</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">34</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Miner</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Con/Str</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Pickaxe (Heavy), Miner's Helmet with Light</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Mining</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">35</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Gardener</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Dex/Con</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Trowel (Light), 5 Mysterious Seeds</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Gardening</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">36</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Lumberjack</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Str/Con</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Axe (Medium)</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Axe Demolition</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">37</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Train Conductor</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Wis/Con</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Shovel (Medium), Sack of Coal</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Steam Power</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">38</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">General Laborer</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Con/Str</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">1 Random Weapon, 2 Random Items</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">ANY</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">39</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Tailor</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Dex/Wis</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Set of 5 Large Needles (Light), Colorful Thread</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Fabric</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">40</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Barber</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Dex/Cha</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Barber's Razor (Light), 3 Rags</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Cutting</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">41</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Delivery worker</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Dex/Con</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Running Shoes, Backpack</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Running</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">42</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Telephone Operator</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Cha/Int</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">50' Length of Copper Wire</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Fast Talk</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">43</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Mathematician</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Int/Wis</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Very Heavy Abacus (Heavy)</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Math</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">44</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Artist</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Cha/Wis</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Set of Paint and Brushes</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Artistry</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">45</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Philosopher</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Wis/Int</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Heavy Book on Philosophy (Heavy), Human Skull, Shiny Rock</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Philosophy</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">46</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Writer</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Wis/Int</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Pencil (Light), Notepad</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Writing</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">47</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Priest</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Wis/Cha</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Religious Text, Religious Icon, Bottle of Sacred Fluid</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Religion or Occult</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">48</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Scientist</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Int/Wis</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Set of Scientific Tools</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Science</span></td>
</tr>
<tr>
<td class="tg-0lax"><span style="font-family: inherit;">49</span></td>
<td class="tg-0lax"><span style="font-family: inherit;">Oil Baron</span></td>
<td class="tg-0lax"><span style="font-family: inherit;">Cha/Dex</span></td>
<td class="tg-0lax"><span style="font-family: inherit;">Cane (Medium), Box of Fine Cigars, Fine Clothes</span></td>
<td class="tg-0lax"><span style="font-family: inherit;">Money</span></td>
</tr>
<tr>
<td class="tg-0pky"><span style="font-family: inherit;">50</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Exiled</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">ANY</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">Locked Shackles (Heavy), Tattered Clothing</span></td>
<td class="tg-0pky"><span style="font-family: inherit;">ANY</span></td>
</tr>
</tbody>
</table><div><br /></div><h1 style="text-align: left;">1d50 Random Weapons</h1><div><br /></div>
<style type="text/css">
.tg {border-collapse:collapse;border-spacing:0;}
.tg td{border-color:black;border-style:solid;border-width:1px;font-family:Arial, sans-serif;font-size:14px;
overflow:hidden;padding:10px 5px;word-break:normal;}
.tg th{border-color:black;border-style:solid;border-width:1px;font-family:Arial, sans-serif;font-size:14px;
font-weight:normal;overflow:hidden;padding:10px 5px;word-break:normal;}
.tg .tg-0pky{border-color:inherit;text-align:left;vertical-align:top}
</style>
<table class="tg">
<thead>
<tr>
<th class="tg-0pky">#</th>
<th class="tg-0pky">Name</th>
<th class="tg-0pky">Type</th>
</tr>
</thead>
<tbody>
<tr>
<td class="tg-0pky">1</td>
<td class="tg-0pky">Hunting Knife</td>
<td class="tg-0pky">Light Melee</td>
</tr>
<tr>
<td class="tg-0pky">2</td>
<td class="tg-0pky">Chef's Knife</td>
<td class="tg-0pky">Light Melee</td>
</tr>
<tr>
<td class="tg-0pky">3</td>
<td class="tg-0pky">Stiletto</td>
<td class="tg-0pky">Light Melee</td>
</tr>
<tr>
<td class="tg-0pky">4</td>
<td class="tg-0pky">Pencil</td>
<td class="tg-0pky">Light Melee</td>
</tr>
<tr>
<td class="tg-0pky">5</td>
<td class="tg-0pky">Metal Straw</td>
<td class="tg-0pky">Light Melee</td>
</tr>
<tr>
<td class="tg-0pky">6</td>
<td class="tg-0pky">Brick</td>
<td class="tg-0pky">Light Melee</td>
</tr>
<tr>
<td class="tg-0pky">7</td>
<td class="tg-0pky">Throwing Knife</td>
<td class="tg-0pky">Light Melee</td>
</tr>
<tr>
<td class="tg-0pky">8</td>
<td class="tg-0pky">Small Statuette</td>
<td class="tg-0pky">Light Melee</td>
</tr>
<tr>
<td class="tg-0pky">9</td>
<td class="tg-0pky">Pen</td>
<td class="tg-0pky">Light Melee</td>
</tr>
<tr>
<td class="tg-0pky">10</td>
<td class="tg-0pky">Scalpel</td>
<td class="tg-0pky">Light Melee</td>
</tr>
<tr>
<td class="tg-0pky">11</td>
<td class="tg-0pky">Icepick</td>
<td class="tg-0pky">Light Melee</td>
</tr>
<tr>
<td class="tg-0pky">12</td>
<td class="tg-0pky">Small Paperweight</td>
<td class="tg-0pky">Light Melee</td>
</tr>
<tr>
<td class="tg-0pky">13</td>
<td class="tg-0pky">Blackjack</td>
<td class="tg-0pky">Light Melee</td>
</tr>
<tr>
<td class="tg-0pky">14</td>
<td class="tg-0pky">Very Sharp Fork</td>
<td class="tg-0pky">Light Melee</td>
</tr>
<tr>
<td class="tg-0pky">15</td>
<td class="tg-0pky">Very Sharp Spoon</td>
<td class="tg-0pky">Light Melee</td>
</tr>
<tr>
<td class="tg-0pky">16</td>
<td class="tg-0pky">Golf Club</td>
<td class="tg-0pky">Medium Melee</td>
</tr>
<tr>
<td class="tg-0pky">17</td>
<td class="tg-0pky">Katana</td>
<td class="tg-0pky">Medium Melee</td>
</tr>
<tr>
<td class="tg-0pky">18</td>
<td class="tg-0pky">Cane</td>
<td class="tg-0pky">Medium Melee</td>
</tr>
<tr>
<td class="tg-0pky">19</td>
<td class="tg-0pky">Suitcase</td>
<td class="tg-0pky">Medium Melee</td>
</tr>
<tr>
<td class="tg-0pky">20</td>
<td class="tg-0pky">Axe</td>
<td class="tg-0pky">Medium Melee</td>
</tr>
<tr>
<td class="tg-0pky">21</td>
<td class="tg-0pky">Prybar</td>
<td class="tg-0pky">Medium Melee</td>
</tr>
<tr>
<td class="tg-0pky">22</td>
<td class="tg-0pky">Shovel</td>
<td class="tg-0pky">Medium Melee</td>
</tr>
<tr>
<td class="tg-0pky">23</td>
<td class="tg-0pky">Club</td>
<td class="tg-0pky">Medium Melee</td>
</tr>
<tr>
<td class="tg-0pky">24</td>
<td class="tg-0pky">Wrench</td>
<td class="tg-0pky">Medium Melee</td>
</tr>
<tr>
<td class="tg-0pky">25</td>
<td class="tg-0pky">Sabre</td>
<td class="tg-0pky">Medium Melee</td>
</tr>
<tr>
<td class="tg-0pky">26</td>
<td class="tg-0pky">Rapier</td>
<td class="tg-0pky">Medium Melee</td>
</tr>
<tr>
<td class="tg-0pky">27</td>
<td class="tg-0pky">Frying Pan</td>
<td class="tg-0pky">Medium Melee</td>
</tr>
<tr>
<td class="tg-0pky">28</td>
<td class="tg-0pky">Rebar</td>
<td class="tg-0pky">Medium Melee</td>
</tr>
<tr>
<td class="tg-0pky">29</td>
<td class="tg-0pky">Tire Iron</td>
<td class="tg-0pky">Medium Melee</td>
</tr>
<tr>
<td class="tg-0pky">30</td>
<td class="tg-0pky">Baseball Bat</td>
<td class="tg-0pky">Medium Melee</td>
</tr>
<tr>
<td class="tg-0pky">31</td>
<td class="tg-0pky">Heavy Book</td>
<td class="tg-0pky">Heavy Melee</td>
</tr>
<tr>
<td class="tg-0pky">32</td>
<td class="tg-0pky">Large Rock</td>
<td class="tg-0pky">Heavy Melee</td>
</tr>
<tr>
<td class="tg-0pky">33</td>
<td class="tg-0pky">Longsword</td>
<td class="tg-0pky">Heavy Melee</td>
</tr>
<tr>
<td class="tg-0pky">34</td>
<td class="tg-0pky">Antique Glaive</td>
<td class="tg-0pky">Heavy Melee</td>
</tr>
<tr>
<td class="tg-0pky">35</td>
<td class="tg-0pky">Sledgehammer</td>
<td class="tg-0pky">Heavy Melee</td>
</tr>
<tr>
<td class="tg-0pky">36</td>
<td class="tg-0pky">Pickaxe</td>
<td class="tg-0pky">Heavy Melee</td>
</tr>
<tr>
<td class="tg-0pky">37</td>
<td class="tg-0pky">Massive Wrench</td>
<td class="tg-0pky">Heavy Melee</td>
</tr>
<tr>
<td class="tg-0pky">38</td>
<td class="tg-0pky">Locked Shackles</td>
<td class="tg-0pky">Heavy Melee</td>
</tr>
<tr>
<td class="tg-0pky">39</td>
<td class="tg-0pky">Antique Maul</td>
<td class="tg-0pky">Heavy Melee</td>
</tr>
<tr>
<td class="tg-0pky">40</td>
<td class="tg-0pky">Long Rusty Pipe</td>
<td class="tg-0pky">Heavy Melee</td>
</tr>
<tr>
<td class="tg-0pky">41</td>
<td class="tg-0pky">Service Revolver</td>
<td class="tg-0pky">Handgun</td>
</tr>
<tr>
<td class="tg-0pky">42</td>
<td class="tg-0pky">Military Sidearm</td>
<td class="tg-0pky">Handgun</td>
</tr>
<tr>
<td class="tg-0pky">43</td>
<td class="tg-0pky">Pepperbox Pistol</td>
<td class="tg-0pky">Handgun</td>
</tr>
<tr>
<td class="tg-0pky">44</td>
<td class="tg-0pky">Homemade Pipe SMG</td>
<td class="tg-0pky">SMG</td>
</tr>
<tr>
<td class="tg-0pky">45</td>
<td class="tg-0pky">Military Issue SMG</td>
<td class="tg-0pky">SMG</td>
</tr>
<tr>
<td class="tg-0pky">46</td>
<td class="tg-0pky">Hunting Rifle</td>
<td class="tg-0pky">Rifle</td>
</tr>
<tr>
<td class="tg-0pky">47</td>
<td class="tg-0pky">Sniper Rifle</td>
<td class="tg-0pky">Rifle</td>
</tr>
<tr>
<td class="tg-0pky">48</td>
<td class="tg-0pky">Antique Musket</td>
<td class="tg-0pky">Rifle</td>
</tr>
<tr>
<td class="tg-0pky">49</td>
<td class="tg-0pky">Hunting Shotgun</td>
<td class="tg-0pky">Shotgun</td>
</tr>
<tr>
<td class="tg-0pky">50</td>
<td class="tg-0pky">Antique Blunderbuss</td>
<td class="tg-0pky">Shotgun</td>
</tr>
</tbody>
</table>
<h1 style="text-align: left;">1d50 Random Items</h1><div><br /></div>
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<tr>
<th class="tg-0pky">#</th>
<th class="tg-0pky">Name</th>
<th class="tg-0pky">#</th>
<th class="tg-0pky">Name</th>
</tr>
</thead>
<tbody>
<tr>
<td class="tg-0pky">1</td>
<td class="tg-0pky">Bottle of Oil</td>
<td class="tg-0pky">26</td>
<td class="tg-0pky">Chicken</td>
</tr>
<tr>
<td class="tg-0pky">2</td>
<td class="tg-0pky">Small Bottle of Ink</td>
<td class="tg-0pky">27</td>
<td class="tg-0pky">Sheep</td>
</tr>
<tr>
<td class="tg-0pky">3</td>
<td class="tg-0pky">Small Bottle of Blood</td>
<td class="tg-0pky">28</td>
<td class="tg-0pky">Cat</td>
</tr>
<tr>
<td class="tg-0pky">4</td>
<td class="tg-0pky">Pen</td>
<td class="tg-0pky">29</td>
<td class="tg-0pky">Binoculars</td>
</tr>
<tr>
<td class="tg-0pky">5</td>
<td class="tg-0pky">Pencil</td>
<td class="tg-0pky">30</td>
<td class="tg-0pky">Tent</td>
</tr>
<tr>
<td class="tg-0pky">6</td>
<td class="tg-0pky">Prybar</td>
<td class="tg-0pky">31</td>
<td class="tg-0pky">3 Flares</td>
</tr>
<tr>
<td class="tg-0pky">7</td>
<td class="tg-0pky">50' Rope</td>
<td class="tg-0pky">32</td>
<td class="tg-0pky">50' Thin Wire</td>
</tr>
<tr>
<td class="tg-0pky">8</td>
<td class="tg-0pky">50' Chain</td>
<td class="tg-0pky">33</td>
<td class="tg-0pky">3 Small Handbells</td>
</tr>
<tr>
<td class="tg-0pky">9</td>
<td class="tg-0pky">Pickaxe</td>
<td class="tg-0pky">34</td>
<td class="tg-0pky">10 Pitons</td>
</tr>
<tr>
<td class="tg-0pky">10</td>
<td class="tg-0pky">Shovel</td>
<td class="tg-0pky">35</td>
<td class="tg-0pky">Bag of Ball Bearings</td>
</tr>
<tr>
<td class="tg-0pky">11</td>
<td class="tg-0pky">Axe</td>
<td class="tg-0pky">36</td>
<td class="tg-0pky">Handheld Radio</td>
</tr>
<tr>
<td class="tg-0pky">12</td>
<td class="tg-0pky">Hammer</td>
<td class="tg-0pky">37</td>
<td class="tg-0pky">Pocket Knife</td>
</tr>
<tr>
<td class="tg-0pky">13</td>
<td class="tg-0pky">Wrench</td>
<td class="tg-0pky">38</td>
<td class="tg-0pky">100' Twine</td>
</tr>
<tr>
<td class="tg-0pky">14</td>
<td class="tg-0pky">Large Backpack</td>
<td class="tg-0pky">39</td>
<td class="tg-0pky">Small Bucket of Paint</td>
</tr>
<tr>
<td class="tg-0pky">15</td>
<td class="tg-0pky">Sleeping Bag</td>
<td class="tg-0pky">40</td>
<td class="tg-0pky">Canteen</td>
</tr>
<tr>
<td class="tg-0pky">16</td>
<td class="tg-0pky">5 Rations</td>
<td class="tg-0pky">41</td>
<td class="tg-0pky">Oil Lantern</td>
</tr>
<tr>
<td class="tg-0pky">17</td>
<td class="tg-0pky">50' Colorful Thread</td>
<td class="tg-0pky">42</td>
<td class="tg-0pky">Flashlight</td>
</tr>
<tr>
<td class="tg-0pky">18</td>
<td class="tg-0pky">Bear Trap</td>
<td class="tg-0pky">43</td>
<td class="tg-0pky">Guitar</td>
</tr>
<tr>
<td class="tg-0pky">19</td>
<td class="tg-0pky">Fine Clothes</td>
<td class="tg-0pky">44</td>
<td class="tg-0pky">5 D Batteries</td>
</tr>
<tr>
<td class="tg-0pky">20</td>
<td class="tg-0pky">Fine Furs</td>
<td class="tg-0pky">45</td>
<td class="tg-0pky">20 Bullets</td>
</tr>
<tr>
<td class="tg-0pky">21</td>
<td class="tg-0pky">5 Bottles of Beer</td>
<td class="tg-0pky">46</td>
<td class="tg-0pky">Fishing Pole and 15' Line</td>
</tr>
<tr>
<td class="tg-0pky">22</td>
<td class="tg-0pky">Parachute</td>
<td class="tg-0pky">47</td>
<td class="tg-0pky">Silver Mirror</td>
</tr>
<tr>
<td class="tg-0pky">23</td>
<td class="tg-0pky">Small Goggles</td>
<td class="tg-0pky">48</td>
<td class="tg-0pky">Magnifying Glass</td>
</tr>
<tr>
<td class="tg-0pky">24</td>
<td class="tg-0pky">Horse</td>
<td class="tg-0pky">49</td>
<td class="tg-0pky">Gallon of Gasoline</td>
</tr>
<tr>
<td class="tg-0pky">25</td>
<td class="tg-0pky">Pig</td>
<td class="tg-0pky">50</td>
<td class="tg-0pky">Hammock</td>
</tr>
</tbody>
</table>Gage Berryhttp://www.blogger.com/profile/15362937390098419601noreply@blogger.com0tag:blogger.com,1999:blog-363349493946574046.post-53834225174998679382021-10-04T00:31:00.016-07:002021-10-31T17:30:01.333-07:00Zorn: Base Classes<p>It's been a long time since I've worked on my <a href="https://theeternalslog.blogspot.com/2020/07/zorn-1940s-pulp-explorers-vs-unknown.html" target="_blank">Zorn</a> setting, been a long year. Now that I'm back in the mood to write, I've decided to finally jot down some thoughts on what the base classes for the setting may be. </p><p>For those unfamiliar, I've written Zorn to be a game with diagetic character choices. These options are always available, but many other classes may exist for those explorers who encounter the strange, the dangerous, the awesome, and the unknown. These are simply the mundane enough classes that anyone can freely take them.</p><p><br /></p><h1 style="text-align: left;"><b>Arcanist</b></h1><p>Your whole life you've been fascinated by magic, the occult, and other unexplainable occurences. Everyone you've met before now has just laughed at you. Not here. In Zorn, even the most mundane is unexplainable and you're ready for it. </p><p><b>Skill: Arcane<br />Each Template: Gain 1 Knowledge Skill</b></p><p><b>A: Careful Study, Obscure Knowledge<br />B: Trick Magic Item, Deconstruct Magic Item<br />C: Well-Studied<br />D: Magical Tinkerer</b></p><p style="text-align: left;"><b>Careful Study:</b> You've learned enough about the unexplainable to reasonably identify it when you come across it. You can discover the obvious effects of magic items, places, and monsters with ten minutes of safe observation, this may not discover hidden effects or curses unless they are particularly obvious. </p><p><b>Obscure Knowledge:</b> Once per session, you can declare a fact about a new and unidentified magical effect; it has a 25% chance of being at least somewhat true but is never catastrophically wrong. You do not know if it is true until proven otherwise.</p><p><b>Trick Magic Item:</b> You can use any identified magic item, regardless of requirements. You still need to perform any required activities to activate the item, however. </p><p><b>Deconstruct Magic Item:</b> You've gained ties to researchers in the few safe settlements of Zorn, when you are in one, you may deconstruct unwanted magic items. Roll an Arcane skill check, success means the item is successfully deconstructed and researched, gain 150% of its gold value and write the item down somewhere you won't forget, failure means it only yields 50% of its regular gold value, do not write it down. You can only use this on magic items you have yet to successfully deconstruct before (the researchers are not interested in items they already have seen).</p><p><b>Well-studied:</b> Your obscure knowledge chance goes up to 75%, you can now use careful study with 2 actions in combat instead of ten minutes of peaceful observation.</p><p><b>Magical Tinkerer:</b> Your knowledge of the unexplainable is master level. Every magic item you successfully deconstruct, you can now attempt to reconstruct. Make an Arcane skill check and expend 100% of the gold value of the item while in a safe settlement and it will be remade. You can also attempt to tinker with the magic before reconstruction, each additional effect from the list below requires an additional 50% of the item's gold value and add +1 to the roll (making it more difficult).</p><p></p><ul style="text-align: left;"><li>Remove a Curse affecting the magic.</li><li>Add an additional charge to the magic.</li><li>Remove a requirement to the magic.</li><li>Add an additional effect of a similar power level to the magic.</li></ul><div><br /></div><p></p><h1 style="text-align: left;"><b>Adventurer</b></h1><p>Most of the poor souls who end up in Zorn have little experience in foreign wilderness. Fortunately, this does not apply to you, in fact, one could say that that is the entire reason you are here. Perhaps you are picking up a hefty salary as a wilderness guide, maybe you think you'll fare better than most and actually strike it rich, or maybe you just like exploring new lands. Either way, your skills are almost necessary to the adventurers traveling these lands</p><p><b>Skill: Survival<br />Each Template: +1 to Environmental Checks</b></p><p><b>A: Well-Traveled, I've Seen This Before<br />B: Knowledgeable Guide<br />C: Seen It All Before<br />D: Master Tracker</b></p><p><b>Well-Traveled:</b> When performing overland travel checks, you can secretly view any common encounter tables that the party rolls on.</p><p><b>I've Seen This Before:</b> When coming across any kind of tracks or animal markings, you can unerringly name what caused them.</p><p><b>Knowledgeable Guide:</b> When rolling overland travel encounters, you can shift the roll up or down by a number up to your total templates in this class.</p><p><b>Seen It All Before:</b> You can now unerringly identify any kind of manmade marks. In addition, you automatically identify any traps you could theoretically see, this effect does not disarm them or tell you about any effects you couldn't tell through visual inspection.</p><p><b>Master Tracker:</b> Once per session you can now declare the result of the next encounter roll of any kind, even declaring results that would not normally be possible.</p><p><br /></p><h1 style="text-align: left;"><b>Criminal</b></h1><p>Some people are here by choice. You are not one of them. In your old country, you broke enough laws, pissed off the wrong people, or were just plain in the wrong place at the wrong time. As a result, you were detained, stuck on a boat, and dropped in this godforsaken land. Even here, the skills of a criminal can be valuable.</p><p><b>Skill: Thievery<br />Each Template: +1 Base Fortune</b></p><p><b>A: Always Prepared, The Heist<br />B: Opportunist<br />C: Scout<br />D: Lucky Hit</b></p><p><b>Always Prepared:</b> In town, you may spend any amount of money to buy an Unlabeled Package. When the package is unwrapped, you declare what it contains, as long as the contents comprise the appropriate number of Inventory Slots, don’t cost more than you originally paid, and are available in town. You can put multiple items inside a large Unlabeled Package, including smaller Unlabeled Packages. You can have no more than two Unlabeled Packages at a time.</p><p><b>The Heist:</b> Once per adventure or dungeon or campaign arc, you can gain a 10% bonus XP for any one valuable item you personally stole. It has to pass through your hands, or you have to be the one masterminding the theft. Unguarded or abandoned treasure does not count (unless there are traps). For example, a gem worth 1,000gp would give you 100 extra XP. If the bonus XP would cause you to gain a Level, you instead gain the exact amount needed to gain the level.</p><p><b>Opportunist:</b> Whenever you get a situational bonus to an attack roll (surprise, elevation, etc) you deal an additional +1d6 damage.</p><p><b>Scout:</b> You can spend one action to move twice.</p><p><b>Lucky Hit:</b> Once per session, when rolling to recover from fatal wounds, you can declare that it was a "Lucky Hit", you are immediately cleared of your fatal wounds, but lose 1d4 to a random stat for each fatal wound cleared this way.</p><p><br /></p><h1 style="text-align: left;">Priest</h1><div>Those who explore Zorn require an iron will for the hardships that they face. You, however, have held tight to your faith and possess a will of steel for doing so. You provide faith for the broken, beaten, and downtrodden when they need it the most.</div><div><br /></div><div><b>Skill: Religion</b></div><div><b>Each Template: -2 Bonus to Saves that rely on Sheer Willpower</b></div><div><b><br /></b></div><div><b>A: Steel Will, Shield the Faithful</b></div><div><b>B: Invigorating Protection</b></div><div><b>C: Adamantine Will, Wrathful Mob OR Divine Protection<br />D: True Shepherd</b></div><p style="text-align: left;"><b>Steel Will:</b> Anytime you would roll against a fear, charm, or another mental effect, roll twice and take the better result.</p><p style="text-align: left;"><b>Shield the Faithful:</b> Each morning, elect a number of other people equal to the number of templates you have in this class. These people are protected by their faith in you and gain access to your Steel Will Feature.</p><p style="text-align: left;"><b>Invigorating Protection:</b> Spending an action to pray for your flock allows one of your faithful to regain a d6 of lost HP. You can do this a number of times each day equal to the number of templates you have in this class.</p><p style="text-align: left;"><b>Adamantine Will:</b> You are personally immune to the effects of fear, charm, and other mental effects.<b><br /></b></p><p style="text-align: left;"><b>Wrathful Mob:</b> Your faithful gain +x to Damage and -x To Hit rolls, where x is equal to the number of templates you have in this class.</p><p style="text-align: left;"><b>Divine Protection:</b> Your faithful gain -x to Defense, where x is equal to the number of templates you have in this class.</p><p style="text-align: left;"><b>True Shepherd: </b>You can now truly push your body and your faithful to the very limits through will alone. You can continue using invigorating protection past its normal limits by making a Wisdom or Constitution check after the action but before it takes effect, this roll has a cumulative -2 penalty for each time it is used past the limit. In addition your Invigorating Protection provides an additional action on the target's next turn.</p><div><br /></div><p></p><p></p><h1 style="text-align: left;"><b>Chef</b></h1><p style="text-align: left;">The food in Zorn is nothing like the mundane stock of home. Food gathered and hunted here is strange, mutated, unknown. Without proper preparation, it can do horrible things to a person, and with the best preparation, it can provide miracles. The creatures and plants of this world are so varied that food preparation is inconsistent at best, but with your training, you can help sway the tides of consumption.</p><p style="text-align: left;"><b>Skill: Cooking<br />Each Template: +1 Food Die (d4)</b></p><p style="text-align: left;"><b>A: Master of Preparation, Food Dice, Banquet Meal<br />B: Imbued Cooking, Risky Meal<br />C: Ingredients of Chaos<br />D: Master Chef</b></p><p style="text-align: left;"><b>Food Dice:</b> Gain a number of Food Dice equal to your templates in this class, they are d4s and used to fuel your chef powers. Dice that roll a 1-2 are preserved while dice that 3-4 are expended until you take a Good Long Lunch. </p><p style="text-align: left;"><b>Banquet Meal:</b> You can spend 10 minutes creating a Banquet Meal by expending a number of Food Dice, this meal heals HP equal to the amount rolled for all allies close enough to partake, people can only benefit from this ability once per day. You must expend a number of rations or special ingredients equal to the number of dice used, special ingredients still trigger their effects.</p><p style="text-align: left;"><b>Master of Preparation:</b> You have gained an innate sense of the special properties of the ingredients you handle, expend a number of Food Dice before cooking an ingredient to learn a number of properties it has equal to the amount rolled, these properties include special preparation methods, side effects, or random table results related to the ingredient.</p><p style="text-align: left;"><b>Imbued Cooking:</b> When cooking a meal with a special ingredient, you can roll a number of Food Dice and Imbue the total rolled into the meal. Anyone eating the meal can use it to shift the result of any save or random table result up or down by an amount up to the total number imbued. This does not grant any innate knowledge of the table results itself.</p><p style="text-align: left;"><b>Risky Meal:</b> When cooking a special ingredient, expend a Food Die to have the consumer roll on any special tables twice, taking both results. Any saves made as a result of this meal are at disadvantage.</p><p style="text-align: left;"><b>Ingredients of Chaos:</b> Any special ingredient can be converted into an Ingredient of Chaos, eating a meal cooked with this item will trigger a roll on the DMs choice of random effect, mutation, or spell table. raw ingredients of chaos can be inspected with Master of Preparation before cooking.</p><p style="text-align: left;"><b>Master Chef:</b> You've finally learned enough to innately control your meals to a fine degree. You can render any special ingredient into one entirely safe for consumption, losing any possible special benefits in addition to downsides. Your Risky Meals now generate a number of rolls on their random tables equal to the number rolled instead of just one additional roll. </p><p style="text-align: left;"><br /></p><h1 style="text-align: left;"><b>Hunter</b></h1><p style="text-align: left;">The wilderness here may be dangerous, but the worst parts are often the unusual beasts lying within. That's where you come in; you have the skills and expertise to take down these monsters. Traps, preparation, and ambushes are your trade, and it can help take down even the fiercest beasts.</p><p style="text-align: left;"><b>Skill: Instinct<br />Each Template: +1 Trap Die (d6)</b></p><p style="text-align: left;"><b>A: Trap Dice, Skilled Ambush, +1 Effect, +1 Trigger<br />B: Quick Trapper, +1 Effect, +1 Trigger<br />C: Perfect Ambusher, Safe Trapper +1 Effect, +1 Trigger<br />D: Master Hunter, +1 Effect, +1 Trigger</b></p><p style="text-align: left;"><b>Trap Dice:</b> You have a number of Trap Dice equal to your number of templates in this class, they are d6s and used to create traps. With 10 minutes of time, you can create a trap using a trigger, an effect, and a number of Trap Dice. The number of trap dice determines the [EFFECTDIE] where the number rolled is [EFFECTSUM] of the trap, do not roll these dice until the trap is triggered. If these traps are not spotted before being triggered, they automatically happen without a save, noticing them grants a save to the triggerer. Used Trap Dice are always expended until you Rest. Always effectively describe how your trap works, at least roughly, as this is how you and others will disarm or trigger the trap.</p><p style="text-align: left;"><b>Skilled Ambush:</b> If you are unnoticed at the start of combat, your first attack automatically hits and does an additional d6 of damage.</p><p style="text-align: left;"><b>Quick Trapper:</b> Your traps can now be placed with two actions in combat instead of ten minutes. When placed this way they are automatically noticed by anyone in the traps line of sight at the time of placement.</p><p style="text-align: left;"><b>Perfect Ambusher:</b> You can extend the benefits of your Skilled Ambush feature to the rest of the party, in addition you can never be surprised yourself.</p><p style="text-align: left;"><b>Safe Trapper:</b> You may provide an additional trigger condition that will automatically disarm the trap.</p><p style="text-align: left;"><b>Master Hunter:</b> You have reached the pinnacle of hunting. Your traps never require saves. Your Trap Dice are all d8s, and if they are unnoticed, they have either double [EFFECT] or return the expended Trap Dice on trigger (choose on trigger).</p><p style="text-align: left;"><b>Trap Triggers (Pick 1 Each Time You Level Up):</b></p><p style="text-align: left;"></p><ol style="text-align: left;"><li>Noise</li><li>Movement</li><li>Light</li><li>Humidity</li><li>Magic</li><li>Heat</li></ol><p style="text-align: left;"><b>Trap Effects (Pick 1 Each Time You Level Up):</b></p><p style="text-align: left;"></p><ol style="text-align: left;"><li>Melee Damage: Does [EFFECTSUM] Amounts of Damage to the Triggerer</li><li>Ranged Damage: All targets in a cone of [EFFECTSUM]x2 feet take [EFFECTDIE]x2 Damage</li><li>Area Damage: Does [EFFECTDIE]x2 Amounts of Damage in an area of up to [EFFECTSUM] feet around the trigger, can be freely shaped.</li><li>Forced Movement: Forces triggerer to be slammed in a direction of the trappers choice [EFFECTSUM] feet away. Remaining feet are taken as fall damage when stopped.</li><li>Crippling: Forces target to make a dismemberment roll with a penalty equal to [EFFECTDIE]. Cannot generate fatal wounds, always requires a save.</li><li>Strong Grip: Prevents triggerer from moving for [EFFECTDIE] turns, or until they make a strength or dexterity check with a penalty equal to [EFFECTSUM]</li><li>Spellcasting: Casts a scroll when triggered, can be imbued with an MD to prevent scroll destruction if a mage is available.</li><li>Noise: Makes a noise, audible up to [EFFECTSUM]x10 feet away, can be intentionally quieter.</li></ol><div><br /></div><p></p><p></p><h1 style="text-align: left;"><b>Soldier</b></h1><p style="text-align: left;">As if Zorn itself wasn't dangerous enough, the people who come here are generally unstable, disloyal, and ready to kill. You're ready for these people, or maybe you've just convinced yourself that you are. You've been trained for head-on combat, and you're ready for anything from a feral Ashhound to hostile soldiers.</p><p style="text-align: left;"><b>Skill: Mercenary<br />Each Template: -1 Attack Bonus</b></p><p style="text-align: left;"><b>A: Survival Instinct, Impress<br />B: Notches, Quick Arm<br />C: Aimed Attack, +1 Attack Per Action<br />D: Reckless Maneuver</b></p><p style="text-align: left;"><b>Survival Instinct:</b> Once per day you can reduce incoming damage by 1d12 points. If you also choose to sunder your shield, you can reduce the damage by 12 points instead of 1d12. In addition, you can tell at a glance whether someone is obviously dangerous.</p><p style="text-align: left;"><b>Impress:</b> Whenever you win a fight against challenging foes, people who don't like you make a new reaction roll with a +4 bonus. This even works on people you just defeated in combat, unless you caused them undeserved or disproportionate harm. Hirelings get a +2 to Morale, or a new Save vs Fear.</p><p style="text-align: left;"><b>Notches:</b> : Each time you attain a total of 10, 20, 30, and 50 kills with a weapon type (such as 10 kills with a dagger), you unlock a new ability for that weapon, chosen from the list below. Keep track of your kills and special abilities on the back of your character sheet.</p><p>1. +1 Damage <br />2. Expanded Critical Range (+1)<br />3. Special ability (negotiated with GM, one per weapon)</p><p><b>Quick Arm:</b> You can reload, draw, or stow your weapons freely without spending any actions.</p><p><b>Aimed Attack:</b> You can take a +4 penalty on an attack in order to trigger a dismemberment roll on an enemy if it hits, this attack cannot generate fatal wounds unless it reduces the enemy to below 0 HP as normal.</p><p><b>Reckless Maneuver:</b> Once per day when you take the attack action, you can attack twice as much at a +2 penalty.</p>Gage Berryhttp://www.blogger.com/profile/15362937390098419601noreply@blogger.com0tag:blogger.com,1999:blog-363349493946574046.post-43506176433531634212021-09-30T20:56:00.003-07:002021-09-30T21:06:50.121-07:00GLOG Class: Spellblade<p> Someone in a private discord server I frequent decided to make a hexblade class focused on elementally charging weapons. I've decided to write my own take on it.</p><p>Most wizards pray or study or practice other ways of mental fortitude. Not you. You gave in, you took the easy way out, you took your power by force. You forged a link with a being of some higher power, a demon, a devil, a foul spirit of pure malice, or some other agent of deathly hunger. </p><p>Instead of following their lessons or staying on their good side you, once again, took the easy way out. You waited one night until your patron looked away, and you took their power. You inherited not only their powers but their very bloodlust.</p><h1 style="text-align: left;">Spellblade Wizard</h1><p><b>Perk: </b>Your weapons are your spellbook, innately inscribe and cast spells from them. </p><p><b>Drawback: </b>All metal armor and shields, interferes with your spellcasting. You are unable to cast while wearing or carrying any.</p><p><b>Mishaps:</b><br /><b>1. </b>MD only return to your pool on a 1-2 for 24 hours<br /><b>2. </b>Take 1d6 damage<br /><b>3. </b>Random mutation for 1d6 rounds, then make a save. Permanent if you fail.<br /><b>4. </b>Spells inscribed on your weapons are randomly shuffled among themselves, they are indiscernible from each other for the rest of the day.<br /><b>5. </b>All extremities become unwieldy and sharp for 1d10 rounds<br /><b>6. </b>Agony for 1d6 rounds</p><p><b>Dooms:<br />1. </b>All weapons located on your character right now begin to fuse into your body. All absorbed weapons are always available but you are also in constant agony. Make a con check or fly into a violent frenzy when damage is taken, leave the frenzy only after killing.<br /><b>2. </b>All weapons and armor located on your character right now begin to fuse into your body, the absorbed armor and clothing is now your permanent garb, you cannot wear any other. Make a con check for frenzy every night.<br /><b>3. </b>Everything within 15 feet of you is absorbed into your body. You are a being of incomprehensible violence. You are the avatar of blood and the creator of pain. Kill e̸͜͠v̵̬͑ȅ̶̲r̵̦̐y̸̨͗ṱ̷̍h̸̬͒ǐ̴͜n̴̗͒g̵̟̏ or die trying. If you have completed your Absolute Zone, it moves with you now.</p><p>You can avoid this doom by defeating the masters of three separate weapons in a duel on their terms, and convincing all of their disciples to cast a ritual that will tie your mental state to this realm.</p><p>Alternatively, you must meditate for 100 years without moving (includes breathing) in order to master your inner demons, if you attempt this and give in after one week but before 100 years, Zone of the Absolute is automatically cast.</p><p><br /></p><p><b>Cantrips:<br />1.</b> Weapons with your spells inscribed within them count as part of you for casting spells that require touch.<br /><b>2. </b>Weapons inscribed with at least one spell count as magical for the purposes of damage resistance.<br /><b>3.</b> Spend 1 MD to make an attack with a weapon that has one of your spells infused in it, this can be done once per turn and does not require an action.</p><p><b>Spells:</b><br /><b>1. Force of Personality</b><br />For [SUM} minutes, your presence is as pronounced or as diminished as you would like. Does not prevent mundane detection, nor does it change your actual appearance or other's opinions of you. When cast with 4 [DICE], the previous restriction is lifted and you can declare the exact nature of your presence in one word. HIDDEN, POWERFUL, BEAUTIFUL, and NORMAL are popular options.</p><p><b>2. Weapon as Self</b><br />Touch a weapon while casting this spell to infuse it with magical power. Pick one effect from the list below:</p><p></p><ul style="text-align: left;"><li>Blood Infusion: Increase range by [SUM] for next attack</li><li>Flesh Infusion: Increase damage by [SUM] for next attack</li><li>Bone Infusion: Increase defense by [DICE] until next hostile action</li><li>Soul Infusion: Increase speed by [DICE] until next defensive action</li></ul><p></p><p><b>3. Mirrored Weapon</b><br />Touch a weapon and create [DICE] mundane copies of it for [SUM] rounds, copy magical effects if you halve the number of copies, remove the duration if you halve the number of copies, round down for these effects. Ammunition copies at a rate of 5x[DICE] instead. Recasting this spell removes any copies created by prior castings.</p><p><b>4. Control Link</b><br />Touch a weapon to mentally control it for [DICE] rounds. it floats near you and acts independently according to your will. It attacks with an ability modifier of 0 and an attack bonus equal to yours. It has a speed of 5. When cast with 2 [DICE], you can focus and see through the blade as if you were scrying on it.</p><p><b>5. Unwavering Edge</b><br />Focuses your mind and sharpens your blade. Allows you to create supernatural cuts of extraordinary lengths with one strike. The table below indicates how long of a cut this spell can create. This spell ignores the normal range of a weapon, as long as one part of the cut is within mundane striking distance. Must use a melee weapon.</p><p></p><ul style="text-align: left;"><li>Light Materials (Fabric, Paper, etc): [SUM] feet</li><li>Medium Materials (Wood, Glass, etc): Half [SUM] feet</li><li>Heavy Materials (Brick, Metal, etc): Quarter [SUM] feet</li></ul><p></p><p><b>6. Bolt</b><br />Launch one mundane item you can touch up to [SUM] feet in any direction. Can be a gentle toss or a hard throw, the remaining [SUM] is dealt as damage and the item is destroyed during the latter option.</p><p><b>7. Weapon Translocation</b><br />Pick [DICE] weapons that you are aware of their precise locations, any of their locations can be freely swapped with you or themselves. Preparing this spell means you can always innately sense the location of weapons inscribed with your spells within 50 feet of you, even through obstacles.</p><p><b>8. Sunder Weapon</b><br />Destroy target weapon you can touch, it optionally explodes in a hail of [SUM] damage within 10 feet. You can cast this as a reaction to being attacked.</p><p><b>9. Weapon Transmutation</b><br />For as long as you invest 2 MD in this spell, one weapon you are touching gains a special ability, much like the notches effect of a fighter. This spell can be instantly deactivated but the used MD only return after resting.</p><p><b>10. Curse of Bloodlust</b><br />Create a 10x[DICE] radius cloud of thick bloody mist centered around you for [DICE] rounds. Anyone in this mist deals [DICE]x extra damage with weapon attacks, must attack every turn. This mist is supernaturally thick and confusing, anyone making an attack into the mist must roll randomly for the target as nothing more than vague silhouettes can be discerned.</p><p><br /></p><p><b>Emblem Spells</b><br /><b>11. Cursed Duel</b><br />Force one target to fly into a mindless rage and attack you. They become more powerful according to DM fiat. Defeating them adds one random spell (typically related to their nature), to your spellbook. Requires casting with 4 MD, and a target of equal level to you<br /><br /><b>12. Zone of The Absolute</b><br />Meditate for one week without moving. Survival means that the area [SUM] radius around you is perfectly attuned to your core. When within this area, you do not need to eat, breathe, sleep, or roll for any kind of check. You can freely change and shape the landscape within this area but it may never leave its original boundaries. You may only ever cast this spell once and only with 4 MD. This spell automatically triggers all remaining dooms.</p>Gage Berryhttp://www.blogger.com/profile/15362937390098419601noreply@blogger.com0tag:blogger.com,1999:blog-363349493946574046.post-47443504139337187572020-11-20T17:37:00.005-08:002020-11-20T18:12:51.754-08:00Stars Without Number: Making Know Magic Less of a Ribbon Skill<p> In Codex of the Black Sun, two skills are added; Cast Magic and Know Magic.</p><div data-reddit-rtjson="{"entityMap":{},"blocks":[{"key":"9k2a5","text":"In Codex of the Black Sun, two skills are added; Cast Magic and Know Magic. ","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"43n4g","text":"Cast Magic is very important in that without a sufficient level your spells are essentially ten minute incantations and any distraction will cause you to restart. It's a very important skill.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"9pje8","text":"Know Magic by comparison is.... very flat. It's the Know skill but for Magic as far as I can tell, which is pretty counter to the previous skill design philosophy for revised, namely that skills are broad and any applications are pseudo-determined by whether it makes sense for your character to know it. A star pilot could use pilot for a spaceship but a racecar driver would struggle to justify the training even though it is still rules-legal. Why isn't Know Magic just another facet of the original Know Skill?","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"6d9al","text":"In addition to this, I wanted some more magic rules involving crafting. Something in-between downtime and occult lore and absolutely nothing.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"apv1c","text":"What I ended up doing was turning Know Magic into a pseudo-psionic discipline in design that anyone could train themselves in, although admittedly non-casters would have much more limited options to use it with. With a core technique for crafting enchantment bases called \"Anchors\" and gaining optional techniques to modify them, known as \"runes\".","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"idu1","text":"Admittedly, it's relatively complicated but no more so than the occult r&d rules and is entirely optional on the player-side. Balance-wise, it can be pretty strong near the endgame for a mage who's entirely invested in it, but it still has its weaknesses, fills a new niche, and requires a great deal of investment to reach that point. So I think it's alright.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"4c4b5","text":"Here's what I have so far.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"2ugmo","text":"Know Magic","type":"unstyled","depth":0,"inlineStyleRanges":[{"offset":0,"length":10,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"1t71q","text":"Creating a spell anchor allows you to extend the duration of your spells and spell-like abilities at the cost of semi-permanent system strain.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"2j7v4","text":"Cantrip-like effects with a duration can be held indefinitely by a Level-0 Anchor, Spells with a duration of Light focus can be held indefinitely by a Level-2 Anchor, Spells with a duration of Deep Focus can be held by a Level-4 Anchor.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"97eg1","text":"Leveled Spells that do not have possibly indefinite durations are simply stored until a trigger rune causes it to cast the spell.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"8grh","text":"Storing a spell in an anchor requires the casting of said spell, the slot used to cast it will not recover until it is expended from the spell anchor.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"faela","text":"The system strain gained by creating an anchor, will not recover until the anchor is destroyed or paused.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"c99l0","text":"Destroying your own anchors only requires that you are physically close enough to touch the affected runes or objects, any Anchor-Crafter is usually smart enough to leave hidden backdoors in the magic to allow for easy disabling from themselves. Anyone dismantling others' runes can simply smudge or deface the main Anchor to dismantle it.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"17s20","text":"However, some users build in security measures against this, such as trigger runes designed to go off when someone touches the rune or attempts to otherwise deface it. Dismantlers attempting to bypass such measures need to roll a Wis/Know Magic check against the creator's Int/Know Magic in order to successfully avoid such countermeasures.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"anjti","text":"In addition, you can gain runes or wards that add unique modifications to the spells and abilities of your anchors.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"7o4ih","text":"Writing anchors, runes, and wards take time and equipment. You need either an Anchor Engraving Kit or Consumable Ritual Components. Each part requires (Min. Lvl of Know Magic)x 1 Hour to write, with 0 level counting as ten minutes. Thus a level-0 spell anchor would take ten minutes, but a Level-4 spell anchor with a Level-4 rune would take 8 hours to complete.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"ad6v4","text":"Some anchors generate Heat as described on page 131 of Codex of the Black Sun. The effects of the Heat level extend to the full size of the area affected by the anchor. Thus a Level-4 Spell anchor loaded up with a large ward effect would cover the area in a Hot zone of Heat.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"db33m","text":"Every time you level up Know Magic above level Zero, Gain an ability from Anchor-Craft at your skill in Know Magic or lower.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"cg49n","text":"Level-0: Can create Blank Spell Anchors that can hold up to a small cantrip effect (at DM Discretion) and up to 2 runes at the cost of 1 System Strain. These Spell anchors are considered Cold Archanotech","type":"unstyled","depth":0,"inlineStyleRanges":[{"offset":0,"length":7,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"25hju","text":"Level-1: Gain an extra rune or ward.","type":"unstyled","depth":0,"inlineStyleRanges":[{"offset":0,"length":7,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"aavu4","text":"Level-2: Can create Blank Spell Anchors that can hold up to three levels of spells with Light Focus and up to 4 runes or wards at the cost of 2 system strain and 3 Ritual Components. These Spell anchors are considered Warm Archanotech","type":"unstyled","depth":0,"inlineStyleRanges":[{"offset":0,"length":7,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"4766d","text":"Level-3: You may now dismantle your own anchors and runes from any distance with merely a thought.","type":"unstyled","depth":0,"inlineStyleRanges":[{"offset":0,"length":7,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"bid7i","text":"Level-4: Can create Blank Spell Anchors that can hold up to five levels of spells with Deep Focus and up to 8 runes or wards at the cost of 4 system strain and 3 Pretech Ritual Components. These Spell anchors are considered Hot Archanotech","type":"unstyled","depth":0,"inlineStyleRanges":[{"offset":0,"length":7,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"2oijj","text":"","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"2nvml","text":"Level One Runes","type":"unstyled","depth":0,"inlineStyleRanges":[{"offset":0,"length":15,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"41leg","text":"Basic Binding Rune: When applied to a spell anchor, this rune aligns the magic therein in such a way that it becomes quite strong and magnetic.","type":"unstyled","depth":0,"inlineStyleRanges":[{"offset":0,"length":20,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"3vn1s","text":"The next physical object to touch it for 10 minutes will be stuck to it, requiring a DC 8 Exert check to force open by someone trying to pull it apart.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"4qmi6","text":"Examples of usage could be to fix a small trinket, lock a door, or make a handhold on a climbing surface.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"fc57l","text":"Simple Trigger Rune: This is a basic control rune for spell anchors. It can be used to trigger specific runes, trigger stored spells, or dismantle the spell anchor.","type":"unstyled","depth":0,"inlineStyleRanges":[{"offset":0,"length":20,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"d08te","text":"Inputs it can use include: Voice Command, Proximity to people, Being touched or not, Intentional activation within physical contact, Electrical input, Contact with blood, Contact With Magic, Other triggers at DM discretion","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"e7h3n","text":"This rune can store 2 commands that are up to a sentence long.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"6htck","text":"Simple Ward: Wards are a special type of rune that can be used to limit the movement of creatures, objects, and energy.","type":"unstyled","depth":0,"inlineStyleRanges":[{"offset":0,"length":12,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"df1gg","text":"Wards may also be left blank, using them as an area-reading effect for other interfacing runes (such as advanced trigger runes) to use.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"t4sr","text":"The Base Size warded is a 10-foot radius cube or another shape, chosen at creation, with small border-runes placed on the corners of its area. It will only function within the area bordered by the runes, so the area may grow smaller if some of the runes are removed.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"cl8tm","text":"For creatures, a general type must be listed such as \"Shadows\" or \"Humans\", for anything more specific than that, one must use a discrimination rune. Any creature blocked against must attempt a Mental Saving Throw at +4 before being allowed to cross into it. If they fail, they cannot attempt the saving throw again for a day.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"1ucdj","text":"For objects, you need a discrimination rune and the warded object must be provided with its own keyrune. Then, when the object is brought into the area, it is magnetically forced back out. Dragging it into the area requires a DC 8 Exert check every ten minutes.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"6bsb3","text":"","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"12vuq","text":"Level Two Runes","type":"unstyled","depth":0,"inlineStyleRanges":[{"offset":0,"length":15,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"1957u","text":"Discrimination Rune: This rune is specially designed to interface with other runes, allowing them to whitelist or blacklist certain people or objects.","type":"unstyled","depth":0,"inlineStyleRanges":[{"offset":0,"length":20,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"4776a","text":"In order to add a person to the list, you must include a small sample of their DNA into the rune itself, which is consumed upon creation of the rune.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"bko31","text":"In order to add items to the list, you can add specific \"keyrunes\" to them, small runes that act as a unique id to interact with this spell anchor.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"ckk38","text":"For example, one could use it to say that all humans except one are targetted by a rune or vice versa, it can also be included with a trigger rune in order to increase the preciseness and complexity of its commands.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"2plgo","text":"Arcanomagical Repeater Rune: This rune is used to extend the range of other anchor effects.","type":"unstyled","depth":0,"inlineStyleRanges":[{"offset":0,"length":28,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"1bi1j","text":"Runes or Stored Spells that already have an area of effect, it doubles the original radius. Note that stacking additional of these runes still only doubles the radius, thus a simple ward with 3 of these runes will be a 40-foot radius square or sphere instead of a 10 foot one.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"ebast","text":"This Rune requires a ritual component and 1 additional system strain to use.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"e19na","text":"Pause Rune: Pause runes temporarily halt the processes of the anchor or other runes' functions. They can be turned on or off with a physical connection by the creator or a trigger rune.","type":"unstyled","depth":0,"inlineStyleRanges":[{"offset":0,"length":11,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"feern","text":"","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"f9b4b","text":"Level Three Runes","type":"unstyled","depth":0,"inlineStyleRanges":[{"offset":0,"length":17,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"5fb86","text":"Advanced Binding Rune: When applied to a spell anchor, this rune aligns the magic therein in such a way that it becomes quite strong and magnetic.","type":"unstyled","depth":0,"inlineStyleRanges":[{"offset":0,"length":22,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"90hh4","text":"The next physical object to touch it for 1 minute will be stuck to it, requiring a DC 12 Exert check to force open by someone trying to pull it apart.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"1fns1","text":"This Rune requires a ritual component and 1 additional system strain to use.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"7eopd","text":"Advanced Trigger Rune: This is an advanced control rune for spell anchors. It can be used to trigger specific runes, trigger stored spells, or dismantle the spell anchor.","type":"unstyled","depth":0,"inlineStyleRanges":[{"offset":0,"length":22,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"5cpvi","text":"It also can interface with wards and other runes to read information about them for possible trigger conditions in addition to the inputs available from simple trigger runes.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"3qsui","text":"This rune can store 4 commands that are up to a paragraph long.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"edb8","text":"This Rune requires a ritual component and 1 additional system strain to use.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"a6qq","text":"Anchor Overclocking Rune: This rune disables some of the heat reduction countermeasures in the anchor in exchange for increased power output.","type":"unstyled","depth":0,"inlineStyleRanges":[{"offset":0,"length":25,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"36ddk","text":"Any numerical effect created or altered by this rune is increased by +2 per die or instance.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"27vpo","text":"Any opposed skill checks against this anchor are done at a -2","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"5lle1","text":"Any saves made against this anchor are at an additional -4","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"4nhqp","text":"This rune increases the overall heat of the anchor by 1. If this heat increases it over \"Hot\" then the effect is doubled. The DM may also add their own side effects for such an overloaded anchor. If additional Heat increases are stacked then it continues doubling with new side effects introduced for each stack. The Spell Anchor may simply cease to stop working at a certain point, usually after it's pushed above Hot more than once.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"7urna","text":"This rune requires a pretech ritual component and an extra 2 system strain to use.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"3jmqi","text":"","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"chgk","text":"Level Four Runes","type":"unstyled","depth":0,"inlineStyleRanges":[{"offset":0,"length":16,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"4j87q","text":"Anchor Stabilization Runes: This rune's sole purpose is to make more dangerous anchors safe. When added, it decreases the overall Heat of an anchor by one.","type":"unstyled","depth":0,"inlineStyleRanges":[{"offset":0,"length":27,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"e1vup","text":"You can only have a maximum of two of these on any given Spell anchor before additional copies lose effectiveness. There's only so much you can maximize your cooling with this rune.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"a52dm","text":"This rune requires 2 pretech ritual components and an extra 2 system strain to use.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"bqf5v","text":"Anchor Dispelling Rune: This rune is unique in that you can apply it to any spell anchor from any point in its area of effect.","type":"unstyled","depth":0,"inlineStyleRanges":[{"offset":0,"length":23,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"3nmd6","text":"Functioning like a magical virus, the rune will automatically attempt to dismantle the largest spell anchor that it is within the Area of Effect before dispelling itself. For opposed rolls, it counts as a 12.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"3rhud","text":"This rune requires a pretech ritual component and an extra 2 system strain to use.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"e26b9","text":"Great Ward: Great Wards can provide difficult mental blocks to specific or generalized creatures. In addition, it can block generalized or specific objects.","type":"unstyled","depth":0,"inlineStyleRanges":[{"offset":0,"length":11,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"fpi4a","text":"The Base Size warded is a 100-foot radius cube or another shape, chosen at creation, with small border-runes on the corners of its area. It will only function within the area bordered by the runes, so the area may grow smaller if some of the runes are removed.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"8ca1b","text":"For creatures, a general type can be listed such as \"Shadows\" or \"Humans\". Alternatively, specific creatures can be blacklisted or whitelisted by providing the rune with DNA samples of them as if this anchor was equipped with a discrimination rune. Any creature blocked against must attempt a Mental Saving Throw before being allowed to cross into it. If they fail, they cannot attempt the saving throw again for a month.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"7im0m","text":"For objects, a general type can be listed such as \"weapons\" or \"food\". Alternatively, specific objects can be provided with its own keyrune as if this anchor was equipped with a discrimination rune. Then, when the object is brought into the area, it is magnetically forced back out. Dragging it into the area requires a DC 12 Exert check every minute.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"2qu59","text":"","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"9a6gf","text":"New Equipment","type":"unstyled","depth":0,"inlineStyleRanges":[{"offset":0,"length":13,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"9dts6","text":"Anchor Engraving Kit: Containing a wide range of hard alloy needles and various tools, this toolkit allows for uninhibited use of the Know Magic skill to create anchors and otherwise engrave into hard surfaces.","type":"unstyled","depth":0,"inlineStyleRanges":[{"offset":0,"length":21,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"cskot","text":"When using this to create spell anchors, the anchor cannot be easily smudged and must be physically defaced from the surface. Weighs 3 Encumbrance.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"5rk4k","text":"Ritual Components: This is a general category for a number of small, mystical components and materials, such as specific chalks, inks, suspended herbal fluids.","type":"unstyled","depth":0,"inlineStyleRanges":[{"offset":0,"length":18,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"r5bl","text":"While an engraving kit is enough to construct simple anchors, some more complex designs may require these to be used in conjunction, and these can be used to construct simple anchors in a pinch. ","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"n53k","text":"Rather than keep a catalog of inks, chalks, and herbs, the mage can use ritual components, subtracting one whenever Ritual Components are cited. ","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"5i8n6","text":"Alternatively, they can expend one to begin writing a basic spell anchor without engraving tools. When used this way, the resulting spell anchor can be easily smudged and rendered nonfunctional.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"ctehf","text":"This item can be bundled into packs of three for encumbrance purposes. Weighs 1 encumbrance alone.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"4mif9","text":"Pretech Ritual Components: Some anchors and runes have a cost in Pretech Ritual Components. ","type":"unstyled","depth":0,"inlineStyleRanges":[{"offset":0,"length":26,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"a0dus","text":"While an engraving kit is enough to construct simple anchors, and some more moderately complex designs may require ritual components to be used in conjunction, there are yet more complicated runes and anchors that may require pretech ritual components.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"4qa8h","text":"Rather than keep a catalog of inks, chalks, and herbs, the mage can use pretech ritual components, subtracting one whenever Pretech Ritual Components are cited. ","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"dcenm","text":"Alternatively, they can expend one to begin writing an advanced spell anchor without engraving tools. ","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"lu89","text":"This item can be bundled into packs of three for encumbrance purposes. Weighs 1 encumbrance alone.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"2pooj","text":"","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}},{"key":"fc9vr","text":"New Foci","type":"unstyled","depth":0,"inlineStyleRanges":[{"offset":0,"length":8,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"4hd8d","text":"Anchor Smith: You are a prodigy at theoretical magic, a renowned scholar, or a master of runes.","type":"unstyled","depth":0,"inlineStyleRanges":[{"offset":0,"length":13,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"50ps5","text":"Level 1: Gain Know Magic skill, if this improves the skill to a level above level-0 you gain a free technique as usual. In addition, you can now write anchors and runes at 10 minutes per minimum Know Magic level instead of the normal time, 0-Level anchors and runes now only take 1 minute.","type":"unstyled","depth":0,"inlineStyleRanges":[{"offset":0,"length":7,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"93t7h","text":"Level 2: When you advance a level, Know Magic automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game.","type":"unstyled","depth":0,"inlineStyleRanges":[{"offset":0,"length":7,"style":"BOLD"}],"entityRanges":[],"data":{}},{"key":"439ir","text":"This focus counts as a general magic focus for the purposes of mage classes.","type":"unstyled","depth":0,"inlineStyleRanges":[],"entityRanges":[],"data":{}}]}"><div data-block="true" data-editor="2c991a" data-offset-key="4rm5a-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="4rm5a-0-0"><span data-offset-key="4rm5a-0-0"><span> </span>Cast Magic is very important in that without a sufficient level your spells are essentially ten minute incantations and any distraction will cause you to restart. It's a very important skill.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="4o7qv-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="4o7qv-0-0"><span data-offset-key="4o7qv-0-0"><span> </span>Know Magic by comparison is.... very flat. It's the Know skill but for Magic as far as I can tell, which is pretty counter to the previous skill design philosophy for revised, namely that skills are broad and any applications are pseudo-determined by whether it makes sense for your character to know it. A star pilot could use pilot for a spaceship but a racecar driver would struggle to justify the training even though it is still rules-legal. Why isn't Know Magic just another facet of the original Know Skill?</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="2a36v-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="2a36v-0-0"><span data-offset-key="2a36v-0-0">In addition to this, I wanted some more magic rules involving crafting. Something in-between downtime and occult lore and absolutely nothing.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="6fua4-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="6fua4-0-0"><span data-offset-key="6fua4-0-0"><span> </span>What I ended up doing was turning Know Magic into a pseudo-psionic discipline in design that anyone could train themselves in, although admittedly non-casters would have much more limited options to use it with. With a core technique for crafting enchantment bases called "Anchors" and gaining optional techniques to modify them, known as "runes".</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="52f8a-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="52f8a-0-0"><span data-offset-key="52f8a-0-0"><span> </span>Admittedly, it's relatively complicated but no more so than the occult r&d rules and is entirely optional on the player-side. Balance-wise, it can be pretty strong near the endgame for a mage who's entirely invested in it, but it still has its weaknesses, fills a new niche, and requires a great deal of investment to reach that point. So I think it's alright.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="3jas8-0-0"><h2 style="text-align: left;"><span data-offset-key="3jas8-0-0"><br /></span></h2><h3 style="text-align: left;"><span data-offset-key="3jas8-0-0">Here's what I have so far.</span></h3></div><div data-block="true" data-editor="2c991a" data-offset-key="fl2p3-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="fl2p3-0-0"><span data-offset-key="fl2p3-0-0" style="font-weight: bold;"><br /></span></div><h4 style="text-align: left;"><span data-offset-key="fl2p3-0-0" style="font-weight: bold;">Know Magic</span></h4></div><div data-block="true" data-editor="2c991a" data-offset-key="8tjnk-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="8tjnk-0-0"><span data-offset-key="8tjnk-0-0"><span> </span>Creating a spell anchor allows you to extend the duration of your spells and spell-like abilities at the cost of semi-permanent system strain.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="dn40b-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="dn40b-0-0"><span data-offset-key="dn40b-0-0"><span> </span>Cantrip-like effects with a duration can be held indefinitely by a Level-0 Anchor, Spells with a duration of Light focus can be held indefinitely by a Level-2 Anchor, Spells with a duration of Deep Focus can be held by a Level-4 Anchor.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="eogu-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="eogu-0-0"><span data-offset-key="eogu-0-0"><span> </span>Leveled Spells that do not have possibly indefinite durations are simply stored until a trigger rune causes it to cast the spell.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="25ecb-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="25ecb-0-0"><span data-offset-key="25ecb-0-0"><span> </span>Storing a spell in an anchor requires the casting of said spell, the slot used to cast it will not recover until it is expended from the spell anchor.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="cphtv-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="cphtv-0-0"><span data-offset-key="cphtv-0-0"><span> </span>The system strain gained by creating an anchor, will not recover until the anchor is destroyed or paused.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="2le2h-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="2le2h-0-0"><span data-offset-key="2le2h-0-0"><span> </span>Destroying your own anchors only requires that you are physically close enough to touch the affected runes or objects, any Anchor-Crafter is usually smart enough to leave hidden backdoors in the magic to allow for easy disabling from themselves. Anyone dismantling others' runes can simply smudge or deface the main Anchor to dismantle it.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="76fbc-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="76fbc-0-0"><span data-offset-key="76fbc-0-0"><span> </span>However, some users build in security measures against this, such as trigger runes designed to go off when someone touches the rune or attempts to otherwise deface it. Dismantlers attempting to bypass such measures need to roll a Wis/Know Magic check against the creator's Int/Know Magic in order to successfully avoid such countermeasures.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="852em-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="852em-0-0"><span data-offset-key="852em-0-0"><span> </span>In addition, you can gain runes or wards that add unique modifications to the spells and abilities of your anchors.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="2v9cc-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="2v9cc-0-0"><span data-offset-key="2v9cc-0-0"><span> </span>Writing anchors, runes, and wards take time and equipment. You need either an Anchor Engraving Kit or Consumable Ritual Components. Each part requires (Min. Lvl of Know Magic)x 1 Hour to write, with 0 level counting as ten minutes. Thus a level-0 spell anchor would take ten minutes, but a Level-4 spell anchor with a Level-4 rune would take 8 hours to complete.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="1m71n-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="1m71n-0-0"><span data-offset-key="1m71n-0-0"><span> </span>Some anchors generate Heat as described on page 131 of Codex of the Black Sun. The effects of the Heat level extend to the full size of the area affected by the anchor. Thus a Level-4 Spell anchor loaded up with a large ward effect would cover the area in a Hot zone of Heat.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="2iki9-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="2iki9-0-0"><span data-offset-key="2iki9-0-0"><span> </span>Every time you level up Know Magic above level Zero, Gain a Technique from Anchor-Craft at your skill in Know Magic or lower.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="6ale0-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="6ale0-0-0"><span data-offset-key="6ale0-0-0" style="font-weight: bold;"><br /></span></div><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="6ale0-0-0"><span data-offset-key="6ale0-0-0" style="font-weight: bold;">Level-0</span><span data-offset-key="6ale0-0-1">: Can create Blank Spell Anchors that can hold up to a small cantrip effect (at DM Discretion) and up to 2 runes at the cost of 1 System Strain. These Spell anchors are considered Cold Archanotech</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="23m2f-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="23m2f-0-0"><span data-offset-key="23m2f-0-0" style="font-weight: bold;"><br /></span></div><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="23m2f-0-0"><span data-offset-key="23m2f-0-0" style="font-weight: bold;">Level-1</span><span data-offset-key="23m2f-0-1">: Gain an extra rune or ward.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="65rma-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="65rma-0-0"><span data-offset-key="65rma-0-0" style="font-weight: bold;"><br /></span></div><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="65rma-0-0"><span data-offset-key="65rma-0-0" style="font-weight: bold;">Level-2</span><span data-offset-key="65rma-0-1">: Can create Blank Spell Anchors that can hold up to three levels of spells with Light Focus and up to 4 runes or wards at the cost of 2 system strain and 3 Ritual Components. These Spell anchors are considered Warm Archanotech</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="5geu1-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="5geu1-0-0"><span data-offset-key="5geu1-0-0" style="font-weight: bold;"><br /></span></div><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="5geu1-0-0"><span data-offset-key="5geu1-0-0" style="font-weight: bold;">Level-3</span><span data-offset-key="5geu1-0-1">: You may now dismantle your own anchors and runes from any distance with merely a thought.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="51r0n-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="51r0n-0-0"><span data-offset-key="51r0n-0-0" style="font-weight: bold;"><br /></span></div><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="51r0n-0-0"><span data-offset-key="51r0n-0-0" style="font-weight: bold;">Level-4</span><span data-offset-key="51r0n-0-1">: Can create Blank Spell Anchors that can hold up to five levels of spells with Deep Focus and up to 8 runes or wards at the cost of 4 system strain and 3 Pretech Ritual Components. These Spell anchors are considered Hot Archanotech</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="d5ui-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="d5ui-0-0"><span data-offset-key="d5ui-0-0"><br data-text="true" /></span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="9e64a-0-0"><h3 style="text-align: left;"><span data-offset-key="9e64a-0-0" style="font-weight: bold;">Level One Runes</span></h3></div><div data-block="true" data-editor="2c991a" data-offset-key="4nbd6-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="4nbd6-0-0"><span data-offset-key="4nbd6-0-0" style="font-weight: bold;">Basic Binding Rune: </span><span data-offset-key="4nbd6-0-1">When applied to a spell anchor, this rune aligns the magic therein in such a way that it becomes quite strong and magnetic.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="e7bo-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="e7bo-0-0"><span data-offset-key="e7bo-0-0"><span> </span>The next physical object to touch it for 10 minutes will be stuck to it, requiring a DC 8 Exert check to force open by someone trying to pull it apart.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="83b87-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="83b87-0-0"><span data-offset-key="83b87-0-0"><span> </span>Examples of usage could be to fix a small trinket, lock a door, or make a handhold on a climbing surface.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="c2dci-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="c2dci-0-0"><span data-offset-key="c2dci-0-0" style="font-weight: bold;"><br /></span></div><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="c2dci-0-0"><span data-offset-key="c2dci-0-0" style="font-weight: bold;">Simple Trigger Rune:</span><span data-offset-key="c2dci-0-1"> This is a basic control rune for spell anchors. It can be used to trigger specific runes, trigger stored spells, or dismantle the spell anchor.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="avv7s-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="avv7s-0-0"><span data-offset-key="avv7s-0-0"><span> </span>Inputs it can use include: Voice Command, Proximity to people, Being touched or not, Intentional activation within physical contact, Electrical input, Contact with blood, Contact With Magic, Other triggers at DM discretion</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="bsl1f-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="bsl1f-0-0"><span data-offset-key="bsl1f-0-0"><span> </span>This rune can store 2 commands that are up to a sentence long.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="dmtng-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="dmtng-0-0"><span data-offset-key="dmtng-0-0" style="font-weight: bold;"><br /></span></div><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="dmtng-0-0"><span data-offset-key="dmtng-0-0" style="font-weight: bold;">Simple Ward:</span><span data-offset-key="dmtng-0-1"> Wards are a special type of rune that can be used to limit the movement of creatures, objects, and energy.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="779u0-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="779u0-0-0"><span data-offset-key="779u0-0-0"><span> </span>Wards may also be left blank, using them as an area-reading effect for other interfacing runes (such as advanced trigger runes) to use.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="m290-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="m290-0-0"><span data-offset-key="m290-0-0"><span> </span>The Base Size warded is a 10-foot radius cube or another shape, chosen at creation, with small border-runes placed on the corners of its area. It will only function within the area bordered by the runes, so the area may grow smaller if some of the runes are removed.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="6imb1-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="6imb1-0-0"><span data-offset-key="6imb1-0-0"><span> </span>For creatures, a general type must be listed such as "Shadows" or "Humans", for anything more specific than that, one must use a discrimination rune. Any creature blocked against must attempt a Mental Saving Throw at +4 before being allowed to cross into it. If they fail, they cannot attempt the saving throw again for a day.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="83k9e-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="83k9e-0-0"><span data-offset-key="83k9e-0-0"><span> </span>For objects, you need a discrimination rune and the warded object must be provided with its own keyrune. Then, when the object is brought into the area, it is magnetically forced back out. Dragging it into the area requires a DC 8 Exert check every ten minutes.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="bou9o-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="bou9o-0-0"><span data-offset-key="bou9o-0-0"><br data-text="true" /></span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="99pfg-0-0"><h3 style="text-align: left;"><span data-offset-key="99pfg-0-0" style="font-weight: bold;">Level Two Runes</span></h3></div><div data-block="true" data-editor="2c991a" data-offset-key="ele4l-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="ele4l-0-0"><span data-offset-key="ele4l-0-0" style="font-weight: bold;">Discrimination Rune:</span><span data-offset-key="ele4l-0-1"> This rune is specially designed to interface with other runes, allowing them to whitelist or blacklist certain people or objects.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="7iacc-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="7iacc-0-0"><span data-offset-key="7iacc-0-0"><span> </span>In order to add a person to the list, you must include a small sample of their DNA into the rune itself, which is consumed upon creation of the rune.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="4ccep-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="4ccep-0-0"><span data-offset-key="4ccep-0-0"><span> </span>In order to add items to the list, you can add specific "keyrunes" to them, small runes that act as a unique id to interact with this spell anchor.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="3gqrr-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="3gqrr-0-0"><span data-offset-key="3gqrr-0-0"><span> </span>For example, one could use it to say that all humans except one are targetted by a rune or vice versa, it can also be included with a trigger rune in order to increase the preciseness and complexity of its commands.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="jmt-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="jmt-0-0"><span data-offset-key="jmt-0-0" style="font-weight: bold;"><br /></span></div><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="jmt-0-0"><span data-offset-key="jmt-0-0" style="font-weight: bold;">Arcanomagical Repeater Rune:</span><span data-offset-key="jmt-0-1"> This rune is used to extend the range of other anchor effects.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="260ej-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="260ej-0-0"><span data-offset-key="260ej-0-0"><span> </span>Runes or Stored Spells that already have an area of effect, it doubles the original radius. Note that stacking additional of these runes still only doubles the radius, thus a simple ward with 3 of these runes will be a 40-foot radius square or sphere instead of a 10 foot one.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="cdg1i-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="cdg1i-0-0"><span data-offset-key="cdg1i-0-0"><span> </span>This Rune requires a ritual component and 1 additional system strain to use.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="7mmqa-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="7mmqa-0-0"><span data-offset-key="7mmqa-0-0" style="font-weight: bold;"><br /></span></div><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="7mmqa-0-0"><span data-offset-key="7mmqa-0-0" style="font-weight: bold;">Pause Rune:</span><span data-offset-key="7mmqa-0-1"> Pause runes temporarily halt the processes of the anchor or other runes' functions. They can be turned on or off with a physical connection by the creator or a trigger rune.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="1ob7v-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="1ob7v-0-0"><span data-offset-key="1ob7v-0-0"><br data-text="true" /></span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="a2bi4-0-0"><h3 style="text-align: left;"><span data-offset-key="a2bi4-0-0" style="font-weight: bold;">Level Three Runes</span></h3></div><div data-block="true" data-editor="2c991a" data-offset-key="13qun-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="13qun-0-0"><span data-offset-key="13qun-0-0" style="font-weight: bold;">Advanced Binding Rune:</span><span data-offset-key="13qun-0-1"> When applied to a spell anchor, this rune aligns the magic therein in such a way that it becomes quite strong and magnetic.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="2r3od-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="2r3od-0-0"><span data-offset-key="2r3od-0-0"><span> </span>The next physical object to touch it for 1 minute will be stuck to it, requiring a DC 12 Exert check to force open by someone trying to pull it apart.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="6osgm-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="6osgm-0-0"><span data-offset-key="6osgm-0-0"><span> </span>This Rune requires a ritual component and 1 additional system strain to use.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="b9dr6-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="b9dr6-0-0"><span data-offset-key="b9dr6-0-0" style="font-weight: bold;"><br /></span></div><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="b9dr6-0-0"><span data-offset-key="b9dr6-0-0" style="font-weight: bold;">Advanced Trigger Rune:</span><span data-offset-key="b9dr6-0-1"> This is an advanced control rune for spell anchors. It can be used to trigger specific runes, trigger stored spells, or dismantle the spell anchor.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="6jt46-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="6jt46-0-0"><span data-offset-key="6jt46-0-0"><span> </span>It also can interface with wards and other runes to read information about them for possible trigger conditions in addition to the inputs available from simple trigger runes.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="53lq3-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="53lq3-0-0"><span data-offset-key="53lq3-0-0"><span> </span>This rune can store 4 commands that are up to a paragraph long.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="475of-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="475of-0-0"><span data-offset-key="475of-0-0"><span> </span>This Rune requires a ritual component and 1 additional system strain to use.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="9nto0-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="9nto0-0-0"><span data-offset-key="9nto0-0-0" style="font-weight: bold;"><br /></span></div><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="9nto0-0-0"><span data-offset-key="9nto0-0-0" style="font-weight: bold;">Anchor Overclocking Rune:</span><span data-offset-key="9nto0-0-1"> This rune disables some of the heat reduction countermeasures in the anchor in exchange for increased power output.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="15o33-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="15o33-0-0"><ul style="text-align: left;"><li>Any numerical effect created or altered by this rune is increased by +2 per die or instance.</li><li><span data-offset-key="2gua3-0-0">Any opposed skill checks against this anchor are done at a -2</span></li><li><span data-offset-key="25k3a-0-0">Any saves made against this anchor are at an additional -4</span></li></ul></div></div><div data-block="true" data-editor="2c991a" data-offset-key="7fjr8-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="7fjr8-0-0"><span data-offset-key="7fjr8-0-0"><span> </span>This rune increases the overall heat of the anchor by 1. If this heat increases it over "Hot" then the effect is doubled. The DM may also add their own side effects for such an overloaded anchor. If additional Heat increases are stacked then it continues doubling with new side effects introduced for each stack. The Spell Anchor may simply cease to stop working at a certain point, usually after it's pushed above Hot more than once.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="c6jv5-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="c6jv5-0-0"><span data-offset-key="c6jv5-0-0"><span> </span>This rune requires a pretech ritual component and an extra 2 system strain to use.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="da9t0-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="da9t0-0-0"><span data-offset-key="da9t0-0-0"><br data-text="true" /></span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="anqte-0-0"><h3 style="text-align: left;"><span data-offset-key="anqte-0-0" style="font-weight: bold;">Level Four Runes</span></h3></div><div data-block="true" data-editor="2c991a" data-offset-key="bh9f3-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="bh9f3-0-0"><span data-offset-key="bh9f3-0-0" style="font-weight: bold;">Anchor Stabilization Runes:</span><span data-offset-key="bh9f3-0-1"> This rune's sole purpose is to make more dangerous anchors safe. When added, it decreases the overall Heat of an anchor by one.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="2g5dk-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="2g5dk-0-0"><span data-offset-key="2g5dk-0-0"><span> </span>You can only have a maximum of two of these on any given Spell anchor before additional copies lose effectiveness. There's only so much you can maximize your cooling with this rune.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="8ueta-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="8ueta-0-0"><span data-offset-key="8ueta-0-0"><span> </span>This rune requires 2 pretech ritual components and an extra 2 system strain to use.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="6ibe2-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="6ibe2-0-0"><span data-offset-key="6ibe2-0-0" style="font-weight: bold;"><br /></span></div><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="6ibe2-0-0"><span data-offset-key="6ibe2-0-0" style="font-weight: bold;">A</span><span data-offset-key="6ibe2-0-0" style="font-weight: bold;">nchor Dispelling Rune:</span><span data-offset-key="6ibe2-0-1"> This rune is unique in that you can apply it to any spell anchor from any point in its area of effect.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="6qnfv-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="6qnfv-0-0"><span data-offset-key="6qnfv-0-0"><span> </span>Functioning like a magical virus, the rune will automatically attempt to dismantle the largest spell anchor that it is within the Area of Effect before dispelling itself. For opposed rolls, it counts as a 12.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="e83ts-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="e83ts-0-0"><span data-offset-key="e83ts-0-0"><span> </span>This rune requires a pretech ritual component and an extra 2 system strain to use.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="98j1n-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="98j1n-0-0"><span data-offset-key="98j1n-0-0" style="font-weight: bold;"><br /></span></div><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="98j1n-0-0"><span data-offset-key="98j1n-0-0" style="font-weight: bold;">Great Ward:</span><span data-offset-key="98j1n-0-1"> Great Wards can provide difficult mental blocks to specific or generalized creatures. In addition, it can block generalized or specific objects.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="35cev-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="35cev-0-0"><span data-offset-key="35cev-0-0"><span> </span>The Base Size warded is a 100-foot radius cube or another shape, chosen at creation, with small border-runes on the corners of its area. It will only function within the area bordered by the runes, so the area may grow smaller if some of the runes are removed.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="e96g6-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="e96g6-0-0"><span data-offset-key="e96g6-0-0"><span> </span>For creatures, a general type can be listed such as "Shadows" or "Humans". Alternatively, specific creatures can be blacklisted or whitelisted by providing the rune with DNA samples of them as if this anchor was equipped with a discrimination rune. Any creature blocked against must attempt a Mental Saving Throw before being allowed to cross into it. If they fail, they cannot attempt the saving throw again for a month.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="c9tfg-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="c9tfg-0-0"><span data-offset-key="c9tfg-0-0"><span> </span>For objects, a general type can be listed such as "weapons" or "food". Alternatively, specific objects can be provided with its own keyrune as if this anchor was equipped with a discrimination rune. Then, when the object is brought into the area, it is magnetically forced back out. Dragging it into the area requires a DC 12 Exert check every minute.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="52tha-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="52tha-0-0"><span data-offset-key="52tha-0-0"><br data-text="true" /></span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="gnbl-0-0"><h4 style="text-align: left;"><span data-offset-key="gnbl-0-0" style="font-weight: bold;">New Equipment</span></h4></div><div data-block="true" data-editor="2c991a" data-offset-key="ae7jv-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="ae7jv-0-0"><span data-offset-key="ae7jv-0-0" style="font-weight: bold;">Anchor Engraving Kit:</span><span data-offset-key="ae7jv-0-1"> Containing a wide range of hard alloy needles and various tools, this toolkit allows for uninhibited use of the Know Magic skill to create anchors and otherwise engrave into hard surfaces.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="3057j-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="3057j-0-0"><span data-offset-key="3057j-0-0"><span> </span>When using this to create spell anchors, the anchor cannot be easily smudged and must be physically defaced from the surface. Weighs 3 Encumbrance, costs 300 credits like other toolkits.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="ahg8a-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="ahg8a-0-0"><span data-offset-key="ahg8a-0-0" style="font-weight: bold;"><br /></span></div><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="ahg8a-0-0"><span data-offset-key="ahg8a-0-0" style="font-weight: bold;">Ritual Components:</span><span data-offset-key="ahg8a-0-1"> This is a general category for a number of small, mystical components and materials, such as specific chalks, inks, suspended herbal fluids.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="ckftd-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="ckftd-0-0"><span data-offset-key="ckftd-0-0"><span> </span>While an engraving kit is enough to construct simple anchors, some more complex designs may require these to be used in conjunction, and these can be used to construct simple anchors in a pinch. </span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="36skq-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="36skq-0-0"><span data-offset-key="36skq-0-0"><span> </span>Rather than keep a catalog of inks, chalks, and herbs, the mage can use ritual components, subtracting one whenever Ritual Components are cited. </span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="fd5r8-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="fd5r8-0-0"><span data-offset-key="fd5r8-0-0"><span> </span>Alternatively, they can expend one to begin writing a basic spell anchor without engraving tools. When used this way, the resulting spell anchor can be easily smudged and rendered nonfunctional.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="aq0fr-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="aq0fr-0-0"><span data-offset-key="aq0fr-0-0"><span> </span>This item can be bundled into packs of three for encumbrance purposes. Weighs 1 encumbrance alone, costs 50 credits like spare parts.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="35ot6-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="35ot6-0-0"><span data-offset-key="35ot6-0-0" style="font-weight: bold;"><br /></span></div><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="35ot6-0-0"><span data-offset-key="35ot6-0-0" style="font-weight: bold;">Pretech Ritual Components:</span><span data-offset-key="35ot6-0-1"> Some anchors and runes have a cost in Pretech Ritual Components. </span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="92kaj-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="92kaj-0-0"><span data-offset-key="92kaj-0-0"><span> </span>While an engraving kit is enough to construct simple anchors, and some more moderately complex designs may require ritual components to be used in conjunction, there are yet more complicated runes and anchors that may require pretech ritual components.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="8ktqt-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="8ktqt-0-0"><span data-offset-key="8ktqt-0-0"><span> </span>Rather than keep a catalog of inks, chalks, and herbs, the mage can use pretech ritual components, subtracting one whenever Pretech Ritual Components are cited. </span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="34ddm-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="34ddm-0-0"><span data-offset-key="34ddm-0-0"><span> </span>Alternatively, they can expend one to begin writing an advanced spell anchor without engraving tools. </span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="9bmtf-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="9bmtf-0-0"><span data-offset-key="9bmtf-0-0"><span> </span>This item can be bundled into packs of three for encumbrance purposes. Weighs 1 encumbrance alone, priceless due to TL 5 components.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="86d1r-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="86d1r-0-0"><span data-offset-key="86d1r-0-0"><br data-text="true" /></span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="5d0r5-0-0"><h4 style="text-align: left;"><span data-offset-key="5d0r5-0-0" style="font-weight: bold;">New Foci</span></h4></div><div data-block="true" data-editor="2c991a" data-offset-key="em47c-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="em47c-0-0"><span data-offset-key="em47c-0-0" style="font-weight: bold;">Anchor Smith:</span><span data-offset-key="em47c-0-1"> You are a prodigy at theoretical magic, a renowned scholar, or a master of runes.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="fee5p-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="fee5p-0-0"><span data-offset-key="fee5p-0-0" style="font-weight: bold;"><br /></span></div><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="fee5p-0-0"><span data-offset-key="fee5p-0-0" style="font-weight: bold;">Level 1</span><span data-offset-key="fee5p-0-1">: Gain Know Magic skill, if this improves the skill to a level above level-0 you gain a free technique as usual. In addition, you can now write anchors and runes at 10 minutes per minimum Know Magic level instead of the normal time, 0-Level anchors and runes now only take 1 minute.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="53lb2-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="53lb2-0-0"><span data-offset-key="53lb2-0-0" style="font-weight: bold;"><br /></span></div><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="53lb2-0-0"><span data-offset-key="53lb2-0-0" style="font-weight: bold;">Level 2</span><span data-offset-key="53lb2-0-1">: When you advance a level, Know Magic automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game.</span></div></div><div data-block="true" data-editor="2c991a" data-offset-key="et2pu-0-0"><div class="public-DraftStyleDefault-block public-DraftStyleDefault-ltr" data-offset-key="et2pu-0-0"><span data-offset-key="et2pu-0-0"><span> </span>This focus counts as a general magic focus for the purposes of mage classes.</span></div></div></div>Gage Berryhttp://www.blogger.com/profile/15362937390098419601noreply@blogger.com0tag:blogger.com,1999:blog-363349493946574046.post-82195770239756950782020-09-07T18:13:00.004-07:002021-10-31T17:31:30.740-07:00Firearms and Machetes, New Zorn Combat Equipment and RulesThe World of Zorn takes place around the late 1930's Earth. <div><br /></div><div><span> </span>This means a few things, for instance, light firearms are relatively commonplace. In addition, costs are much less inflated. There are adventurers of every nationality visiting Zorn and this would normally make currency quite a hassle however the many ruins that dot the landscape are also filled with ancient gold and silver coins of mysterious origin. </div><div><br /></div><div>In order to make everyone's life simpler, everyone uses these as currency while on Zorn In addition, I am changing the standard coinage from Gold (in SPG) to Silver. This means that XP and prices are all listed in silver coins or lower. </div><div><br /></div><div>When making relevant conversions for items not listed on price tables, here's my rule of thumb so far. </div><div><ul style="text-align: left;"><li>1 Zorn Gold Piece is worth 10 US Dollars in 1940</li><li>1 Zorn Silver Piece is worth 1 US Dollar in 1940</li><li>1 Zorn Copper Piece is Worth 10 US Cents in 1940</li></ul><h1 style="text-align: left;">Firearms</h1><h3 style="text-align: left;">New Firearm Rules</h3></div><div> The original GLOG did not have dedicated rules for firearms. This needs to change for this setting. Many of these changes are at least loosely inspired by another system, <i>Stars Without Number</i> by Kevin Crawford.<br /></div><div><ul style="text-align: left;"><li>Firearms have a maximum number of bullets that can be loaded into them, after firing that many times, they must be reloaded with an action.</li><li>Firearms have two range distances, the first of which marks the distance that they can be fired at with no penalty, and the second listing the range distance at which they fire with disadvantage, they cannot fire beyond this distance with any semblance of accuracy.</li><li>Firearms cannot be fired in melee range, the exception to this is Firearms that can be wielded one-handed (such as handguns).</li><li>Firearms can be clubbed up as an improvised melee weapon as an action.</li><li>Some Firearms have special properties, they will be detailed below the Firearm table.</li></ul><div><br /></div></div>
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<h2>Firearms</h2>
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<th>Firearm</th>
<th>Damage</th>
<th>Range</th>
<th>Bullets</th>
<th>Cost</th>
<th>Special</th>
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<td>Handgun</td>
<td>2d4</td>
<td>50/100 Feet</td>
<td>8</td>
<td>15 Silver</td>
<td>One Handed</td>
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<td>SMG</td>
<td>3d4</td>
<td>35/75 Feet</td>
<td>30</td>
<td>30 Silver</td>
<td>Burst Fire</td>
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<td>Rifle</td>
<td>2d6+1</td>
<td>200/800 Feet</td>
<td>1</td>
<td>50 Silver</td>
<td>Aim</td>
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<td>Shotgun</td>
<td>3d4</td>
<td>15/30 Feet</td>
<td>6</td>
<td>50 Silver</td>
<td>Blast</td>
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Firearm Properties</b></h3><div><b>One-Handed:</b> This weapon can be wielded one-handed, allowing for firing into melee range. It still needs a free hand to reload.</div><div><b>Burst Fire:</b> This weapon uses 3 bullets every time it fires.</div><div><b>Aim:</b> An additional action can be used to Aim this weapon, giving it advantage on its shot.</div><div><b>Blast:</b> When firing this weapon, the attack roll can be against up to three enemies that are within 5 feet of a square, when doing this, all targetted enemies must make a dex save or be hit, rather than an attack roll..</div><div><br /></div><h1 style="text-align: left;">Melee Weapons</h1><h3 style="text-align: left;">New Melee Rules</h3><div><span> Due to the inclusion of mass-produced firearms and the fleshing out of new rules, I felt it fitting to add a few special properties and rules to melee combat as well.</span><br /></div><div><ul style="text-align: left;"><li><span>When a Melee Attack is made, hit or miss, the enemy takes damage equal to the attacker's strength modifier.</span></li><li><span>Some Melee Weapons have special properties, they will be detailed below the Melee Weapon Table.</span></li></ul></div>
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<h2>Melee Weapons</h2>
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<th>Hands</th>
<th>Cost</th>
<th>Special</th>
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<td>Improvised</td>
<td>1d4</td>
<td>1</td>
<td>0</td>
<td>Flimsy</td>
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<td>Light</td>
<td>1d6</td>
<td>1</td>
<td>5 Copper</td>
<td>Thrown</td>
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<td>Medium</td>
<td>1d6/1d8</td>
<td>1 or 2</td>
<td>2 Silver</td>
<td>Versatile</td>
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<td>Heavy</td>
<td>1d10</td>
<td>2</td>
<td>5 Silver</td>
<td>Deadly</td>
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Melee Weapon Properties</h3><div><b>Flimsy:</b> This weapon was not meant for melee combat and breaks on a natural 1 or 20 during attacks</div><div><b>Thrown:</b> This weapon can be thrown up to 30' as a normal attack</div><div><b>Versatile:</b> This weapon can be used one or two-handed, switching between grips is free</div><div><b>Deadly:</b> This weapon deals maximum damage during critical hits (This applies to the additional crit die as well).</div><div><br /></div><h1 style="text-align: left;">Armor</h1><div>The armor of Zorn has a descending Armor Class, rather than an ascending one.</div><div><br /></div><html>
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<h2>Armor</h2>
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<th>Armor</th>
<th>AC</th>
<th>Cost</th>
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<td>None</td>
<td>10-Dex Mod</td>
<td>0</td>
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<td>Light</td>
<td>8-Dex Mod</td>
<td>25 Copper</td>
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<td>10 Silver</td>
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Gage Berryhttp://www.blogger.com/profile/15362937390098419601noreply@blogger.com0tag:blogger.com,1999:blog-363349493946574046.post-33990968343431887582020-08-25T19:32:00.042-07:002020-09-24T17:23:16.334-07:00Foreboding Fromagerie: The Cheese Vault, Moon Portal, and More<p> The OSR Discord Server is making a Community Cheese Dungeon for the GLOG.</p><p>These Are My Entries</p><h1 style="text-align: left;"><span style="font-size: x-large;">The Cheese Vault (Room #6)</span></h1><div><span> </span>This hexagonal room is roughly 50' across and is secured by heavy iron doors. These iron doors are locked by white slits that sit on the outside frame of the door, they will open when the matching Keese (white) is placed within it. They cannot be opened from the inside. Also connected to this room is an ancient vent, seated in the ceiling and covered by a very rusty grate.</div><div><br /></div><div><span> This room contains a wide variety of rare and strange cheese that The Wizard wanted to hold onto. The walls are lined with stone pedestals holding crystal cloches, locked down with more colored slits, with the wondrous cheeses below them. Each cloche is labeled with a small note, scribbled in faint handwriting, that lists the name of the cheese (bold text in the description)</span><br /></div><div><span><br /></span></div><h3 style="text-align: left;"><span>The Western Wall</span></h3><div><ul><li>The first cloche is locked by purple slits and contains 1d8 bites of <b>FireCheddar</b>. Taking a bite out of this block of cheddar causes 1d4 fire damage, but allows the eater to breathe a 15' cone of fire once within the next 8 hours. The cone of fire deals 4d8 damage.</li><li>The second cloche is locked by blue slits and contains a <b>Platter of Many Cheeses</b>. The platter contains 1d12 bite-sized cubes of various magical cheeses, Roll 1d6+1d8 below for each bite.</li></ul><ol style="text-align: left;"><ol><li>The Universe implodes in Deliciousness. All is Cheese.</li><li>Tastes like Plastic. Turn into a lifeless statue of inedible yellow cheese that no one likes.</li><li>Holey. Gain tons of strange holes all over your body. any mundane attack that hits you has a 1 in 6 chance of passing through you, causing no harm.</li><li>Smelly and Delicious. You now strongly smell of delicious cheese, all creatures within 30' automatically detect you and you have a higher likelihood of drawing creatures in random encounter rolls.</li><li>Soft and Spreadable. Your body becomes smooth and squishy, gain the ability to squeeze through spaces as small as 1". Shrink down to the space of a 2'x2' box if fully liquid.</li><li>Nutty. Gain an Insanity</li><li>Spicy. You gain the ability to cough a small bolt of fire once per day, dealing 3d4 damage on hit. Your nose constantly smokes.</li><li>Sour. Your lips begin to pucker up so quickly and painfully that it threatens to destroy your very existence. Make a con save or pucker yourself into another dimension.</li><li>Sweet. Gain a level.</li><li>Smokey. Every time you perform any particularly exhausting activity, roll a con save or spend the next 1d4 minutes coughing up smoke.</li><li>Maggoty. A small swarm of flies will burst out of your skin in 1d4 days. You can control them as Mage Hand. </li><li>Winey. You are now permanently intoxicated.</li><li>Rich. 1d20 days after eating this cheese, you will defecate a diamond worth 500 GP.</li><li>Complex. Roll Twice, and take both effects. Ignore this roll if it comes up again.</li></ol></ol><div><ul style="text-align: left;"><li>The third and final cloche along the left wall is locked by green slits and contains a small sack of 1d20 <b>Treasure Cheese</b>, they appear as coins made of various cheese. After eating one, it turns into 1d100 gold coins in your gut. Roll a con save to puke them up. If it generates more than 50 coins, take 1 damage for every two coins.</li></ul><h3 style="text-align: left;">The Eastern Wall</h3></div></div><div><ul style="text-align: left;"><li>The first cloche is locked by yellow slits and contains 1d4 <b>Maxirella Balls. </b>Appearing as small balls of white soft cheese. If a liquid such as a potion or poison is poured onto one of these balls, it will maximize the effects when the cheese ball is eaten. If a ball is eaten raw, it will extend any temporary magical effect that is currently affecting the eater by a day.</li><li>The second cloche contains 1d8 small white rats and is locked by orange slits. The wizard keeps them here because he finds them amusing. They keep themselves fed with a small piece of cheese in the back of their cloche. This cheese magically regenerates every night at midnight, assuming it is not entirely eaten. The rats are trained not to finish it off.</li><li>The third and final cloche is locked by red slits contains 1d4 <b>B-Side Brie Balls</b>. Appearing as small balls of black soft cheese. If a liquid such as a potion or poison is poured onto one of these balls, it will invert or otherwise corrupt the original effect when the ball is eaten. If a ball is eaten raw, it will irreversibly corrupt some aspect of the eater.</li></ul><h3 style="text-align: left;">The Northern Wall</h3><p style="text-align: left;"><span> </span>The Back Wall contains only one cloche. <b>The Mother Cheese.</b> The Mother Cheese squirms and pulses underneath its cloche, locked by black slits. This Keese Card is held by the wizard and if unlocked, the Mother Cheese will pounce on the nearest adventurer. </p><p style="text-align: left;"> If an adventurer touches The Mother Cheese, they will irreversibly turn into cheese and absorb The Mother Cheese, it will not naturally be seen for centuries longer. This effect repeats on anyone who attempts to eat the poor Cheese-Touched adventurer. Their skin will bubble into a patchwork of every cheese they have ever eaten and the transformation will be complete. If the adventurer rolls a successful magic save, they will retain their mobility, sentience, and all other aspects of living (minus being made out of cheese) and gain a level of <b>The Cheesen One</b> class, detailed below.</p><h3 style="text-align: left;">The Cheesen One</h3></div><div>Deepen: Gain 10 XP for every unique cheese eaten.</div><div>Cure: Incurable. Eat yourself to death.</div><div><br /></div><div>A: Cheese-Touched, Cheese-Munity</div><div>B: Cheese-Mutation</div><div>C: Cheese-Bringer</div><div><br /></div><div>Cheese-Touched: You have been turned into the Cheese-Champion of the Cheese-Goddess. Everything (non-cheese) you touch is cursed to turn into a random type of cheese you have eaten. If an object is sufficiently large enough not to be completely turned, then it extends out to 1'. You can no longer eat anything but cheese, wear functional armor (that isn't made out of cheese), use any items or weapons (that are not cheese), or ever touch anything that is not immediately cheesed. If you touch someone, they take 1d4+Level damage as part of them turns to cheese.</div><div><br /></div><div>Cheese-Munity: You are immune to Cheese-Harm, whether magic, poisonous, or mundane. Cheese-Boons still apply.</div><div><br /></div><div>Cheese-Mutation: You now have control over what kind of cheeses you turn things into, it is still limited to cheeses you have previously eaten. This means, among other things, that you can use items, armor, and weapons, assuming you have eaten a cheese that can mimic their intended properties (hardness, flexibility, etc.)</div><div><br /></div><div>Cheese-Bringer: You can spread your Cheese-Mutation effect at a rate of 1' per second, you no longer need to touch something to transmute it, your damage when touching someone becomes a save or die effect. No one can stop you now.</div><div><br /></div><h3 style="text-align: left;">Keese Cards and Their Locations</h3><div>Keese Cards are slim pieces of extremely hard cheese that use each piece's unique hole pattern as a key card to unlock various parts of The Cheese Vault.</div><div><ul style="text-align: left;"><li>Three White Keese Cards exist, One exists in Room #2 and roll 2d20 and assign by room number to discover the other two current locations.</li><li>Black Keese Card is held onto by the Wizard.</li><li>Red Keese Card is underneath the detritus in Room 47a.</li><li>Blue Keese Card on display in room 48, held by Bechamel.</li><li>Yellow Keese Card is also held in Room #2.</li><li>Orange Keese Card is held in Room #34.</li><li>Green Keese Card is held inside the Stinking Bishop Statue in Room #5.</li><li>Purple Keese Card is held in Room #23.</li></ul><h2 style="text-align: left;"><br /></h2><h1 style="text-align: left;"><span style="font-size: x-large;">The Moon Portal (Room #38)</span></h1><p style="text-align: left;"><span> </span>The Entrance to this 40'x30' rectangular room is blocked off by a solid obelisk of basalt. The outside of the basalt faces the hallway and is inscribed as such</p><p><span> "</span><span style="font-family: inherit;">This place is not a place of honor... </span><span style="font-family: inherit;">no highly esteemed deed is commemorated here... </span><span style="font-family: inherit;">nothing valued is here. </span><span style="font-family: inherit;">What is here was dangerous and repulsive to us. This message is a warning about danger."</span></p><p><span style="font-family: inherit;"><span> Removing this basalt block takes 4 hours, (halved for each consecutively successful strength check when making the action). Removing the block is loud and messy, it automatically triggers random encounters every 30 minutes. Goblins that witness people messing with the door will stay away in fear. Cheese Imps that witness people messing with the door will watch from the shadows, accumulating until the door is free and open at which point they attack and claim the room as their own. </span><br /></span></p><p><span style="font-family: inherit;"><span><span> Behind the Basalt Block is a heavy iron door, it is unlocked.</span></span></span></p><p><span style="font-family: inherit;"><span><span><span> The room appears to be covered in various metal grates and switches.</span><br /></span></span></span></p><h3>The Western Wall</h3><div> In the center of this wall is a small indent about the size of a golf ball. It is meant to hold the ruby from room #27, none of the switches in this room work while it is not inserted.<br /></div><div><br /></div><div> Below, on the floor, there is a small pile of Moon Cheese Rocks. Moon Cheese is wet, cold, hard, and overall disgusting. This is one of the reasons why cheese imps crave to conquer this land, for it has delicious cheese.<br /></div><div><br /></div><h3>The Northern Wall</h3><div> In the center of this wall, there is a hollow arch. This is where the Moon Portal will appear.</div><div><br /></div><h3 style="text-align: left;"><b>The Southern Wall</b></h3><p><b> </b>This wall holds all of the main switches for this room. There are two levers, a wheel, a big red button, a little green button, and a knob. This room has not been used in centuries and things are on the verge of a breakdown, every time something is pressed or flipped, it has a 1 in 6 chance to break and be unable to be used again. <br /></p><p style="text-align: left;"> <b> </b><b>The First Lever:</b> The first lever locks the door when flipped either direction, cannot unlock it. This lever will be stuck if the door is open</p><p style="text-align: left;"> <b>The Second Lever:</b> The second lever starts down, when it is flipped up, a door in the ceiling opens up, dropping 1d4 <b>airtight suits</b> on the ground.<br /></p><p style="text-align: left;"> <b>Airtight Suits:</b> Wearing these suits gives +1 defense and protects against airborne threats as well as providing its own magical supply of air. They are rendered unusable when the user takes any damage.<br /></p><p style="text-align: left;"> <b>The First Wheel:</b> The first wheel controls the air in the room, it is currently turned all the way to the left, turning it to the right begins to drain the air out of the room.</p><p style="text-align: left;"> <b>The Big Red Button:</b> This opens the Moon Portal. Resolve Below</p><ul style="text-align: left;"><li>If the air is not drained: Explosive decompression. Roll a strength save or be sucked through the portal, roll a dexterity save for every loose object, or take 1 damage per failure.</li><li>If the door to the hall is unlocked: The door is ripped off and the portal attempts to consume all. There is a 3 in 6 chance that the door blocks the portal entirely and gets stuck there.</li><li>If the occupants are not wearing airtight suits or their suits have been punctured from taking any damage: Lungs collapse and blood boils, For every round exposed take 2 vacuum damage, once this damage exceeds Con roll a save every round or die.</li><li>After everything above is resolved: The Moon Portal is open and the party can travel to Room #25 (The Moon)</li></ul><div> <b>The Little Green Button:</b> This button resets the last thing to be flipped or pressed. Press it multiple times to undo more.</div><div><br /></div><div> <b>The Knob:</b> Does Nothing.<br /></div><div><br /></div><h1 style="text-align: left;">The Oil Pumps (Room #26)</h1><div><span> This 30' by 20' rectangular room is mostly dominated by the large pool of boiling hot oil in the center of it, there are 2d10 Cheese Imps here that will shriek and attempt to scare off anyone they see, but will otherwise not leave the room. The door to Room #24 from this room is a huge iron door, heavily barricaded and locked.</span><br /></div><div><span><br /></span></div><h3 style="text-align: left;"><span>The Iron Door</span></h3><div><span><span> This heavy iron door is not only barricaded with various pieces of gross rotting furniture and cheese, but it is locked by three thick padlocks barring the handle. The first key is located on a random cheese imp in this room. The second key was dropped by an imp in Room #27, it is now sitting in some of the scalding oil on the edge of the room. The third key is lost, roll 2d20+1d10 to discover its new room location.</span><br /></span></div><div><span><span><br /></span></span></div><h3 style="text-align: left;"><span><span>The Oil Pool</span></span></h3><div><span><span><span> This shallow 15' wide pool of boiling oil covers the center of the room. For each round in contact, take 1d4 fire damage. On the floor of the center of this pool (it is about 1' deep in the very center) is a large pipe with a wheel that can be turned to control the flow of oil like so;</span><br /></span></span></div><div><ul style="text-align: left;"><li>Three turns right: The oil is completely shut off, this disables the trap in room #27</li><li>One turn left: The oil flows more freely, the room #27 trap is much more dangerous, and a shield will only lessen and not prevent injury</li><li>Two turns left: extremely loud creaking noises are audible from the piping</li><li>Three turns left: the oil line bursts from here to room #27, everything in the hallways and rooms from #26 to #27 is temporarily coated in hot oil and takes 2d20 damage immediately, dex save for half</li></ul><div><span> Obviously, this pump is very important to the imps, they would like to make the oil flow a bit better to their trap but the scalding oil prevents them. Thus, they settle for simply scaring off those who might shut off their trap.</span><br /></div></div><div><span><br /></span></div><h3 style="text-align: left;"><span>The Imps</span></h3><div><span><span> The cheese imps in this room care only about one thing; protecting the pump. Should someone enter, they will do their best to scare them off; screaming, kicking, shrieking, chasing, etc. However, they will not leave this room, save to change their guard shifts (this happens once a day). </span><br /></span></div><div><br /></div><h1 style="text-align: left;">The Golem Workshop (Room #7)</h1><div><span> This room is blocked off from the rest of the dungeon by a pair of heavy iron doors (for all entrances), fading red paint sits above the doors themselves, displaying "Golem Workshop". These doors are not locked however, they do require the strength of three people to open by hand. There is an indent in one of these doors (once for each pair) that allows for the insertion of a golem power core, if this is done then the door opens itself until the core is removed.</span><br /></div><div><span><span> Inside this room, there are many strange machines. The western wall displays three punching stations prominently, the eastern wall contains a large molding machine with various molds scattered on the ground. The northeastern corner contains a very large pile of moon cheese and many buckets of paint. A large safe rests in the southwestern corner.</span><br /></span></div><div><br /></div><h3 style="text-align: left;">The Western Wall</h3><div><span> Starting from the southern edge and working up, there are two small boxes, one of metal and one of paper. There are then three punching machines, each labeled respectively; Function, Target, and Location</span></div><div><ul style="text-align: left;"><li><span>The Metal Box opens to a large cheese slicer, impossibly sharp. Sharp enough to slice a block of moon cheese into the proper thickness for a Keese Card</span></li><li><span>The Paper Box contains 1d6 presliced, unpainted, and unpunched.</span></li><li><span>The first punch station labeled "Function" has three possible punches to select from, each one labeled with a pictogram.</span></li><ul><li>One punch is labeled with a Sword will cause the golem to aggressively attack whoever the "Target" is</li><li>One punch is labeled with a Shield will cause the golem to passively protect whoever the "Target" is</li><li>The Final Punch for this machine is labeled with a wrench, this punch is used to tell the golem to use utility functions. The wizard normally uses magic to code in the specific utility function, and thus the actual command given will be whatever he used last (roll on the table at the bottom of the room)</li></ul><li>The second punch station, simply labeled "Target" has a single punch with a large funnel on the top of the machine. If someone drops in matter, it will code in their sequence as the target. The punch station is only limited to genetically sequencing human DNA, so any other genetic material dropped in is only tracked by species rather than the person, it can sequence all nonliving matter. If this punch is not used, then the card treats the target as "All"</li><li>The third and final punch station labeled "Location" has a single punch with a keypad attached to the machine, entering a number or series of numbers will restrict the golem to those rooms, if this machine is not used on a keese card, then the golem defaults to following its "Creator". Note that characters wouldn't know the room numbers in character unless they stole the map from the wizard first. </li></ul></div><h3 style="text-align: left;">The Eastern Wall</h3><div><span> The entirety of this wall is taken up by a large machine composed of a cheese melter and a cheese molder. The Cheese Melter appears to be a gigantic furnace, hooked up to a funnel, directly above the molding station. Turning it on simply requires a flip of the large lever on the wall to the left of the machine.</span><br /></div><div><span><span> The Cheese Molder is used to create the golems out of the remaining Moon Cheese supply that the wizard brought back with him. there are a variety of large molds strewn about the room, each one can be put into the machine with ten minutes' effort. It requires a legs, arms, torso, and a head mold, if a golem is made with less or more than this hooked up then the golem will fail to turn on when the appropriate core and keese card is placed inside its head. A list of the possible molds laying around is found below, DM picks one of each limb, and rolls 1d12 four times for the remainder of what's scattered on the ground</span><br /></span></div><div><span><span><span> The molded body for a golem will feature a slot in its chest for the keese card and an indent in its neck for the power core. Powering it will close the card slot, if it is on without a card then it simply stands still with no order.</span><br /></span></span></div><h3 style="text-align: left;">The Northeastern Corner</h3><div><span> This corner contains a pile of Moon Cheese Boulders, enough for 1d4 Full Golems. Underneath the large stack of moon cheese is 1d6 Golem Power Cores, only 1d2 of which are properly charged.</span></div><div><span><span> </span>Also over here are buckets of paint, including; white, black, red, blue, yellow, orange, green, purple, and brown. these were used for the various keesecards and golems around the dungeon.</span><br /></div><h3 style="text-align: left;"><span>The Southwestern Corner</span></h3><div><span><span> This corner contains a large locked safe. Using sheer strength alone it would take around 1d6 days to pummel this open without any special equipment. Magically it would take a 4 [dice] knock spell or a fireball spell to open it. Contained within is a single, highly magical, keese card and 1d6 Golem Power Cores, all of which are properly charged.</span><br /></span></div><div><span><span><span> This particular keese card is not meant for a door, but a golem mind. It contains a corrupted soul that the wizard caught for an experiment in making golems more intelligent and sentient. This soul has long since forgotten his old life, his very essence is focused on destroying the wizard now. He does not remember his old name, and both he and the wizard call him the "ArchnemeSwiss". He is of average human intelligence but does not care about anything except his revenge. He may ally with the players or attack the players depending on their relationship with the wizard. He can communicate telepathically, even when just in his card form, and will attempt to get the characters to put him into a golem body so that he may do even more.</span></span></span></div><h3 style="text-align: left;"><span><span><span>A Note on Keese Cards and Power Cores</span></span></span></h3><div><span><span><span><span> All Power Cores that are properly charged can not only keep golems running for a long time, but they can be depleted in one burst of magical energy in order to provide an additional {Dice} to a spell. For every Power Core used, add an additional "Instability" die to the spell as well, this die functions for the purposes of Dooms and Mishaps, but not the power of the spell. This is in order to represent the inherent instability of the magic inside these cores.</span><br /></span></span></span></div><div><span><span><span><span> All Keese Cards, including the ones that unlock doors, function as golem control cards. This means that the door keese cards can theoretically be counterfeited if the players gain access to this room and the knowledge of what settings created what cards. See below for the true settings for the Door Cards.</span></span></span></span> (Assuming the players attempt to counterfeit them or use the originals in a golem.)</div><div><span> Repunching a keese card irreversibly corrupts it.</span><br /></div><div><ul style="text-align: left;"><li>White - Sword, All, Creator</li><li>Black - Utility (Haul), Wizard, Room #6</li><li>Red - Utility (Any), All, Room #3</li><li>Blue - Shield, Goblin, Room #18</li><li>Yellow - Utility (Any), All, Room #10</li><li>Orange - Sword, Rat. Creator</li><li>Purple - Sword, Dragon, Creator</li><li>Green - Shield, Gold, Creator</li></ul></div><h3 style="text-align: left;"><span><span><span>What was the Wizard's last Utility Program? (1d6)</span></span></span></h3><div><ol style="text-align: left;"><li><span><span><span>Haul, the golem will pick up the target and move them randomly about the dungeon.</span></span></span></li><li>Clean, the golem will relentlessly clean the target</li><li><span><span><span>Companionship, the golem will immediately return to the dining room (room #10) and begin pretending to eat (read as shoving cheese into its face and making a mess)</span></span></span></li><li><span><span><span>Corrupted Program: golem gains mock sentience as a wild beast, cannot speak, will immediately try to escape the dungeon.</span></span></span></li><li>Dig, the golem will dig out new dungeon space wherever the target commands it to</li><li><span><span><span>Worker Bot, the golem will be of a random job position listed in room #2 and #17</span></span></span></li></ol><h3 style="text-align: left;">What Golem Molds are laying around? (1d12)</h3></div><div><ol style="text-align: left;"><li>Caterpillar Tracks (Legs), golem moves at half speed but can ignore difficult terrain</li><li>Fins (Legs), the golem cannot move on land but can move at full speed in liquids</li><li>Spider (Legs), the golem can walk on walls and other vertical surfaces at half speed, twice as creepy looking.</li><li>Normal (Legs)</li><li>Drill (Arms), the golem can no longer pick stuff up but has a drill attack that does 1d10 damage</li><li>Cannon (Arms), the golem can no longer pick stuff up but can fire a cheese wheel cannon (determine randomly from room #18), must be reloaded manually as the golem cannot do so.</li><li>CheeseWeb (Arms) can fire a cheese web of melted moon cheese to restrain foes or grab items from afar, causes everything it touches to get super sticky and gross.</li><li>Shield (Arms), the golem can use its action to protect nearby creatures, redirecting any attack at them to itself.</li><li>Normal (Arms)</li><li>Hollow (Chest), has a hollow space to be filled up with various things such as loot or explosive cheese wheels, has -1 HD.</li><li>Normal (Chest)</li><li>Normal (Head)</li></ol><div><br /></div></div><h1 style="text-align: left;">The Goblin Gourmet (Room #9)</h1><div><span> This 30'x30' space is impeccably clean, despite the filth in every other part of the dungeon. Shiny marble countertops create a waist-high maze around the entire room, ovens and sinks dot the room with pipes weaving to and fro connecting heat and water alike. Two heavy-duty cabinets sit in the back along the northern wall. This room always contains 2d6 goblins of one of the two clans, they are non-hostile at first but will be very protective of the items contained within this room, as well as keeping it extremely clean. Even so much as dragging mud on the floor may draw their ire.</span><br /></div><div><span><br /></span></div><h3 style="text-align: left;"><span>The Cabinets</span></h3><div style="text-align: left;"> The two cabinets in the back are locked with thick iron padlocks, the keys to which are held by the goblin guards that stand in this room.</div><div style="text-align: left;"><span> </span>The first cabinet contains a great many high-quality cooking utensils, such as;</div><div style="text-align: left;"><ul style="text-align: left;"><li>One Extremely Sharp Cleaver (As +1 Sword)</li><li>One Extremely Strong Pan (As +1 Shield)</li><li>1d20 Shiny Knives (Worth 1 Silver each)</li><li>1d6 Plates of Fine China (Worth 1 Gold each intact, but very fragile and worthless if broken)</li><li>One Goblin Recipe Book, filled with strange garbled text that no one can understand (Including the goblins). Rumored to contain rare and fantastical recipes created by <i style="font-weight: bold;">The One True Chef, Goblin Ramesses The Twenty-Eighth, of the Country Basil</i>, it has since been sullied, but could possibly be salvageable with the right Restoration Techniques.</li></ul><div><span> The second cabinet opens up into a small walk-in freezer containing;</span><br /></div><div><ul style="text-align: left;"><li><span>1d10 Magic Sausage Links (Restore 1 HP when eaten)</span></li><li><span>1 Bottle of Mage Wine (Restores 1 MD per gulp, starts with 1d6 gulps remaining inside)</span></li><li><span>1d20 Chunks of Various Cheeses (All delicious, but nonmagical, valuable to the right people)</span></li><li>Careful inspection of the bottom of this cabinet reveals a small box inset into the floor, containing a captured <b>Ice Sprite</b>, that functions much like the <b>Fire Sprite</b> talked about below</li></ul><h3 style="text-align: left;">The Appliances</h3></div><div><span> Scattered in between the various countertops, the occasional oven and sink appear. All of which are readily functional and seem to have no bottom to their energy. </span></div><div><span> </span>Following the pipes from the ovens will lead to a small box, inset in the floor of the northwest corner. This box is well secured and will take quite a while to break into (1 hour of average bashing). It contains a captured <b>Fire Sprite</b>, it will provide a constant source of mundane heat as its owner wishes. It can also purge all of its energy at once, as a fireball, killing itself. It must follow the owner's commands, though it will likely hate them. Setting it free will make it friendly.<br /></div><div> Following the pipes from the sinks will lead to another small box inset in the floor of the southwest corner. This box contains a captured <b>Water Sprite</b>, it functions much the same as the <b>Fire Sprite</b> above.</div><div><br /></div><h3 style="text-align: left;">The Goblins</h3><div><span> Once a month, the two goblin clans put aside their differences and send their best chefs to this kitchen to work together to create a feast. This feast is used to placate the wizard (and hopefully keep him from eating them).</span><br /></div><div><span><span> The ingredients in the cabinet are given to them by the wizard, once a month. If the ingredients or the utensils are lost, then the goblins will be unable to cook their meal (and will face the wrath of the wizard). Needless to say, looting this room will paint a very big target on the looters' backs for the goblins. </span></span></div><div><span><span><span> </span>In order to hopefully prevent theft, the goblin clans send a squad of goblin guards that rotates every day. Each patrol will only contain goblins of one clan and the clans' alternate their responsibility. The theft will not only increase tensions between the wizard and the goblins but could possibly start a goblin civil war if the other clan believes the guarding clan to have been at fault.</span></span></div></div><h2 style="text-align: left;"><br /></h2><h2 style="text-align: left;">Bonus: 1d10 Dungeon Graffiti</h2><div>(Feel free to scramble the spelling, the dungeon dwellers are not known for their literacy.)</div><div><ol style="text-align: left;"><li>Do you brie-lieve in magic?</li><li>Béchamel stole my cheese!</li><li>T̵͜͝h̡͢͏͜e͢͠͞͠ ̴̡̢̧C͟͞͏h̴҉҉e͜҉ę̸̨̨͢s̨̡̕e̶̢͘͢ ҉̴́͜i̡͞s͏͏ ̨͘͟͞A̕l̴̷̸̢̀i͠͞҉v̵̷̵̢ȩ̵</li><li>I hear the wizard read "50 Shades of Gruyere"</li><li>Soft cheese? More like... uhhh, bad cheese.</li><li>Hard cheese is for lards!</li><li>Friendly Reminder: DO NOT SOIL THE MILK!</li><li>Beware the Halloumi!</li><li>S͏k̨͝ḩ̴́'͏̶M̢o͏͞҉̀ŗ̷͜z͡͏̛ą̵̧͠ ̶̵̢̛̕H̵́͞͡u͠͡n̸̸͘͢͝g̶̀è͢͠͠ŗ͡s̴͡</li><li>Do Not Trust The Imps.</li></ol></div><p></p><h4 style="text-align: left;"></h4><h2 style="text-align: left;"></h2></div>Gage Berryhttp://www.blogger.com/profile/15362937390098419601noreply@blogger.com0tag:blogger.com,1999:blog-363349493946574046.post-67669462593499530932020-08-11T21:16:00.009-07:002020-08-12T17:16:22.542-07:00GretchHeist: A MiniGLOG Hack<p><span> A rustling in the trash bin. A squeak underneath your floorboards. Those sounds that you hear at night but pretend that you don't. We all hear them.</span></p><p><span> These are <b>Gretchlings</b>. Filthy little creatures that like to eat others' garbage and vomit on your floor. They are wicked smart (sometimes). They are extremely deadly (rarely). Worst of all, they make all that godawful racket while you sleep (always).</span></p><p>(Also, they transform into small vermin when anyone's watching because <strike>we</strike> they like to be anonymous)</p><p><b>You and your friends are Gretchlings.</b> <b>Transform into an animal and wreak your Havoc.</b></p><p><b><br /></b></p><p> <span> </span>Spurred forward by the glorious <a href="https://discord.gg/6vqF25E">OSR Discord</a>, I have created this Minihack of the GLOG. If you couldn't tell, it's a small GLOGhack about being vermin and making chaos, hopefully perfect for one-shots and improv sessions</p><h1 style="text-align: center;">Mechanics</h1><div><b><span style="font-size: x-large;">Stats</span></b> are 3d6 down the line. Your Class (Same as Race) gives you a free bonus on their relevant attribute(s), you may also forgo this bonus in order to swap two numbers between your stats. </div><div><br /></div><div><b>Move:</b> Used for moving quickly, climbing nimbly, and dodging knives and gunfire.</div><div><b>Think:</b> Used for being smart, using human thingamajigs, and guessing what that stranger is doing.</div><div><b>Force:</b> Used for biting fingers <i>really</i> hard, pushing stuff around, and scaring children.</div><div><br /></div><div>If any of your stats reach zero temporarily, you pass out until they recover.</div><div>If any of your stats reach zero permanently, you die.</div><div><br /></div><div><b><span style="font-size: x-large;">Rolls</span></b> are resolved by rolling a d20 and getting equal to or under the relevant stat.</div><div>As always, only roll when failure and success are both interesting and equally likely.</div><div><br /></div><div><b><span style="font-size: x-large;">XP</span></b> is counted in human snacks eaten, a snack for these purposes is a single candy bar, a bag of chips, or equivalent, it doesn't count if it is healthy or needs to be cooked. You're a bunch of filthy animals, eat until you get stuffed.</div><div><br /></div><div>After leveling up to 5th level, you win the game (and immediately die from eating too much, human snacks are poisonous to you).</div><div>If no one can do this by the time the sun rises, everyone loses.</div><div><br /></div><div>Level 1: Start</div><div>Level 2: Eat 1 snack</div><div>Level 3: Eat 9 more snacks</div><div>Level 4: Eat 15 more snacks</div><div>Level 5: Eat 25 more snacks (and then promptly die.)</div><div><br /></div><div><b><span style="font-size: x-large;">Combat</span></b> is dangerous and deadly for characters (and hopefully comical for players). If a character can get the jump on an enemy and feasibly hurt (or scare the fuck out of) them, they roll a relevant check and immediately do so on a success. If they fail, an enemy gets to attempt to do the same. this continues, all of the characters taking turns, alternating between ally and enemy. The combat is over when one side has successfully retreated, hidden, or died in a horrible way. Some enemies have special defenses (can take extra wounds, resistant to scaring, etc).</div><div><br /></div><div>Successful attacks on enemies are usually mere scratches or bites, not immediately life-threatening and allow the enemy to flee (it usually will). Some things cause <b>Grievous</b> injuries, like gunshots, car accidents, dropping heavy objects off of shelves. These attacks will immediately kill, subdue, or otherwise incapacitate those who are affected.</div><div><br /></div><div>If a character gets hit by an attack, roll a d6 on relevant the Death and Dismemberment table below. </div><div>If a result specifies more than one attribute, the player picks which one takes the damage.</div><div>If you die. the party can spend an hour searching through various trashcans and sewer drains to recruit a new gretchling.</div><div><br /></div><div><b>Gun</b></div><div><ol><li>Miraculously Missed.</li><li>Limb Destroyed. Lose 1d8 of max Move/Force permanently</li><li>Bleeding Horribly. Die in 1d4 minutes. automatically pass all reasonable rolls and gain the ability to attempt mildly unreasonable ones.</li><li>Splattered. Immediately die as you splatter the area in your gore.</li><li>Splattered. Immediately die as you splatter the area in your gore.</li><li>Splattered. Immediately die as you splatter the area in your gore.</li></ol><div><b>Blunt Force Trauma</b></div><div><ol style="text-align: left;"><li>Miraculously Missed</li><li>Stunned. Lose 1d4 of max Think/Move for 1d4 minutes</li><li>Stunned Hard. Lose 1d8 of max Think/Move for 1d4 hours</li><li>Brain Scrambled. Lose 1d8 of max Think/Move permanently</li><li>Thrown Across Room, Roll Move or Splatter</li><li>Splattered. Immediately die as you splatter the area in your gore.</li></ol><div><b>Poison</b></div></div><div><ol style="text-align: left;"><li>Miraculously Immune</li><li>Nauseous. Spend 1d4 minutes puking, lose 1d4 snacks, you can regain them if you re-eat.</li><li>Weakened. Lose 1d4 of Move/Force for 1d4 minutes</li><li>Crippled. Lose 1d4 of Move/Force permanently</li><li>Dead. The next human to see you is violently disgusted.</li><li>Dead. The next human to see you is violently disgusted.</li></ol></div></div><h1 style="text-align: center;">Classes</h1><div><div><div><span style="font-size: x-large;"><b>Really Scary Badger</b></span></div><div>+1 Force and Move</div></div><div><div>1: Charge, Thick Hide</div><div>2: Destroy Furnishing</div><div>3: Reign of Terror</div><div>4: Complete and Utter Lack of Caring Achieved.</div><div><br /></div></div></div><div> <b>Charge:</b> You are a master at charging headlong into danger. If you charge before attacking, you automatically succeed in the attack roll.<br /></div><div><br /></div><div> <b>Thick Hide:</b> Once per hour you can ignore rolls on the Death Table<br /></div><div><br /></div><div> <b>Destroy Furnishing:</b> You really hate human furniture. You can spend ten minutes to destroy a piece of human furniture like a chair, table, or part of a door. This is extremely loud and demoralizing for humans.<br /></div><div><br /></div><div> <b>Reign of Terror:</b> Every time you land a Grievous Injury on someone, you can immediately make another attack.<br /></div><div><br /></div><div> <b>Complete and Utter Lack of Caring Achieved:</b> If you would be Splattered, you instead lose 1d6 of a random stat.<br /></div><div><br /></div><div><div><span style="font-size: x-large;"><b>Really Sneaky Rat</b></span></div><div>+1 Move and Think</div><div><div>1: Play Dead, Rat Hole</div><div>2: Sewer Rat</div><div>3: Strange Voice</div><div>4: Rat With a Gun</div><div><br /></div><div> <b>Play Dead:</b> You can pretend to be dead anytime a human sees you, they will probably scream and go to get someone, maybe. It'll definitely give you a minute or two to get away. This only works on someone once.<br /></div><div><br /></div><div> <b>Rat Hole:</b> You are very good at finding passages through rooms. Once per hour you can declare that you found a mousehole to the next room over, assuming it isn't especially protected (walk-in freezers, bank vaults, etc)<br /></div><div><br /></div><div> <b>Sewer Rat:</b> You no longer need to breathe.<br /></div><div><br /></div><div> <b>Strange Voice:</b> You can kind of speak English. it sounds awful and disturbing, like someone trying to speak while being strangled. You can also throw your voice up to 10 feet.<br /></div><div><br /></div><div> <b>Rat With a Gun:</b> You've cobbled together some kind of strange gadget that can throw small bits of junk using rubber bands and twigs. Once per hour you can make a Grievous attack. It automatically hits if your target is unaware of you. This is completely silent.<br /></div><div><br /></div></div></div><div><span style="font-size: x-large;"><b>Really Bad Dog</b></span></div><div>+1 Think and Force</div><div><div>1: Double Agent, Super Smeller</div><div>2: Tail Wag</div><div>3: Loud Bark</div><div>4: Cutest Dog in the Entire Universe</div><div><br /></div><div> <b>Double Agent:</b> Humans who see you are automatically friendly to you until given any reason not to be. They might leave their house to pet you for a little bit, but probably won't let you in without a Think Roll.<br /></div><div><br /></div><div> <b>Super Smeller:</b> You have a strong nose and can automatically detect delicious snacks within 30 feet of you. You can use this through walls but it will only ever tell you which rooms are hiding them and how many.<br /></div><div><br /></div><div> <b>Tail Wag:</b> Once per hour, anytime a human catches you doing something really bad (like stealing their car keys or eating all their prescriptions), you can wag your tail. They'll think you're cute or something and just take you outside, and let you go scotfree.</div><div><br /></div><div> <b>Loud Bark:</b> Your barks are now supernaturally loud. They shatter glass and similar.</div><div><br /></div><div> <b>Cutest Dog in the Universe:</b> Tail Wag no longer has a cooldown, Humans are irresistibly attracted to pet you and you can indefinitely distract them with this. </div><div> <br /></div><div><div><span style="font-size: x-large;"><b>Really Angry Goose</b></span></div><div>+2 Force</div><div>1: Peck, Flight</div><div>2: Hiss</div><div>3: Long Neck</div><div>4: Spawn of the Devil</div><div><br /></div><div> <b>Peck:</b> Your peck is a weapon in and of itself. No longer will you have to hide from those pesky humans. You can automatically succeed a bite once per hour.<br /></div><div><br /></div><div> <b>Flight:</b> You can clumsily fly for up to 5'. Remotely quick or dexterous movements probably require a Move roll.<br /></div><div><br /></div><div> <b>Hiss:</b> Once per hour, you can make a hiss like some kind of disgusting demonspawn and immediately frighten someone.</div><div><br /></div><div> <b>Long Neck:</b> You had a long neck, but now you have a <i>really</i> long neck. You can extend and retract it up to a maximum of ten feet at will.<br /></div><div><br /></div><div> <b>Spawn of the Devil</b>: Your Peck now causes Grievous Injuries<br /></div><div><br /></div></div></div><div><div><div><div><span style="font-size: x-large;"><b>Really Sly Cat</b></span></div><div>+2 Move</div><div><div>1: Liquid, Curious Claws</div><div>2: Jump</div><div>3: Nine Cursed Lives</div><div>4: Slink Away</div></div></div></div></div><div><br /></div><div> <b>Liquid:</b> As all Gretchlings know, cats are liquid. If you can fit your small cat head through it, the rest of your body is sure to follow. Roll Move to fit under extremely tight spots such as underneath bedroom doors or between barred windows<br /></div><div><br /></div><div> <b>Curious Claws:</b> You are extremely dexterous with your claws. You can use them to manipulate basic human instruments such as; guns, buttons, and unlocked door handles.<br /></div><div><br /></div><div> <b>Jump:</b> You have a truly big jump. travel up to 10 feet without a move roll and up to 15 feet with a move roll.</div><div><br /></div><div> <b>Nine Cursed Lives:</b> You automatically ignore the results of the next nine death rolls, but the tenth one <i>will</i> kill you.<br /></div><div><br /></div><div> <b>Slink Away:</b> At any point, you can slink off-screen. You can't affect anything from this state but nothing can affect you. At any point, later on, you can slink back on screen to anywhere that the party can see, even if there is no plausible way for you to reach there normally. You can do this once per hour.<br /></div><div><br /></div><div><div><span style="font-size: x-large;"><b>Really Smart Mole</b></span></div><div>+2 Think</div><div><div>1: Burrowing, Security Analysis</div><div>2: Engineering</div><div>3: Security Bypass</div><div>4: Steel Claws</div><div><br /></div><div> <b>Burrowing:</b> You can use your claws to dig tunnels in the dirt. This takes a minute per foot and only works in looser substances like gravel, soil, and sand; it does not work on concrete, wood, or drywall <br /></div><div><br /></div></div></div><div> <b>Security Analysis:</b> By investigating a room for 15 minutes, you can figure out where all the major security systems (i.e. cameras, traps, guards, squeaky floorboards) are. You can also use this to make your own traps (within reason).<br /></div><div><br /></div><div> <b>Engineering:</b> You automatically know what human thingamajigs are and how to use them. Note that this doesn't give you any actual way to use them (figure that out yourself).<br /></div><div><br /></div> <b>Security Bypass:</b> As long as you have access to the electronic wiring of something, you can broadly control it. Turn it on, turn it off, etc.<div><br /><div> <b>Steel Claws:</b> Your claws are now strong enough to burrow through loose substances at a rate of one foot per second and can now penetrate any materials softer than steel at a rate of one foot per minute.<br /></div><div><br /></div></div><h1 style="text-align: center;">DM Stuff</h1><div><b>Sample Enemies:</b></div><div><b><br /></b></div><div><b>Evil Little Boy</b></div><div><b>Think: 5</b></div><div><b>Move: 10</b></div><div><b>Force: 15</b></div><div><b>Special:</b> Attacks with a bb gun. Terrorizes the Neighborhood. Easily Scared.</div><div><br /></div><div><b>Innocent Little Girl</b></div><div><div><b>Think: 10</b></div><div><b>Move: 15</b></div><div><b>Force: 5</b></div></div><div><b>Special:</b> Does not attack. Will scream as loud as possible if she sights an animal. Runs really fast</div><div><br /></div><div><b>Dad With a Gun</b></div><div><div><b>Think: 10</b></div><div><b>Move: 10</b></div><div><b>Force: 15</b></div></div><div><b>Special:</b> If unsurprised, he attacks with a shotgun that can hit up to two animals if they are close. Resistant to frightening (animals have to be really terrifying to scare him)</div><div><br /></div><div><br /></div><div><b>Random Encounters (d10):</b></div><div><ol style="text-align: left;"><li>You spot a snack in a precarious position. </li><li>Ancestral enemy, such as a dogcatcher, prissy mouse, or vole. Counts as 2 snacks if you humiliate them. </li><li>Friendly neighborhood gretchling with advice and an inaccurate worldview </li><li>Human burglars </li><li>Exterminator-planted booby trap. 1d4. 1. Cage 2. Gas Trap 3. Sharp Hole of Pain 4. Mousetrap</li><li>Find a treasure map (Advertisement for convenience store)</li><li>Find a strange needle. Pricking yourself on it grants +5 to all stats for 30 minutes before you promptly die</li><li>Mysterious Hole</li><li>A human is walking an enslaved Gretchling, Count as 2 snacks if you free them</li><li>A human leaves their iron monster (car) on and unattended.</li></ol><div><b>What Kind of Night is This (Difficulty)?</b></div></div><div><ol style="text-align: left;"><li>Polar Winter, 12-24 Hours (Should be Easy)</li><li>Normal Neighborhood, 8 Hours (Normal)</li><li>Polar Summer, 6-1 Hour (Very Hard)</li></ol><div><br /></div><div><b>Random Low-Security Targets (d6):</b></div></div><div><ol style="text-align: left;"><li>Suburban Home</li><li>Grocery Store Dumpster</li><li>Rival Gretchling's Hideaway</li><li>Campsite</li><li>Food Truck</li><li>Local Dungeons and Dragons Club</li></ol><div><b>Random Low-Level Security Measures (d6):</b></div><div><ol style="text-align: left;"><li>Guard Dog (Small, only Barks)</li><li>Creaky Floorboards</li><li>Lots of Locks</li><li>Resident Serial Killer</li><li>Lasers (That set off alarms)</li><li>Simple Rodent Traps</li></ol></div><div><br /></div><div><b>Random High-Security Targets (d6):</b></div></div><div><ol style="text-align: left;"><li>Food Bank</li><li>Grocery Store/MiniMart</li><li>Doomsday Prepper's Bunker</li><li>Fast Food Place</li><li>Landfill</li><li>Rich Manion</li></ol><div><b>Random High-Level Security Measures (d6):</b></div></div><div><ol style="text-align: left;"><li>Guard Tiger/Big Dog (Bites Hard)</li><li>Pressure Plate Traps</li><li>Every. Single. Thing. Is. Locked.</li><li>Resident Supernatural Serial Killer</li><li>Lasers (That Kill)</li><li>Elaborate Rodent Traps</li></ol></div>Gage Berryhttp://www.blogger.com/profile/15362937390098419601noreply@blogger.com0tag:blogger.com,1999:blog-363349493946574046.post-64681781932109748672020-08-10T22:41:00.009-07:002020-08-10T23:00:56.241-07:00Masochistic Statistician Class, Aka The Mathochist<p><span style="font-family: inherit;"> It's late, I don't know what I'm writing. Here it is.</span></p><h2 style="text-align: left;"><span style="font-family: inherit; font-size: x-large;"> Mathochist</span></h2><div><span id="docs-internal-guid-8c3fe505-7fff-8d66-ff01-5f57ee59ab0a"><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: inherit; font-size: 12pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><b>Mathochist - Gain +1 HP per level.</b></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: inherit; font-size: 12pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><b>Starting Equipment</b>: Black stone tablet, Knife, Fetish for pain. </span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: inherit; font-size: 12pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><b>A| Mathematize Wounds A| Calculated Collector</b></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: inherit; font-size: 12pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><b>B| Boiling Blood </b></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: inherit; font-size: 12pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><b>C| Mathematize Entrails</b></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: inherit; font-size: 12pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><b>D|Major Prophecy </b></span></p><span style="font-family: inherit;"><br /></span><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: inherit;"><span style="font-size: 12pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><b>Mathematize Wounds</b> - The Fibonacci sequence is everywhere and you've learned to utilize it. You not only welcome pain, but you also use it to your advantage. Whenever you take damage, write the damage value down, filling a table with entries. </span><span style="font-size: 12pt; white-space: pre-wrap;">Roll d6 at any time to clear the table. </span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-size: 12pt; white-space: pre-wrap;"><span style="font-family: inherit;"><span> </span>If you hit an entry, you get the following effects based on the total number of unique entries: </span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: inherit; font-size: 12pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><b>1-2</b>: you get to affect a skill roll to any value in the future </span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: inherit; font-size: 12pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><b>3-4</b>: you get to affect a damage roll to any value in the future </span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: inherit; font-size: 12pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><b>5-6</b>: you get to affect a d20 roll to any value in the future </span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: inherit; font-size: 12pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><b>7-10</b>: you get to affect a magic die roll to any value in the future </span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: inherit; font-size: 12pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><b>11+</b>: you get to affect any roll of any sort, to any value, in the future. </span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: inherit; font-size: 12pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">If you hit an "empty entry", nothing happens.</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-size: 12pt; white-space: pre-wrap;"><span style="font-family: inherit;"><br /></span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-size: 12pt; white-space: pre-wrap;"><span style="font-family: inherit;"><b>Calculated Collector</b> - You enjoy finding things and sticking them in your mouth, you also can calculate the immense probabilities of whether you'll need it later. Once per session, you can pull out a mundane item just small enough to fit in your mouth and say "I foresaw that we would need this".</span></span></p><span style="font-family: inherit;"><br /></span><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: inherit; font-size: 12pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><b>Boiling Blood</b> - When you are hit and the damage is not a damage value already on your table, you can cause your spattering blood to burn with divine energy dealing as much damage as filled entries on your d6 table to everyone within melee range that you deem an enemy. This clears the table. You can also inflict a negligible wound on yourself (1 point of damage) to trigger this on your turn. </span></p><span style="font-family: inherit;"><br /></span><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-size: 16px; white-space: pre-wrap;"><span style="font-family: inherit;"><b>Mathematize Entrails</b>: Your understanding of the Fibonacci sequence and your own entrails has improved. Whilst not locked in combat, present a one-sentence statement on what might happen within the next week. The Game Master will give you a percentile probability of how likely it is to occur. The GM will also tell you one action you can take that will raise or lower its probability substantially. (Your discretion as to whether you'd like lower or higher). You can use this ability once per week.</span></span></p><span style="font-family: inherit;"><br /></span><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: inherit; font-size: 12pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><b>Major Prophecy</b> - state a true but pacifist thing that will happen. It must take months and you must work towards it, but it will happen if plausible. You can only have one such prophecy effective at a time. Cannot be used to "predict" victories in the field of violence.</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: inherit; font-size: 12pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><br /></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: inherit; font-size: 12pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><b>Designer Note 1:</b> This may have been built out of suggestions to revise my <a href="https://theeternalslog.blogspot.com/2020/07/blood-oracle-class.html">Blood Oracle</a>, but I wanted to playtest the original at least a little bit before I scrap/revise the whole thing. Thanks to Jojiro and Baal for the help</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: inherit; font-size: 12pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><br /></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: inherit; font-size: 12pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><b>Designer Note 2:</b> I just reread all the flavor text I wrote. Why did I write this? This is <b style="font-style: italic; text-decoration-line: underline;">awful</b>.</span></p><div><span style="font-family: Arial; font-size: 12pt; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><br /></span></div></span></div>Gage Berryhttp://www.blogger.com/profile/15362937390098419601noreply@blogger.com0tag:blogger.com,1999:blog-363349493946574046.post-51337383984799598682020-08-08T11:43:00.008-07:002021-10-31T11:35:02.911-07:00G75 Challenge: Week One of Zorn<p> <span style="font-family: inherit;"> For anyone unfamiliar, the Gygax 75 challenge is a <a href="https://rayotus.itch.io/gygax75">free zine</a> based on an article that the titular person wrote in 1975. The original article encapsulates how to best get your own tabletop campaign setting off the ground and the zine presents a guideline and challenge to get it done within five weeks.</span></p><p><span style="font-family: inherit;"><span> I decided it'd be pretty awesome to do this for <a href="https://theeternalslog.blogspot.com/2020/07/zorn-1940s-pulp-explorers-vs-unknown.html">Zorn</a>.</span><br /></span></p><h2 style="line-height: 1.38; margin-bottom: 3pt; margin-top: 0pt; text-align: center;"><span style="background-color: transparent; font-style: normal; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-family: inherit; font-size: x-large;">Week One</span></span></h2><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-family: inherit;">Pitch Points:</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-family: inherit;"><br /></span></span></p><ul style="margin-bottom: 0px; margin-top: 0px;"><li dir="ltr" style="background-color: transparent; font-style: normal; font-variant: normal; font-weight: 400; list-style-type: disc; text-decoration: none; vertical-align: baseline; white-space: pre;"><p dir="ltr" role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: inherit;"><span style="background-color: transparent; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">A Mysterious Island has appeared</span><span style="background-color: transparent; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">, in the middle of the Atlantic ocean. It’s rumored to be covered in new and wondrous plants and animals, and some even claim that there are ancient civilizations and evil cults that reside here too, This island’s name is </span><span style="background-color: transparent; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">“Zorn”</span><span style="background-color: transparent; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">, after the German word for </span><span style="background-color: transparent; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">“Wrath”</span><span style="background-color: transparent; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">, the only guaranteed thing an adventurer is sure to find there.</span></span></p></li><li dir="ltr" style="background-color: transparent; font-style: normal; font-variant: normal; font-weight: 400; list-style-type: disc; text-decoration: none; vertical-align: baseline; white-space: pre;"><p dir="ltr" role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: inherit;"><span style="background-color: transparent; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">The year is 1936, World War 2 is about to start</span><span style="background-color: transparent; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> and tensions are rising. Various World powers are sending and funding private expeditions into the wilderness of Zorn.</span></span></p></li><li dir="ltr" style="background-color: transparent; font-style: normal; font-variant: normal; font-weight: 400; list-style-type: disc; text-decoration: none; vertical-align: baseline; white-space: pre;"><p dir="ltr" role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: inherit;"><span style="background-color: transparent; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Survive the harsh elements</span><span style="background-color: transparent; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">, thick jungles, scorching deserts, snowy mountains, and deep caves; this is uncharted land, far from civilization, and surviving here will be harsh.</span></span></p></li><li dir="ltr" style="background-color: transparent; font-style: normal; font-variant: normal; font-weight: 400; list-style-type: disc; text-decoration: none; vertical-align: baseline; white-space: pre;"><p dir="ltr" role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: inherit;"><span style="background-color: transparent; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Discover ancient, twisted magic in forgotten ruins</span><span style="background-color: transparent; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">; Strange ruins have been unearthed on this new continent, and even stranger relics and books have been found and studied from within these ruins. Rumors have been circulating that the scholars closest to these projects have been gaining strange supernatural abilities. Though powerful, these abilities come at a cost, insanity, curses, and mutations abound those who do not take heed.</span></span></p></li><li dir="ltr" style="background-color: transparent; font-style: normal; font-variant: normal; font-weight: 400; list-style-type: disc; text-decoration: none; vertical-align: baseline; white-space: pre;"><p dir="ltr" role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: inherit;"><span style="background-color: transparent; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Hunt monsters</span><span style="background-color: transparent; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> with WW2 era firearms and whatever else you can get your dirty paws on for exotic reasons. Gain mutations from their flesh, upgrade your armor with their bone, fuel your magic with their very soul.</span></span></p></li><li dir="ltr" style="background-color: transparent; font-style: normal; font-variant: normal; font-weight: 400; list-style-type: disc; text-decoration: none; vertical-align: baseline; white-space: pre;"><p dir="ltr" role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: inherit;"><span style="background-color: transparent; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Gain a variety of mutations</span><span style="background-color: transparent; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> from this bizarre land, eat strange monster flesh to benefit from their abilities (or be cursed with their afflictions), use horrible magics to twist your form in ways it was never meant to. Desperately cling to your humanity, or give into otherworldly temptations for cursed power.</span></span></p></li></ul><p><b style="font-weight: normal;"><span style="font-family: inherit;"><br /></span></b></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-family: inherit;">Sources of Inspiration:</span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="background-color: transparent; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-family: inherit;"><br /></span></span></p><ul style="margin-bottom: 0px; margin-top: 0px;"><li dir="ltr" style="background-color: transparent; font-style: normal; font-variant: normal; font-weight: 400; list-style-type: disc; text-decoration: none; vertical-align: baseline; white-space: pre;"><p dir="ltr" role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: inherit;"><span style="background-color: transparent; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Indiana Jones</span><span style="background-color: transparent; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">, the classic pulp fiction series, definitely lends some cool vibes with subtle magic, nazi fighting, and hidden temples</span></span></p></li><li dir="ltr" style="background-color: transparent; font-style: normal; font-variant: normal; font-weight: 400; list-style-type: disc; text-decoration: none; vertical-align: baseline; white-space: pre;"><p dir="ltr" role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: inherit;"><span style="background-color: transparent; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Ultramarine Magmell</span><span style="background-color: transparent; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">, a similar concept with some interesting monster/plant ideas</span></span></p></li><li dir="ltr" style="background-color: transparent; font-style: normal; font-variant: normal; font-weight: 400; list-style-type: disc; text-decoration: none; vertical-align: baseline; white-space: pre;"><p dir="ltr" role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: inherit;"><span style="background-color: transparent; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Toriko</span><span style="background-color: transparent; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">, for the concept of eating monsters to get stronger, and some interesting monsters</span></span></p></li><li dir="ltr" style="background-color: transparent; font-style: normal; font-variant: normal; font-weight: 700; list-style-type: disc; text-decoration: none; vertical-align: baseline; white-space: pre;"><p dir="ltr" role="presentation" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: inherit;"><span style="background-color: transparent; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Call of Cthulhu</span><span style="background-color: transparent; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">, those who delve too deep or study the deep abyssal magicks that reside in Zorn’s many lost ruins may suddenly find themselves insane, mutated, or suddenly outright inhuman. Monsters are deadly and in the face of an unprepared adventurer, unstoppable</span></span></p></li></ul><div><br /></div><div><a href="https://theeternalslog.blogspot.com/2021/10/g75-challenge-week-four-of-zorn.html" target="_blank">Week Four</a> <a href="https://theeternalslog.blogspot.com/2021/10/g75-challenge-week-three-of-zorn.html" target="_blank">Week Three</a> <a href="https://theeternalslog.blogspot.com/2021/10/g75-challenge-week-twoish-of-zorn.html" target="_blank">Week Two</a></div>Gage Berryhttp://www.blogger.com/profile/15362937390098419601noreply@blogger.com0tag:blogger.com,1999:blog-363349493946574046.post-82052695196791845822020-08-08T11:25:00.003-07:002020-08-08T11:29:52.437-07:00Experimenting With Attributes: Playing With Mods and Substats<p><span>I like the simplicity of the GLOG. minimal number crunching for almost everything. I can improvise on the fly, as a DM or player. There's still these weird artifacts of substats and odd mechanics.</span> I barely understand how the movement and stealth substats work. So I'm changing them.</p><h2 style="text-align: left;"><span style="font-size: x-large;">New Modifier Table</span></h2><ul style="text-align: left;"><li>1-3 is a -2</li><li>4-7 is a -1</li><li>8-13 is a 0</li><li>14-17 is a +1</li><li>18-21 is a +2</li></ul>And so on, but an 18 is still the maximum for a normal human.<br /><h2 style="text-align: left;"><span style="font-size: x-large;">New Modifier Uses and Substats</span></h2><b> Strength:</b> Mostly unchanged, added to the damage of melee attacks.<br /><b> Dexterity: </b>Added to the new Speed stat, subtracted from your AC if wearing medium armor or less.<br /><b> Charisma:</b> As is, subtracted from your Save stat.<br /><b> Wisdom:</b> As is, used for your Initiative bonus.<br /><b> Intelligence: </b>During character creation, gain a number of free skills equal to your modifier. (Min: 0)<br /><br /><b> Speed:</b> Number of five-foot squares that you can travel in a turn. The default score is five + dex mod<br /><br />In my opinion, this gives me a much easier to visualize speed comparison than the original "Movement" substat. Stealth is now just a contested roll of Dex/Int vs Wis/Int (Context dependant).Gage Berryhttp://www.blogger.com/profile/15362937390098419601noreply@blogger.com0tag:blogger.com,1999:blog-363349493946574046.post-11101368842021163932020-08-01T16:59:00.007-07:002020-09-07T08:06:26.402-07:00Survival Expanded: Hex Travel and Starvation Points <font face="inherit"> Zorn, in my head, is very survival-focused. I want to see characters struggle against the vast untamed wilderness. On the other hand, struggling against bookkeeping is often the pain of survival mechanics; so here's my set of (hopefully simple) GLOG mechanics to drop in for this.</font><div><div><span> </span></div><div><span> </span><b>Overland Travel Turns:</b> As mentioned in an earlier post, I divide overland travel into 6 turns a day, as shown below. Each turn takes up roughly four hours. Each action below has DM discretion as to whether it would work in the party's local vicinity. </div><div> <span> </span>Roll for a Travel Complication every OT turn, but ignore results above 3 if the party is not taking the movement action. If the party is not moving, whoever is actively watching rolls the navigation check. If no one is actively watching, it automatically fails.<br /> <span> </span>Any OT action (besides resting) taken at night has disadvantage on any checks if done without lighting, or triggers another Travel Complication if done with lighting.<br /><ul style="text-align: left;"><li>Dawn (2 AM to 6 AM)</li><li>Morning (6 AM to 10 AM)</li><li>Noon (10 AM to 2 PM)</li><li>Afternoon (2 PM to 6 PM)</li><li>Dusk (6 PM to 10 PM)</li><li>Night (10 PM to 2 AM)</li></ul><div><br /></div></div><div><br /></div><div><div> <b>Movement:</b> It takes one OT turn to move one (six-mile) hex on road (see table below for determining wilderness speed). One character in the party is the navigator and rolls an intelligence or wisdom check (they can use relevant skills as well). Roll a <b>Travel Complication</b> and consult based on the result of the Navigation Check. After everything is resolved, the party is now in the next hex.<br /></div><div><br /></div><div><ul style="text-align: left;"><li>Road: 1 OT per Hex, Ignore <b>Complications</b> above 3</li><li>Forest, Plains: 1 OT per Hex</li><li>Desert, Swamp: 2 OT per Hex</li><li>Mountains: 3 OT per Hex</li><li>Ocean: Boat Dependant</li></ul></div><div><br /></div><div><br /></div><div><div><font face="inherit"> <b>Travel Complications:</b> Modified <a href="https://www.necropraxis.com/2014/02/03/overloading-the-encounter-die/">Overloaded Encounter Die</a>. Roll 1d6 each time the party moves a hex, and consult the table below. Severity is determined by whether the navigation check is successful. Also roll during every other travel turns, but ignore results above 3, anyone dedicating their time to watch makes the Navigation Check.</font></div><div><ol><li><font face="inherit">Encounter</font></li><li><font face="inherit">Precept (Clue, Spoor, Omen)</font></li><li><font face="inherit">Locality (Context dependant timer)</font></li><li><font face="inherit">Exhaustion (Rest or take a penalty)</font></li><li><font face="inherit">Obstacle (Troubling landscape feature, dangerous ruins, etc)</font></li><li><font face="inherit">Interesting Feature (a safe place to rest, a strange structure, etc)</font></li></ol><div><br /></div><div> <b>Encounter:</b> Your average wandering monster table roll, perhaps toss in a few rare friendly faces.<br /></div><div> <b>Navigation Success:</b> The party is not surprised, and get a small warning before running into the encounter. They can attempt to bypass it through different checks, fighting, etc.<br /></div><div> <b>Navigation Failure:</b> The party is surprised and unaware of the encounter until it becomes very painfully obvious.<br /></div><div><br /></div><div><br /></div><div> <b>Precept:</b> Relevant Warnings of what is to come; monster tracks, signs of cult activity, a dropped tool with Nazi insignia, etc.<br /></div><div> <b>Navigation Success:</b> The Party finds the Precept and can make reasonable assumptions on how to avoid or find the source, depending on their goal.<br /></div><div> <b>Navigation Failure:</b> The Party may or may not find the clue, depending on how obvious it is. Assuming it makes sense, the next OT turn is automatically an encounter with the source of this Precept.<br /></div><div><br /></div><div><br /></div><div> <b>Locality:</b> This should be used for timing various things in the area. In the context of Zorn for example; an evil cult's progression on a ritual, a rival adventuring party's progress on looting, POWs dying in a camp somewhere, etc. In more generic terms, it may mean a friendly encounter on a road or a sudden change in weather.<br /></div><div> <b>Navigation Success:</b> Assuming it makes sense, the party is aware of the progression through things like distant noises or other reasonable signs<br /></div><div> <b>Navigation Failure:</b> The Party is left unaware of the change until it becomes very painfully obvious.</div><div><br /></div><div><br /></div><div> <b>Exhaustion:</b> Something has happened to exhaust, injure, or otherwise hinder the party; traps, accidents, eating funny plants, etc.<br /></div><div> <b>Navigation Success:</b> The Hazard is reasonably avoided through the Navigator's quick thinking.<br /></div><div> <b>Navigation Failure:</b> The Hazard has been triggered, resolve and roll a flat d12 check on a Death and Dismemberment Table, this injury applies to one random party member until the next short rest.<br /></div><div><br /></div><div><br /></div><div> <b>Obstacle:</b> Some part of the nearby terrain could block the party's path; cliffs, chasms, mountains, guard posts, patches of poisonous plants, etc<br /></div><div> <b>Navigation Success:</b> The Party is made aware of the obstacle but also discover an alternate path around it or at least a way to mitigate its trouble.<br /></div><div> <b>Navigation Failure:</b> The Party is unaware of the Obstacle until it becomes very painfully obvious. If they cannot find a way through, spend another OT turn to try and find a way around it. They cannot move forward until this is resolved.<br /></div><div><br /></div><div><br /></div><div> <b>Interesting Feature:</b> Interesting things around; safe resting spots, strange holes in the ground, a hidden box of supplies, a weird fruit tree, etc.<br /></div><div> <b>Navigation Success:</b> The Party is at least somewhat aware of the feature.<br /></div><div> <b>Navigation Failure:</b> The Party is unaware of the feature until it becomes very painfully obvious.</div></div></div><div><br /></div><br /><br /><b> Foraging:</b> Foraging for food takes 1 OT Turn, everyone participating rolls an intelligence or wisdom check and each success gains 1d4 rations. <br /><br /><br /><b> Starvation:</b> Proper Rest and Survival requires food. Every day that a character goes without eating at least one ration, takes a starvation point. Each starvation point adds a cumulative +1 penalty to all rolls. Anyone with 18 or more starvation points starves to death. Recover from one Starvation point a day if given adequate food. (Not sure if I should make it require rest as well, but I'll figure that out when I test.)<br /><br /><br /><b> Dehydration:</b> In most cases, water should be hand-waved. It's not very often that you literally cannot find or bring any water throughout a whole day. However, in cases where it does (like deserts), Foraging for water is another OT Turn, water counts as a separate form of rations. Going without water for a day gives a character 5 starvation points.<br /><br /><div><br /></div><div> <b>Rest:</b> Resting is very important. A short rest takes one OT turn and functions as a large lunch, eat one ration, and regain 1d6+level HP. A long rest takes two OT turns and functions as a good night's sleep. If the weather or sleeping conditions are particularly bad, the party may need to build a small shelter.</div><div><br /></div><div><br /></div><div><br /></div><div> <b>Building Shelter:</b> Building a makeshift shelter requires everyone involved to make a check. (The type doesn't particularly matter as long as the player makes a compelling argument), as long as the majority succeeds then a small makeshift shelter is built. This is enough to at least take one long rest in bad weather but isn't very solid or defensible. Building something stronger takes downtime and money.<br /></div><div><br /></div></div></div>Gage Berryhttp://www.blogger.com/profile/15362937390098419601noreply@blogger.com0tag:blogger.com,1999:blog-363349493946574046.post-53102056278346101762020-07-25T11:36:00.002-07:002021-10-11T02:50:46.516-07:00Fortune, AKA Dramatically Mitigating Cheese As I've mentioned in the past, <a href="https://theeternalslog.blogspot.com/2020/07/zorn-1940s-pulp-explorers-vs-unknown.html">Zorn</a> is a Pulp Horror setting. What's this mean exactly? Well, imagine if Indiana Jones was stripped of his plot armor and tossed into a jungle full of things that Man was never meant to see. For entertainment purposes, no one wants to see him outright killed (the players definitely not), but there needs to be strife, pain, complications, to prevent this all from getting stale.<br /><div><span><span> This why I'm adding Fortune. It's there to prevent (some) deaths, but at a cost. It's small, it's limited, it takes a long time (or further complications) to recharge. So without further ado, here's the first draft of my Fortune rules.</span><br /></span></div><div><span><span><br /></span></span></div><h2 style="text-align: left;"><span><span>Gaining Fortune</span></span></h2><div><span><span><span> During character creation, a character rolls 2d6, this is their starting fortune. It recharges by one each session, up to a max of their starting roll. They can also recharge it during the session by introducing a complication to the session with their Flaws.</span><br /></span></span></div><div><span><span><span><br /></span></span></span></div><h2 style="text-align: left;"><span><span><span>Using Fortune</span></span></span></h2><div><span><span><span><span> Fortune is used in two different ways. The first way is that the DM determines that something in the session itself requires some luck, he then has the players roll a Fortune Check. A Fortune Check is essentially like a normal attribute check of rolling a d20 and trying to get under your stat, the relevant stat is your Current Fortune (Unspent points).</span></span></span></span></div><div><span><span><span><span><span> The second is on the player side of mechanics. Anytime a D20 roll is called (an attribute check, an attack roll, etc) a player can expend as many of their Fortune as they want, adding a bonus to that roll equivalent to the points expended.</span><br /></span></span></span></span></div><div><span><span><span><span><span><br /></span></span></span></span></span></div><div><span><span><span><span><span><br /></span></span></span></span></span></div><div><span><span><span><span><span>In short, its a pretty simple system, but I'm hoping it allows the players to avoid certain death, maybe once per five sessions or so; much less if they actively introduce their Flaws.</span></span></span></span></span></div>Gage Berryhttp://www.blogger.com/profile/15362937390098419601noreply@blogger.com0tag:blogger.com,1999:blog-363349493946574046.post-84154626158247821312020-07-25T11:14:00.000-07:002020-07-25T11:14:05.213-07:00Blood Oracle Class<span> Diviners and Oracles are weird. </span><div><br /></div><div><span> Cryptic glimpses of the future. Unknowing of whether the future is set in stone or not. Even just triggering their powers is usually an ordeal in most situations. This Oracle is no different.</span></div><div><br /></div><div><span> In Ancient Greece, oracles practicing haruspicy were to inspect the entrails of sacrificed animals, they typically used livers from killed sheep and poultry. Blood Oracles sacrifice and inspect themselves.</span><br /><div><br /></div><h1 style="text-align: left;">Blood Oracle</h1><div>Templates (Each template grants a +1 Max HP, can go above the normal max of 20 using these)</div><div><b>A</b>:+1 OD, Oracle Dice, Foretelling Wound</div><div><b>B</b>:+1 OD, Betrayal of Life Force, Minor Prophecy</div><div><b>C</b>:+1 OD, Fountain of Sacrifice</div><div><b>D</b>:+1 OD, Bloody Wraith, Major Prophecy</div><div><br /></div><h2 style="text-align: left;">Oracle Dice</h2><div> Blood oracles have a number of D6 Oracle Dice (OD) based on their level. They can spend these on their class abilities as listed, taking the rolled number in damage and then immediately triggering the ability. This damage <b>can</b> trigger rolls on the death and dismemberment table (at least until the character gains <b>Bloody Wraith</b>). These dice are expended for the day after being used once.<br /></div><div><br /></div><h2 style="text-align: left;">Foretelling Wounds</h2><div><span> Expend one Oracle Die, then roll a D20 and record the number somewhere. You can replace a d20 roll by any willing creature within your sight (Including yourself) with this number once. If this number is not used by the end of the day, it is lost.</span><br /></div><div><span><br /></span></div><h2 style="text-align: left;"><span>Betrayal of Lifeforce</span></h2><div> Your <b>Foretelling Wounds</b> rolls can now be used on enemies within your sight.<br /></div><div><br /></div><h2 style="text-align: left;">Minor Prophecy</h2><div> <font face="inherit"> Expend one Oracle Die when you need an item that you could have theoretically gained in the past and held onto until now. You had a minor vision in the past that you would need this item and stored it in your bag retroactively. If you did not have specific access to this item, then you can pay its cost to purchase it (assuming that that is reasonably possible in the recent past)</font><br /></div><div><span><br /></span></div><h2 style="text-align: left;"><span>Fountain of Sacrifice</span></h2><div> <font face="inherit"> <b>Foretelling Wounds</b> no longer depletes Oracle Dice. You still take the rolled damage every time you use it, but your Oracle Dice can be reused afterward.</font><br /></div><div><br /></div><h2 style="text-align: left;">Bloody Wraith</h2><div> <span style="white-space: pre-wrap;"><font face="inherit">Foretelling wounds that reduce you to negative HP do not trigger rolls on the death and dismemberment table or injuries, this negative HP is still added to Death and Dismemberment Rolls for the purposes of other injuries incurred.</font></span></div><div><span style="white-space: pre-wrap;"><font face="inherit"><br /></font></span></div><h2 style="text-align: left;"><span style="white-space: pre-wrap;"><font face="inherit">Major Prophecy</font></span></h2><div><span style="white-space: pre-wrap;"><font face="inherit"><span> Expend four Oracle Dice. Name a (somewhat) reasonable thing that could happen to you within the next six months. Assuming it is (somewhat) reasonable, and you actively work towards it, it will happen within the next six months (In-game). You can only have one of these prophecies active. How reasonable it is, is decided by DM fiat.</span></font></span></div></div><div><span style="white-space: pre-wrap;"><font face="inherit"><span><br /></span></font></span></div><h1 style="text-align: left;"><span style="white-space: pre-wrap;"><font face="inherit"><span>Blood Oracles in Zorn</span></font></span></h1><div><span style="white-space: pre-wrap;"><font face="inherit"><span> Blood Oracles are typically found in some of the less directly violent Blood Cults of Zorn. As with all magic, it was originally practiced by the Natives of Zorn (something I really need to write a further article on). Increased contact with them and the diminishing sanity of those who stay on Zorn caused a great many to pick up on occult practices such as this.<br /></span></font></span></div>Gage Berryhttp://www.blogger.com/profile/15362937390098419601noreply@blogger.com0tag:blogger.com,1999:blog-363349493946574046.post-34824186833657578972020-07-21T22:11:00.023-07:002021-10-21T22:28:10.735-07:00Zorn: 1940's Pulp Explorers VS The UnknownImagine, if you will, an alternate version of Earth.<div><br /></div><div> <b> March 13th, 1921</b>. A small island begins to form in the center of the Atlantic Ocean.<br /></div><div><span><br /></span></div><div><span> <b>August 28th, 1928</b>. The Island has been growing at an immense rate but has since stagnated. It is roughly the size of Texas. Life has been evolving on it at an extreme rate and many new species have been discovered.<br /></span></div><div><span><span><br /></span></span></div><div><span><span> <b>December 31st, 1931</b>. The plant and animal life on the Island has grown increasingly violent and dangerous with each passing day. It has been dubbed "Zorn" by the German explorers who first lost their lives there.<br /></span></span></div><div><span><span><span><br /></span></span></span></div><div><span><span><span> <b>March 14th, 1936</b>. Strange ruins have been unearthed deep in Zorn, yet it continues to grow more dangerous. Rumors talk of strange "Magik" affecting the explorers.<br /></span></span></span></div><div><span><span><span><span><br /></span></span></span></span></div><div><span><span><span><span> <b>January 1st, 1938</b>. The world believes that Zorn holds something powerful and unknown. It has never been more dangerous, yet global powers continue funding private expeditions in hopes of finding something that will give them an edge in the upcoming war.<br /></span></span></span></span></div><div><span><span><span><span><span><br /></span></span></span></span></span></div><div><span><span><span><span><span>This is the world of Zorn.</span></span></span></span></span></div><div><span><span><span><span><span><br /></span></span></span></span></span></div><div><span><span><span><span><span>Players can expect their characters to delve into ancient ruins, explore uncharted jungles, tempt fate with cursed magic and strange artifacts, and hopefully not die or go insane in the process.</span></span></span></span></span></div><div><span><span><span><span><span><br /></span></span></span></span></span></div><h1 style="text-align: center;"><span><span><span><span><span>Mechanical Changes</span></span></span></span></span></h1><div style="text-align: center;"><span><span><span><span>(Unless otherwise stated, the system is originally based on <a href="https://theeternalslog.blogspot.com/2020/07/my-current-glog-hack.html">my modified Skerples hack</a>)</span></span></span></span></div><div><span><span><span><span><br /></span></span></span></span></div><div><span><span><span><span><b><a href="https://theeternalslog.blogspot.com/2020/08/experimenting-with-attributes-playing.html">Attributes</a>:</b> I want to try something different with this. May get changed if it turns out to suck, but I'd like to decentralize modifiers as much as possible. I'm thinking I'll change the modifier spread to:</span></span></span></span></div><div><ul style="text-align: left;"><li><span><span><span><span>1-3 is a -2</span></span></span></span></li><li><span><span><span><span>4-7 is a -1</span></span></span></span></li><li><span><span><span><span>8-13 is no modifier</span></span></span></span></li><li><span><span><span><span>14-17 is a +1</span></span></span></span></li><li><span><span><span><span>18-21 is a +2</span></span></span></span></li><li><span><span><span><span>And so on, but an 18 is still the maximum for a normal human.</span></span></span></span></li></ul><div>In addition, I want to use the modifiers for more abstract things, for instance, movement speed. Going to end up fiddling with these values for a while though, so I'll leave the rest out until I figure it out.</div></div><div><br /></div><div><b>Actions:</b> Like some of these other changes, I noticed that I liked a lot of Pathfinder 2nd additions and want to try them out. In this case, the action economy. Characters get two actions that they can spend on movement <b>or</b> more typical action-based things. They can spend two actions to dash if they want to forgo an attack or two actions to attack if they want to forgo movement or any other inherent combination with their other actions.</div><div><br /></div><div><b><a href="https://theeternalslog.blogspot.com/2020/07/fortune-aka-dramatically-mitigating.html">Fortune</a>:</b> Since this is a pulp setting, I want players to occasionally be able to do cool things or survive nearly impossible situations. In order to add just enough occasional survivability for this, I plan to add a framework for a stat similar to how luck works in DCC. I'm still debating whether to use it as a pool or a stat or some amalgamation of both, but I think it'll be useful for my purposes. It goes down with use and is refilled by one point at the beginning of every session and also by participating in your character flaws.</div><div><br /></div><div><b>Cooking:</b> Inspired by the <a href="https://coinsandscrolls.blogspot.com/2017/07/monster-menu-all-part-1-eating-ad.html" target="_blank">Monster Menu-All</a>, I think all of the unique monsters of Zorn will be uniquely dangerous to eat. Some may kill you for a tasting of their flesh, and some may simply horribly mutate you, for better or worse. To better facilitate this, I'm probably going to throw in a couple mechanics related to investigating food, cooking, and gaining mutations. Maybe even a Chef class?</div><div><br /></div><div><b>Races:</b> Obviously the normal GLOG races set up won't apply to 1940s Earth, so I plan to replace it with a background system. For instance, someone who was a chef before joining the "Gold Rush" of Zorn, might get a second roll for their dex (or perhaps int or cha, this is just an example), get a -1 bonus to investigating ingredients, and a character flaw for eating unknown foods. I've detailed a bit more on this system <a href="https://theeternalslog.blogspot.com/2021/10/zorn-zero-level-characters.html" target="_blank">here</a>.</div><div><br /></div><div><b>Flaws:</b> I want Zorn to focus a lot on character development, why is your character adventuring here despite the danger? How do they handle the stress? I wanted a system that would reward players for roleplaying this out and I came up with this. </div><div><span> </span>Flaws are small roleplaying tidbits that are (usually) actively negative to engage in, addictions, bad habits, etc. Engaging in your flaw in a way that causes some kind of complication to the party recharges your Fortune a little bit (usually one point). Every character starts out with a character flaw based on their background (or maybe I'll just make it a separate table), character flaws can be ignored without any detriment (besides finding it harder to refill your fortune). Insanity Flaws are different, flaws gained through poor trauma rolls still give you Fortune for participating in them, but are detrimental to ignore. At the end of every session, lose one point of fortune for every insanity flaw ignored. Gaining an Insanity Flaw also lowers your Charisma by one point.</div><div><br /></div><div><b><a href="https://theeternalslog.blogspot.com/2021/10/zorn-zero-level-characters.html" target="_blank">Level Zero</a> and a Funnel:</b> I've always loved the concept of funnel adventures in DCC. For the uninitiated, characters in DCC start out as levelless commoners with as much durability and power as a piece of soggy toilet paper. Players get four of these expendable characters each and head into a level one dungeon, hopefully coming out of it with only one or two survivors each who then level up. I've always been curious about more diegetic and narrative forms of advancement, and this is a good way to do that. Plus it allows me to explain how the player characters got a hold of cultist magic or became a skilled fighter for their class. For the GLOG adaptation, I'm thinking level zeros get:</div><div><ul style="text-align: left;"><li>HP is Con-6, Minimum 0.</li><li>Attack Bonus 0</li><li>No class templates (in case it wasn't obvious)</li></ul><div><b><a href="https://theeternalslog.blogspot.com/2020/09/firearms-and-machetes-new-zorn-combat.html" target="_blank">Equipment</a>:</b> Being 1940s Earth, I need to update the equipment list a bit, as well as adding guns and some balancing factors around those. Think I'll probably add some similar gun rules to the ones in Stars Without Number Revised, as they make Firearms and Melee Weapons meaningfully different.</div></div><div><br /></div><div><a href="https://theeternalslog.blogspot.com/2020/08/survival-expanded-hex-travel-and.html"><b>Survival Mechanics</b></a>: Being a mostly wilderness-based setting, I wanted more rules to make it deadlier and at least marginally more intricate. So I wrote them.<br /></div><div><br /></div><div><b>Classes:</b> as with equipment, I'm going to have to reskin some of the original GLOG classes, as well as coming up with a variety of my own. Wizards will likely be flavored as cultists. I also think I'm going to change leveling from GP as XP to SP as XP. should make it a little more exciting when you do actually find gold, but silver is the standard.</div><div><ul style="text-align: left;"><li><a href="https://theeternalslog.blogspot.com/2021/10/zorn-base-classes.html" target="_blank">Basic Classes</a><br /></li><li><a href="https://theeternalslog.blogspot.com/2020/07/blood-oracle-class.html">Blood Oracle</a></li></ul></div><div><br /></div><div><b>Destiny Templates:</b> As mentioned earlier, I like the concept of diegetic advancement, and this is another improvement for its sake. At 5th level, rather than retiring your character to a life of enjoying their gathered riches, you may instead gain a Destiny Template. This is like a class template, however, there is only one level and it's requirements are narrative-based, it also adds guidelines to your retirement (not everyone gets a happy ending). For Instance:</div><div><br /></div><div> <b>The Insane</b><br /></div><div>(Prerequisite, survive 5 Insanity Flaws)</div><div><span> </span>Life on Zorn has irreversibly corrupted your very mind and soul, burning pathways into powers that you didn't know you had. Your Charisma can no longer be lowered or raised. You gain one SD (usable as a 1st Level <a href="https://coinsandscrolls.blogspot.com/2018/03/osr-class-sorcerer.html" target="_blank">Sorcerer</a>)</div><div>Retirement: Even if you ultimately survive your trip to Zorn and return rich, you will no longer be accepted by society. Perhaps you live as a reclusive hermit, remembered as a terrifying legend by any who discover you. Perhaps you retire, chained up in some psych ward somewhere after being captured. Point being, you have been abandoned by society.</div><div><br /></div><div>I think those are all the major changes I'm making to the system for this setting. Honestly really excited to see how this all turns out in the end.</div><div><br /></div><h1 style="text-align: center;">DM Resources</h1><div><b>Gary Gygax '75 Challenge</b></div><div><b><a href="https://theeternalslog.blogspot.com/2020/08/g75-challenge-week-one-zorn.html">Week One</a><br /></b></div><div><a href="https://theeternalslog.blogspot.com/2021/10/g75-challenge-week-twoish-of-zorn.html" target="_blank"><b>Week Two</b></a><br /></div><div><a href="https://theeternalslog.blogspot.com/2021/10/zorn-g75-beastiary.html" target="_blank"><b>Week Two: Beastiary</b></a><br /></div>Gage Berryhttp://www.blogger.com/profile/15362937390098419601noreply@blogger.com2tag:blogger.com,1999:blog-363349493946574046.post-62512480189304183642020-07-19T04:58:00.004-07:002020-07-19T05:08:01.610-07:00My current GLOG Hack<span> About six months ago I started a GLOG campaign using <a href="https://drive.google.com/file/d/1j0y6h2XXnfJS-mJRF_-0MknSazNNAij4/view" target="_blank">Skerple's original hack</a> (I admit I'm still digesting the many-rats-on-a-stick edition), but as with all GLOGs, it changed pretty quickly. You'll notice that many of these changes are due to things that my tiny peabrain was just not prepared to think about.</span><br /><h1 style="text-align: center;"><span>The Changes</span></h1><div><b>Skills:</b> Provide a -2 bonus to any relevant roll, are usually more specific or niche (ex. map reading, dwarven script literacy, sailing in a campaign usually on land). Can be gained through downtime.</div><div><br /></div><div><b>Opposed Rolls: </b>Modifying the DCs based on the opponent's stat minus ten always freaked me out, so I simplified it. both sides roll, the one who gets the highest margin of success (points under their relevant stat) wins. If both sides fail, shenanigans may ensue (DM's choice)</div><div><br /></div><div><b>Combat Maneuvers:</b> Use the new opposed roll rule as above except if the initiator fails their check, then the defender can make a free counter-attack (in the case of combat maneuvers) with their reaction (another piece I <strike>stole</strike> added)</div><div><br /></div><div><b>Associated Stats:</b> </div><div><b>Defense</b> is now descending rather than ascending to simplify combat rolls due to my earlier problem with opposed rolls. </div><div><b>Attack</b> stat has been replaced with an attack bonus based on level, starting at 1 and increasing as the attack stat would increase. </div><div><b>Movement</b> has its uses but I never used it so I scrapped it. However, I have been contemplating on replacing it with something else to determine character speed in combat. </div><div><b>Stealth</b> has been replaced with just a flat opposed roll of dex/int vs wis/int (roller's choice).</div><div><br /></div><div><b>Combat: </b></div><div><b>Initiative</b> functions more closely with how classic initiative works, d12+wis modifier, start at the top, and work your way down. </div><div><b>Attacking</b> is now 1d20 minus the relevant modifier (determined by weapon) minus your attack bonus, with your goal to be under the opponent's defense.</div><div><b>Actions</b> are currently set up similar to how 5e works, Main action, Move, Reaction. got another idea in the works though and will probably test it out soon, involves replacing movement with another action and making movement an option for a player's action, similar to PF2e.</div><div><br /></div><div><b>Overland Travel:</b> This is probably the most overhauled on my part. Each day is divided into 6 parts of roughly 4 hours each.</div><div><ul style="text-align: left;"><li><span style="font-family: arial; font-size: 11pt; white-space: pre-wrap;">Dawn</span></li><li>Morning</li><li>Noon</li><li>Afternoon</li><li>Dusk</li><li>Night</li></ul><div><span> Each of these phases is used as turns during hex map exploration; things like taking a long lunch, foraging, moving over a (6 mile) hex all take one turn while things like building small constructs (short bridges, small fortifications), long resting, and other complex actions take two turns. </span></div><div><span><br /></span></div><div><span>Note that actions taken at night that would reasonably require sight have either detrimental modifiers to relevant rolls (as the characters stumble in the dark) or increased chances of encounters (as enemies notice the light source of the party).</span><br /></div></div><div><span><br /></span></div><div><b>Sanity:</b> Since this campaign was originally meant to be a horror campaign, I also <strike>stole</strike> added, the <a href="https://drive.google.com/file/d/0BxVHEMMjLlZ4cFVJTEFEcW9WV0U/view?usp=sharing" target="_blank">sanity rules</a> from Arnold K's original copy.</div><div><span><br /></span></div><div><span>For the most part, that covers the majority of changes that I've been currently running in my home campaign, although I've been preparing some more drastic changes for an upcoming setting set in a fictional version of 1930s-40s Earth where a strange continent suddenly appears in the ocean, ripe for the looting by foreign nations and <a href="https://static.independent.co.uk/s3fs-public/thumbnails/image/2018/06/29/10/indiana-jones.jpg" target="_blank">pulp adventurers</a>.</span></div>Gage Berryhttp://www.blogger.com/profile/15362937390098419601noreply@blogger.com0tag:blogger.com,1999:blog-363349493946574046.post-34522154152953662712020-07-19T03:11:00.007-07:002020-07-19T05:08:32.342-07:00The Blogs, The GLOG, and The Eternal Slog.<h1 style="text-align: center;"> <font size="6">The Blogs </font></h1><div><span><span> </span>The OSR Community as a whole has been kicking out some awesome content recently, between the bazillion blogs, the countless successful Kickstarter campaigns, and the proliferation of OSR content as a whole has almost reached the mainstream. It's awesome, it really is, and its only one curious development of the RPG community recently.</span><br /><div><span><span> </span></span></div><div><span><span><span> <span> </span></span>As of late, 5e has become somewhat of a dull topic, at least that's how it appears to me. The old grognards are heading to PF2e, The SuperMassive Umbrella</span></span> that is the OSR tag in general, or other greener systems. Meanwhile, 5e is seeing this huge influx of new players due to the popularization of podcasts and actual play television such as Critical Role and similar. It's a great time to get into the hobby. </div><div><br /></div><div>(I won't touch upon the topics of recent allegations against certain entities, I refrain from talking politics in everyday life and I continue to do so now.)</div><div><span> </span></div><div><span> Simply put, I'm throwing my hat into the ring. I want in on this whole "blogging" thing. I'm lazy, busy all the time and horrible at staying on track with things. But I'm giving it my best shot. I've been running OSR content for about 8 years, starting with Stars Without Number 1e all the way back in 2012, but I mostly run GLOG hacks recently. </span><br /></div></div><div><span><br /></span></div><div><span><span> Speaking of which...</span></span></div><h1 style="text-align: center;"><span><font size="6">The GLOG </font></span></h1><div><span> I've seen the GLOG being posted about a lot recently. It's been my favorite system for a while now, I picked up Skerple's hack about a year or two ago along with a copy of <a href="https://www.drivethrurpg.com/product/252934/Tomb-of-the-Serpent-Kings--Deluxe-Print-Edition" target="_blank">Tomb of the Serpent Kings</a> and I haven't looked back since. It's not the most well-polished engine, I've even seen it described as <a href="https://oblidisideryptch.blogspot.com/2020/07/how-i-learned-to-stop-worrying-and-love.html" target="_blank">a jury-rigged piece of shit</a> (lovingly of course), but the hacks that it has spawned are truly built for what the creator wanted. There is no wasted design space. Don't like that one annoying rule that your original copy has? Toss it tf out. Want mechanics that support a setting of Weird War 2 Pulp exploration (Something that I've been working on myself)? Toss em in. </span></div><div><span><br /></span></div><div><span><span> If you couldn't tell, the GLOG is more of a philosophy of design rather than a full and ready to play RPG system. Make what you want, fix or toss out what doesn't work. Continue for eternity. </span></span>Your GLOG is not my GLOG nor anyone else's. </div><div><ul style="text-align: left;"><li><span><span>The first rule is to toss out what you don't like. </span></span></li><li><span><span>The second rule is to shamelessly steal (and attribute, since writers are cool people and deserve recognition).</span></span></li><li><span><span>The third and final rule is to just keep writing until you get where you want to be.</span></span></li></ul></div><div><span><span> <span> </span>I'd go into more details on my own GLOG hacks but I've got plenty of time to do that later and if I insisted on putting them here then this post would never end.</span><br /></span></div><h1 style="text-align: center;">The Eternal Slog</h1><div><span> Anyone who doesn't care about me personally (I doubt many do) or perhaps my plans with this place, can skip this part and leave, this is the end of useful content to steal (not that there was much to steal above either). Such behavior is the way of the gretchlings and their blog browsing habits.</span><br /></div><div><span><span> </span></span></div><div><span><span> Either way, This blog is my way of saying "I am a filthy gretchling, here's the shit I wrote, steal it. Improve it. Report back if you wish, though I know many may not." I'm probably going to be posting a lot of GLOG material in case you hadn't realized this earlier, though perhaps it will be interspersed with some Stars Without Number hacks if the inclination hits me.</span><br /></span></div><div><span><span><span><br /></span></span></span></div><div><span><span><span> I honestly have no clue how often I'll write here, and even less of a clue how much will be seen. I'm hoping for a good article once a week though. Or maybe once every couple weeks. Shit, I may forget about this blog tomorrow morning, it's pretty late and my brain is holding itself together with crippling ADD and caffeinated tea right now, which should also explain any odd or shoddy writing decisions on my part.</span><br /></span></span></div>Gage Berryhttp://www.blogger.com/profile/15362937390098419601noreply@blogger.com0