August 26, 2023

Fifteen Blows (Five Duelist Styles)

 I couldn't resist. Required reading, Loch's excellent Duelist - a fighter that's actually kinda fun.

A Duelist's Halo
Art By Konstantin Vavilov


Ψ - Mercy
The style of the warrior nuns on the Northern frontier, where the sun bleaches all. Requires a blunt weapon.
You might have learned it from one of their fold, or in a near-death experience
  1. Technique: Liturgical Waltz - When you would make two successful attacks on a target, you may shove them up to 20' for free.
  2. Stance: Divine Repose - Brace your arms in prayer and fall to your knees. You cannot cause any harm to others in any way and you move at a crawl. But you cannot die and you cannot be dismembered.
  3. Technique: Make Them See God - When you could riposte, you can instead make the opponent go into Divine Repose for a round by beating them into that position.
  4. Stance: Deathtrap Enlightenment - Your eyes glow a yellow weirdlight. Murderers of the first degree cannot make eye contact with you. Cursed items quiver under your gaze.

Ψ - Hadal
The style of unknowable things come to rise from the ocean and cynic's nightmares.
You might have learned it from an indescribable fish in your dreams, or etched on the ocean floor.

  1. Technique: We All Float Down Here - Upon a successful attack, you may change the opponent's gravity. They move and fight as if they were swimming in water. Fighters get a save.
  2. Technique: Abyss On Earth - Forgo one of your attacks to vomit a vantablack fog. It covers a 20' by 20' area and lingers for 3 rounds. It is impossible by any means mundane or magical to see through it or dispel it.
  3. Stance: Flight Of The Fish - If in darkness, you can move in the air as if you were swimming in water.
  4. Stance: Trench Fighting - Your extra AC from panache isn't lost when you're submerged in water.

Ψ - School Of Flight
The style of the Students of Flight in their fortress-academy high in the mountains.
You might have learned it from the lessons of the school, or in the entrails of a roc.

  1. Technique: Rising Action - When you would riposte, you instead launch yourself off the opponent's weapon up to 20' in the air.
  2. Technique: Falling Action - If you are above someone's head, you can make an extra attack with advantage for free.
  3. Stance: Airborne Fighting - Your extra AC from panache isn't lost when you're in air. You always fall on your feet and take no damage from falls you prepared for.
  4. Stance: Stolen Flight - You can jump up to 10' in the air given you have an arm's length of space to move.

Ψ - Ultraviolent
The style of imperceptible light. Needless to say, its students are elusive.
You might have learned it from an invisible mentor, or on a blank notebook reeking of lemon juice.

  1. Technique: Blinding Blood - When you would take damage, your wounds bleed a strong purple weirdlight. Everybody who can see you hurt must make a save or be blinded.
  2. Technique: Speed Of Light - If you can see a strong light source you can teleport on top of it in the blink of an eye. Using this to teleport to the sun is an inadvisable, but possible decision.
  3. Stance: UV Cloak - Your body becomes invisible. Your equipment does not benefit from this invisibility.
  4. Stance: Light's Witness - You can see invisible foes. They glow a strange fluorescent pale and have trailing afterimages.

Ψ - Ook
The style of the primates in the West whose weaponry consists of sticks and stones. Requires a rock.
You might have learned it over tea by a wise orangutan chieftain, or by bonding with your own special rock in a way incomprehensible to others.

  1. Technique: Skipping Stones - You can make melee attacks on anybody you see by skipping your stone across their heads. 
  2. Technique: OOK OOK AAH - If you deal max damage, you may disable the opponent's ability to communicate in anything but ooks, aahs, and eeks.
  3. Stance: Rollout - As long as you are rolling in one direction, you cannot be stopped or moved against your will.
  4. Stance: Primal Respect - Take a posture ridiculous to civilized folk but revered by animals. Animals will not attack you unless you have attacked them first. If you are hostile to them, you are the sole focus of their attention.

August 24, 2023

Class-As-Species (Anatomically Correct Wizards)

Adventurers are different from all other kind of folk in every aspect, mainly as a result of their class. But nobody seems to know what a class is other than it makes you better at killing shit and getting fat stacks. What if we took it in an absolute direction:

Fighters, Thieves, Wizards and the like are not occupations, they are all species that appear human on the surface, but are anatomically unique. 

All branching evolutions come from and still inherit the traits of:

ADVENTURER 𝚫 - AURUM FICEDULA
If you take any other class-as-species Delta, you must take this Delta. Be born (or rebirthed) with numinous qualities.
  • With a mere look you know any given object's monetary value.
  • You give off pheromones that have a certain effect on people. People treat you as more important than you often actually are.
  • You metabolize gold. All other food tastes like ash, but gold? Indescribable ambrosia. You must adventure to live - your appetite is voracious.
A flock of Adventurer subspecies (called a Party)
(By Konstantin Vavilov)


FIGHTER 𝚫 - URSUS LORICATUS
If not born a Fighter , you can be reborn as one by: Bathing in the burning blood of a dragon and melting into a Fighter; Wearing a piece of armor for a month without ever taking it off; Divine blessing.
  • What people mistake for a suit of armor is actually your flesh. Add [LEVEL + 1] to your AC. You are never treated as unarmored, as it is embedded into your skin.
  • Your sympathetic nervous system works wonders. When in extreme danger, pick either fight or flight. If you choose fight, gain +1 attack per round and you cannot die until you are out of danger (but can still be damaged and dismembered while in danger). If you choose flight, gain +[LEVEL] Dexterity, run twice as fast, and clamber up surfaces like a mountain goat.
THIEF 𝚫 - ACUTI CATTUS
If not born a Thief , you can be reborn as one by: Embracing a grue with mutual love; Drinking Cocoon Poison from the Underworld and waiting a month; An unholy pact.
  • The tips of your fingers are sharpened like fangs (count as dual-wielding knives if unarmed). You are immune to poisons that are transmitted by skin contact.
  • You make no sound you didn't intend to make. Your eyes look like those of a cat.
WIZARD 𝚫 - MAGICIS PARISITIS
If not born a Wizard, you can be reborn as one by: Eating a lich's phylactery; Placing your soul in a hat and renouncing your humanity; ; Drinking the wrong potion.
  • You are not a humanoid, instead you are a parasitic hat piloting a body. If placed on the head of a creature with [LEVEL] or less HD than you, you can pilot it. Creatures get an Intelligence save to resist. Even if the creature is not magical, you have an inherent 1 MD.
  • You can smell magic. Different schools of magic have different scents. Cinnamon for pyromancy, vanilla for necromancy, onion for illusions, etc.

August 16, 2023

Blood Of The Fang

This is a collection of Delta templates related to classic monsters, massively inspired by Loch's recent post on Delta templates. For those unfamiliar with GLOG, a Delta template is a set of abilities you can gain dietetically through weird rite, ritual, and other odd action. It provides a diegetic way of advancement through experimentation and narrative costs to the PCs. Maybe if you had a whole monster manual accompanied by Deltas for each entry the players would engage even the smallest kobold with interest and ambition.

This is not an exhaustive list, but you knew that already. Edit as suits your wants and needs:
Power Takes Many Forms (art by Konstantin Vavilov)

BASILISK 𝚫 - GRAVEN TYRANT'S PRIDE
Petrify a basilisk. Place the statue in a town square as a permanent installation. If the statue is torn down, moved from its location, or the basilisk is unpetrified, start again.
  • When you kill, the victim turns to stone.
  • You can tear into stone and other earthwork with your body as if it were ground beef.
  • When you first meet someone who has heard of you, but has never seen your face, they freeze and cower instinctively.

BEAR 𝚫 -  WILD LUNG'S ROAR
Land the killing blow on a bear with your bare hands. Show its mother what you've done, laugh, and walk away. After this, all bears you meet conspire to ruin your life. Start again once a bear has mauled you within an inch of your life.
  • You are immune to being ignored and the most notable person in a group when you will it.
  • You can perfectly mimic the roar of any beast you've heard that has HD less than or equal to your own.
  • You cannot be knocked prone unwillingly.

BEHOLDER 𝚫 - EVIL EYE'S CLOAK
Replace one of your eyes with an eye from a living beholder. If the beholder dies or the eye is removed, start again.
  • When people make eye contact with you, the ringing of mosquitoes fills their head, deafening them for the duration eye contact is made and leaving a nauseous aftertaste.
  • ALL rolls for morale or Wisdom in your presence have their penalties doubled (if there are any negative modifiers). This does not affect you.
  • You can communicate with the beholder in your dreams. If the beholder dies, you are shown who and what caused their death in your dreams.

DRAGON 𝚫 - GLUTTON KING'S CLARITY
Eat the most valuable item in a dragon's hoard. If you cannot find a way to eat it or keep it down, start again. Beware - knaves' eyes and dwarves' noses will be able to sense the treasure lingering in your guts.
  • You have an innate sense of how valuable items are both monetarily and emotionally to their owner.
  • You can move nearby gold objects you could reasonably wield in one hand with your mind.
  • You deal +1d4 damage against those with less money on their person than you.

ENT 𝚫 -  HEAVEN FRUIT'S VIGOR
Eat the highest-hanging fruit on an ent's body. Survive the wrath of the forest while the fruit digests. If you ever discard the digested fruit from your person, start again.
  • When you will it, you can turn your skin to bark. You take half damage from bludgeoning, piercing, and falling. You take double damage from fire and necromancy.
  • You cannot be killed by poisoning. Surviving poison still remains an incredibly unpleasant experience.
  • When you lie prone on dirt or stone, a cloak of foliage and underbrush quickly grows and effectively conceals you over the course of a minute.

FISHMAN 𝚫 - ABYSSAL FOOL'S CROWN
Wear a fishman's head over your own. Decry your humanity in a public display including a crowd of strangers, a body of water, and the destruction of 100 gp. After this, if the fishman's head is removed, start again.
  • When you will it, you can emit a foul odor that blinds all who smell it, including yourself.
  • You can talk to bodies of water. Their language sounds like moving sand. Only ones that are particularly old or sacred have much to say. They are often wise but poetically obtuse. Oceans and seas are too busy to talk unless you're very important.
  • You can breathe underwater, unless the body of water does not like you.

GELATINOUS CUBE 𝚫 - BLUE BLOOD'S FLUX
Trap a gelatinous cube in a suit of armor. Once half an hour has passed and it has accepted its new shell, climb into the armor. If the suit of armor is removed, start again.
  • You can turn into a sentient puddle of gelatin over the course of a minute. You  move at the pace of a toddler and take double damage from the cold but you can also fit through cracks the size of your pinky and are immune to piercing, acid, and suffocation. When you reform, one detail about your original form is off.
  • Attempts to read your mind or alter it fail. The person attempting to read/manipulate you leaks slime from their mouth and nostrils for a minute.
  • When you will it, your feet and hands leave a trail of slippery slime.

GHOUL 𝚫 - ROTTING LIP'S GIFT
Romance a ghoul. Get it to kiss you with genuine passion, which requires it to overcome the urge to rip off gnaw on your face-meat. If the ghoul falls out of love with you, start again.
  • Your kiss can paralyze if you will it. The length of paralysis is equal to the length of the kiss.
  • Your mouth has the grip strength of an industrial vice.
  • You can appear as any age you desire. The process takes as many hours as years you are advancing if you are becoming older. The process as many days as years you are regressing if you are becoming younger.

GIANT 𝚫 - DREAD GOD'S GUTS
Make a comfortable home within a giant's innards. Store something of great value in there and fall asleep. You will wake up changed. If the house is destroyed or looted, start again. Beware, dead giants are teeming with other wannabe tenants.
  • You are 10 feet tall. Adjust Strength and inventory space as appropriate. 
  • Your voice is far deeper. If you will it, you can let out a scream that breaks all glass in earshot.
  • You deal +1d4 damage against people with less self-confidence than you.

GOBLIN 𝚫 - TWISTED FIGURE'S FOLLY
Observe a live goblin long enough to draw them. Decry your humanity in a public display including a crowd of strangers and willing participants who will beat you into the shape you have drawn. If the drawing is destroyed, you will heal over the course of a week and have to start again.
  • You no longer take fall damage. Instead, you bounce.
  • Your fingers count as lockpicks.
  • If you are naked and on all fours you can climb walls like a spider and run as fast as a rabid dog.

GRUE 𝚫 - LOOMING MOON'S PRESENCE
Eat a grue's tongue. Easier said than done. There is no reversing this - you are no longer truly safe in shadows or dreams.
  • You can turn your skin and all equipment worn vantablack (the purest black) if you will it. 
  • You can store three items in your shadow. Each item must not be bigger than you and must have taken a life. The weightier the shadow, the more grue attention it attracts.
  • You can put out any light source in earshot if you will it. This attracts the attention of grues.

MIMIC 𝚫 - GREAT PRETENDER'S ART
Domesticate a mimic. Feed 1,000 gp worth of treasure to it. It will produce one dose of mimic milk for you to drink. If you take back the treasure you donated, start again.
  • You can instantly disguise yourself as an object you have seen before, smaller than a cart but big enough to contain your body. Objects you  mimic work perfectly well for mundane purposes. You are still harmed normally while in disguise if something attacks.
  • You can talk to traps. Their language sounds like mechanical clicking and electrical whirring. They are naturally duplicitous but very eager to brag how many people they have killed and how you are certainly next. Gaining a trap's respect is nigh-impossible.
  • By tasting an object, you know if it is magic or not.

DESIGN NOTES

I like Deltas because I am a big fan of diegetic advancement while also liking the template system of GLOG. The issue is that designing Deltas is surprisingly difficult. I think I have devised of a way to make a compelling Delta while still being easy for the GM to generate, though. This process helped me:

First and above all, every Delta you make should get players scheming how to fulfill its requirements and imagining what they'd do with the given powers. Throw sense out the window when making the requirements to get a Delta, the weirder the ritual to get the Delta, the better, because that captures attention and gives you more material to work with. Get evocative, let the funk take over.

Ideally with Deltas related to monsters, you want the requirements and the abilities granted to relate to the monster's primary characteristics (e.g., a dragon obviously has fire as a theming) or secondary characteristics (but a dragon also keeps hoards of gold, which could be something to tap into)

I've found that going back to the old maxim of "fast, cheap, or good - pick two" is great for making the requirements for a Delta. When designing most of my Delta's requirements, I returned to this reliable "here's three options, pick two,":
  • It is hard to execute. This is simple - the requirement needs a lot of problem solving and thinking in order to work in the first place. For example: petrifying a basilisk asks a lot of the players but it is achievable.
  • It comes with a lingering cost or drawback. The requirement either needs you to uphold some kind of maintenance you didn't have to before or inflicts a considerable drawback on you as long as the requirement is upheld. For example: you may need to care for a beholder's life if you want to continue benefitting from the Delta they provide.
  • It requires you to do something that will certainly make you a pariah in society's eyes. The requirement needs a public display of devotion which risks putting you at odds with certain sects of society. For example: adventurers who know (or sense, in the case of dwarves) that you have eaten part of a dragon's hoard will want to have a search around your guts.
Personally, I have found the most success in always picking the first option and then picking one of the other two options, or at least designing around the first option primarily. I feel as if choosing just the bottom two options makes this a downtime event with some consequences, which is less exciting to me than an adventure players must actively seek to improve themselves in strange ways.

As goes in the OSR, you should be open to accepting multiple answers to any problem a requirement presents. If a player is thinking cleverly, they should be rewarded. For example: a player does not petrify the basilisk in a conventional way, rather, petrifies it with fear for an extended period of time, or a paralyzing poison, or what have you. These are delightful solutions and should be accepted as valid in my opinion. 

As for abilities, each Delta template should give 2-3 abilities as a job well done. I don't have any particular advice around the design of abilities aside from also trying to relate these abilities to the particular monster or ritual required to get the Delta template. Don't be stingy with the abilities, especially if the Delta template can be taken away.

You can also always go more minimal with your Deltas. A recent example of this is Phlox's Fighter Deltas here. A few sentences can do the trick. I just like going big or going home with my Deltas so they feel more like strange, epic quests that change your character in some unignorable way.

All in all, Delta templates should get the players dreaming of what to do to get them, and then what to do with the abilities provided. Knowledge of how to get a Delta template can be a reward of its own, if the requirement is not already known to the players. 

Oh, also give your Deltas a kick-ass name - that always helps.

Fit For A King (50 Magical Wizard Robes)

This is an extensive list of magical robes. For how much the wizard's whole thing is wielding lots of magical knicks and knacks, I feel ...