Showing posts with label demi-class. Show all posts
Showing posts with label demi-class. Show all posts

Saturday, 10 July 2021

[GLOG] Jousteian Demiclasses

Recently, some passing acquaintances and fairweather allies of mine on Discord pointed me towards the works of Canadian artist jouste (to whom I credit all the visual art in this post). Someone joked about a GLOGhack where this portfolio was the class list. Here's what I've come up with in response.

Each of these classes is inspired by one of jouste's pieces. They're just like regular GLOG classes, except that you can only enter them at first level, you don't have a race / species / ancestry if you take one, they come with special dietary requirements, and they only have A and B templates. Fill out your other template slots with other classes.

Class: Epistolemure

Starting skill: 1d3 - 1) Bureaucracy, 2) Calligraphy, 3) Debating.
Starting equipment: Knife, fountain pen, signet ring (draw your sigil), blank 100-page notebook, indefinite supply of black ink, up to 1oz per day of molten wax secreted from your chest cavity (1d8th colour of the rainbow, black on an 8).
Diet: Ten sheets of ordinary letter-sized paper equal one ration. High-quality paper counts double. Spellbook pages count quintuple, but are dangerous (Save or gain a random mutation). You don't need to drink.
A: +1 Stealth. You can't wear armour, but your hardened skin and agility count as Leather that doesn't encumber you. As an action, fold yourself up into a flat form with the size, weight, and general appearance of a letter, or unfold yourself to full size. Equipment doesn't transform with you. In letter form, you can't see, speak, or move under your own power, and are indistinguishable from a letter unless someone tries to open you or sets you on fire, at which point you instantly revert to normal.
B: +1 Stealth. You can write (but not necessarily read, speak, or understand) any language you know about. You may allow yourself to be opened, and know how to write on yourself such that the message will appear in the opened letter. If you ingest a dose of poison as you transform, it doesn't affect you as long as you stay in letter form, and, if anyone reads you, you transfer that dose to them in full, losing the poison yourself and forcing them to Save against it.

Class: Fueldrake

Starting skill: 1d3 - 1) Arsonist, 2) Mechanic, 3) Stage Technician.
Starting equipment: Wrench, tinderbox, lizard leathers (armour as leather), two jerry cans. Each can holds up to 30 pints of liquid and consumes one inventory slot per 6 pints or part thereof. One contains 1d6+3 pints of lamp oil, the other 1d6+3 pints of [1d6 - 1) vegetable slurry, 2) glue, 3) acid, 4) magenta paint, 5) blood, 6) cheap, horrible sake].
Diet: One pint of lamp oil equals one ration. You can substitute any flammable liquid that would give you the same amount of burn in a lantern - no solids. You don't need to drink anything else.
A: +2 Movement. You can speak with fuel. Most fuel isn't terribly bright and its memory is limited to a day, but it's enthusiastic and overconfident to a near-suicidal degree.
B: +2 Movement. You are telekinetic, with strength and speed equal to your own and reach as far as you can perceive, but it only works on things that are currently on fire.

Class: Crystopian

Starting skill: 1d3 - 1) Hazardous Materials, 2) Mad Science Power Source, 3) Particle Physicist.
Starting equipment: Unstable raygun (range as bow, 1d3 or 2d3 damage, 3s explode, each explosion deals 1 damage to you), two metal legs, one metal arm.
Diet: Spending an hour in direct sunlight or consuming an ounce of radioactive material counts as one ration. You don't need to drink - in fact, you can't drink.
A: +2 Defence, -2 hp. You're immune to ionizing radiation. You can't wear armour, but your crystalline body and scavenged metal limbs count as Chain. You can replace any limb with 10 minutes' work and a suitable replacement, or spend 10 minutes to re-engineer an arm into a leg (but not vice-versa). Anything metallic, articulated, and roughly the size of a human limb works as a leg, but arms need some sort of manipulator. You can have up to three limbs in any combination at any given time. Each leg beyond the second grants +2 Movement. One leg halves Movement. You can't move at all with no legs.
B: +2 Defence, -2 hp. You can now support up to five limbs at a time. While you have at least three arms, you gain an extra attack per round, but you must make it with a different limb from your first.

Class: Rogue Ultrabenthic Tendril

Starting skill: 1d3 - 1) Angler, 2) Longshoreman, 3) Pirate.
Starting equipment: Rusty hook on a chain (as flail), sealeather jacket (armour as leather), 1lb bag of salt, symbiotic starfish companion, 3 jars of dead plankton in brine (1 ration each, to you), vial of sapient water from the Ultrabenthic Flowmind (telepathic, hates you).
Diet: You drink saltwater as much as a human drinks fresh water, and you can only eat creatures that live in it. You can drink fresh water and other liquids, but they don't sate your thirst. (For reference, half an ounce of salt turns one pint of fresh water into saltwater.)
A: You sink in water, and can breathe underwater indefinitely. You gain an extra attack per round with your stinging tentacles, useable only at very close range. On a hit, the target Saves vs. paralysis and becomes unable to breathe, vocalise, or use breath-based abilities for 3 rounds on a failed save or 1 round on a success. This duration stacks with itself, and a creature thus affected for 10 consecutive rounds dies. All ordinary sea life is mortally terrified of you.
B: If you hit with a tentacle attack, you can make another one immediately. You can speak telepathically with any creature that breathes, but will always come across as aggressive and hateful, whatever your actual sentiment.

Saturday, 8 May 2021

[GLOG] The Hound of the HIGHEST

Evil smells bad. Everyone knows this - from putrid corpse-scent to the heady reek of pestilence (which is, of course, spread by corrupted air), the works of Him Below leave a foul miasma on the world that offends the senses and disquiets the soul.

What some don't realise is that it's not merely the products of wickedness that leave clues in the air. Sin itself has a smell. The five Mortal Transgressions each leave their own distinctive marks upon the air, too subtle and insidious for the untrained nose. With practice, though, they are all too easy to sniff out.

The Hounds of the HIGHEST are a loosely-knit holy order separate from the three great churches. Their senses of smell are finely attuned to the evils of the world, and, to hone it, they must spend time bathing themselves in that same wickedness, thus their high attrition rate for new recruits and their terrible reputation among more conventional clergy. Still, those who can brave the Transgressions and come out with their faith intact are investigators without compare. Tannists, Venerables, and Absancts alike spurn the Hounds in public, but every bishop worth her salt knows when to call for their aid.

Some grow tired of serving the churches, though, and decide their talents would be better used elsewhere, in the dark, forgotten places of the world.

These are their stories.

Demi-Class: Hound of the HIGHEST

Starting equipment: Plain steel censer (as flail) with 2d4 phials of holy incense (burn for an hour each), notebook, pencil, Edicts of the Heights (Wodelyn translation, heavily defaced), pewter badge with bloodhound sigil.
Starting skill: Roll 1d3 - 1) Apothecary, 2) Hunter, 3) Perfumier.

For each Hound of the HIGHEST template you possess, you gain +1 Initiative as long as you have a functional sense of smell and your enemies have a scent, however slight.

A: Heaven Scent, Lingering Stink
B: Whiff of Suspicion, Burn Out the Stench

Several of the Hound's abilities rely on smell. These abilities are not magic and can't be dispelled or blocked by antimagic effects, but they can be foiled by strong mundane smells like perfume or dung.

A: Heaven Scent
You have a nose for the five Mortal Transgressions: Violence, Theft, Witchcraft, Oathbreaking, and Sedition. You can detect people and things associated with them, known as Transgressive Objects, by smell alone. By spending one round within arm's reach of such a thing - you needn't take any particular action - you detect the scent and learn which of the five Transgressions is most applicable and whether the subject is a Transgressor (one who's committed a Transgression), a Product (a direct result of a Transgression), or an Accessory (something associated with the commission of a Transgression). Victims have no particular scent unless they also fall into another category.

  • Violence: Weapons are Accessories, corpses and major long-term wounds are Products.
  • Theft: Stolen goods are Accessories, and anything stolen goods have been directly traded for is a Product.
  • Witchcraft: Magic (not priestcraft) used in unsanctioned or wicked ways. Spellbooks and other paraphernalia are Accessories, summoned creatures and ongoing magical effects are Products.
  • Oathbreaking or Sedition: Use your best judgement - these are too wide for a full list.

You can trace scents up to a week old, and discern when they're more than a day old.

A: Lingering Stink
Even successful Hounds have a hard time getting through training without falling into a few bad habits. When you gain this ability, roll 1d6 for a bad habit - 1) binge drinking, 2) narcotics, 3) gambling, 4) meaningless sex, 5) petty theft, 6) brawling. If you've indulged your bad habit in the last week, for no reason other than feeling the buzz, you gain a +2 bonus to all saves and heal 1 extra hit point with lunch. If you haven't, invert these bonuses.
This habit also gives you a constant miasma of low-level vice. It doesn't interfere with your abilities, but it does mask any greater Transgressions you might have committed, such that other Hounds and similarly trained people can never detect them.

B: Whiff of Suspicion
You can now trace scents up to a month old, and discern when they're more than a week old.
You can spend a round adjacent to a Transgressive Object to commit it to memory. Note down its nature and Transgression, such as "Darius the blacksmith - Witchcraft" or "the Eleventh Legion's lost pay chest - Theft". When you smell something connected to the same acts of Transgression, you will recognise the link; you'll know, for example, that Darius' familiar is linked to him (beyond simply being an Accessory to Witchcraft), or that the bandit camp on the Caul Road is associated with that stolen pay. You can retain only three memories at a time this way, and may drop them at any time.

B: Burn Out the Stench
You gain an extra attack per round which you can only use against creatures you've identified as Transgressors or Accessories.

Design Notes

The inspiration for this class comes from all over the place, but the trigger was an episode of Leverage, of all things, the one where they fake a miracle to save a church from being shut down. There's a minor plot point about the Vatican sending investigators to verify the miracle as legit, and the second thing this made me think of was whether it'd be cool to play one of those guys. (The first thing was the Monty Python "Church Police" skit.) The first version of this class was based around being able to discern whether magic was real or fake, but I realised pretty quickly that it would be very limiting, and had a think about what else church investigators might do. The other inspiration point was the running theme in many GLOG denominations of wizards being able to taste magic. What if priests had a similar sense, one more aligned with their identity? What if they could smell sin?

The Hound of the HIGHEST was originally going to be a full class, but my attempts to extend it to C and D templates felt like a stretch somehow, like I was overextending an already pretty limited idea. That said, I think I like it as a half-class. I figure the Hounds probably aren't close-knit enough to have all that much consistency between them, and we should have more half-classes regardless, since ease and simplicity of multiclassing is one of the GLOG's biggest strengths. Fill out your other two levels with some sort of thief if you want to stress the "holy scoundrel" angle, a different flavour of priest for some actual miracles, or a fighter class for a scent-based Punisher type.

I really need to write up more about the assumed theology behind my classes at some point.