#GLOG
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sharkrad08222222 · 16 days ago
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GLOG CLASS-PLAGUE DOCTOR
Stating equipment: plague doctor mask, big hat,anti plague robes,Med Kit(3 charges)
Starting skill:1 Quatrinetine  2 Digaononse 3.Herbology
A Suppress Disease ,wound dresser B invigorating Vapors, Transfusion of life C Unbalance humors, Bloodletting D Confer Immunity , Grafting
Gain +1 on saves against poison and illness each template you own.
A:Suppress Disease and Poison 
Spend a Med kit Charge to Temporarily suppress the effects of a Poison or Disease for a Day.
A:Wound dresser 
Remove a Fatal wound without rolling. You can spend a Turn to whip up a mini Field hospital that will add a +1dX  to any healing done to the whole party during down Time, at the cost of one Med Kit Charge. 
B:Invigorating Vapors 
Spend a Med Kit charge to give someone a +1dX to their next attack's damage.  
B:Transfusion of life
You can transfer a number of hp equal to half of cha to another party member. How you do it is up to you, Blood Transfusion, Bile stuff, Blunt rotation, ETC
This does not revive dead party members 
C:Unbalance humor 
Via spending a Med Kit Charge, deal 1dX damage, and cause an Condition of you Choice(stun, Blinded,posioned maybe), the target still get a save for the condition
C:Remove the Bad blood(Reflavor as you see fit)
Using leeches, a sharp blade, or some other blood letting apparatus you can have them remove a single illness or poison.
It takes 3 turns to pull off, and inflicts 2d8 damage.
D:Confer Immunity 
Sacrifice your Template  bonus to someone making Disease or poison save. Bonus is returned back to you in 10 minutes.
D:Grafting With a Med Kit charge you can Graft a different creature's limb to someone with a Missing Limb. Giving it a non Humanoid limb(A spider leg instead of a human leg) They gain a Muntion related to it. 
Med Kits
Improvised Cost 5cp per charge, but could be made in the feild +1d4 healing Crafted form Forged Herbs, Improvised bandages, and whatever else seems useful Common Cost 5 sliver piece Per Charge, but could be made in town for cheaper +1d6 Healing Crafted in a city with access to good(for Medieval and Fantasy standards) Medical supplies Rare Cost 5gp Per Charge, good luck making it. +1d8 healing The top of the line medical supplies
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skull-bucket · 2 years ago
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The wizard I played in a GLOG campaign that wrapped up earlier this year, Arlowe Hightower (seen here at 1st, 2nd, 4th, and 10th level) I had fun with this guy, he almost died twice* *actually died one time
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hglog · 2 months ago
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Skills
Here's a skill system.
There are four levels of skill-related abilities.
1. Basic action
This is something anyone can do without needing to roll. It's not even really related to the skill system, just here for completeness.
Example: Anyone can tie a quick, shitty knot if it doesn't need to last forever or hold up under stress.
2. Basic roll
This is something anyone may attempt to do by rolling the dice. Having a relevant skill means no roll is needed. Having a relevant trait that isn't a skill (background, class, item in inventory, etc.) lets you roll with advantage.
Example: Anyone may attempt to tie a proper knot. Someone with a sailor or survivalist skill can do so reliably.
3. Skilled roll
This is something which a skilled person can attempt to do with a roll. Unskilled people have no hope of achieving this. A relevant trait can provide advantage to an already-skilled person.
Example: Tying down an angry, thrashing bear is a challenge no matter what, there's no way to automatically succeed this. An ordinary person is getting mauled for sure.
4. Expert ability
A boolean skilled/unskilled checkbox isn't satisfying to me. I think that skilled characters should be able to spend XP and get extra abilities if they keep training, comparable to class templates / delta templates. Maybe 1000 XP per template, with maximum templates determined by your Int modifier (min 1, use psyche slots instead if your system has those).
Examples: A trickster can tie two enemies to each other with an action in the middle of combat. A spy can encode hidden messages in a ship's rigging which go undetected by anyone except their allies. A magician can imbue magic dice into a length of thread so anything tied up with it is under the effects of a spell. A fighter can use a length of rope as a d6 weapon.
Optional rule: weapon proficiencies as skills
If you're skilled with a weapon, you automatically hit attacks against non-monstrous enemies.
If you're not skilled with a weapon, it's impossible to use it effectively against a monster.
If you're skilled with a weapon, you can spend 1000 XP and training time to get a fighting style or maneuver with that weapon.
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red-red-spout · 10 months ago
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Class: Chainsaw Artist
(for Buckets of Blood, probably)
Chainsaws are, objectively, the noblest of tools. All lesser instruments are dwarfed by its power and might, the sharpest of blades mere scrap metal in comparison.
There are, you know, others drawn to the call of the chainsaw, who find themselves enthralled by its siren song - from mere murderers who fail to appreciate the beauty of the machine, to dangerous madmen who lose themselves in its potency. You’re not like them at all - you’re an artisan, wielding the power of the chainsaw to create beautiful art and do beautiful things, with a healthy respect for safety and decency. Capital-c Chainsaws think you’re a prissy idiot, as do Chainsaw Wizards and Killers.
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Starting skills: Either 1) Natural sciences, 2) Fine arts, 3) Classical history, 4) Literature, 5) Mechanics, 6) Law
Starting equipment: tasteful and seasonally appropriate outfit, a set of proper safety gear (hardhat with faceshield and earmuffs, + protective vest, gloves, chaps, boots, etc), license and certification to operate power tools, a well-maintained, properly registered, and legally purchased chainsaw, and 2d4 hours worth of fuel
A: Power Sculpting, ChΔinsΔw Δrts B: Chainsaw Connoisseur C: Ambidextrous D: King of Tools
Power Sculpting: You’re a master of chainsaw-assisted sculpture. You’re proficient with all typical forms of chainsaw-assisted sculpture (really just wood and ice), and can gain proficiency in any other sculptural material or type of art which you can justify performing with a chainsaw with a day of practice.
ChΔinsΔw Δrts: You have the ability to learn “chainsaw arts”, special techniques performable with a chainsaw. You do not gain these automatically but must fufill some requirement first. Treat as delta templates basically
Chainsaw Connoisseur: You’ve developed an even more extensive knowledge of chainsaws. You can identify the specific make, model, and modifications of any chainsaw on sight, know by heart the years specific models were manufactured, and can psychoanalyze people from the marks they make with chainsaws.
Ambidextrous: Your skill with chainsaws is such that you can use them with no penalty in any pose or position- running, climbing, somersaulting, held with feet or in teeth, it doesn’t matter, you use them with the same grace as you would if held perfectly straight and two-handed.
King of Tools: You can use chainsaws in place of essentially any other tool, as long as it makes some sense - can use a chainsaw as a mixer, can-opener, beard shaver, etc. Also, if you couldn’t before, you are now fluent in chainsaw - both the spoken (unhinged screaming/extremely loud motor noises) and the written (chainsaw gouge marks - chainsaws love writing shitty, self-aggrandizing poetry on the things they cut).
ChΔinsΔw Δrts, list- These are special techniques you can learn to do with chainsaws, but you don’t get them automatically or by leveling. Only way to learn them is either through fufilling the requirements or by being taught them by another Chainsaw Artist.
Technically speaking anyone can learn them through the latter route (though not the former), but Chainsaw Artists generally refuse to teach anyone except other Chainsaw Artists, some excuse about being “trained professionals performing high-skilled techniques of potentially great danger to amateurs” or some shit like that.
Not a complete list, if you can think of any others you can also unlock those probably as long as there’s an appropriate prerequisite for unlocking.
Δ: Chainsaw Grease Chainsaw-sculpt a statue out of butter. Must be at least 5’ tall. Keep it on public display in pristine condition for a week. If it’s stolen or destroyed (by melting, animals, vandalism, etc), start again. Using some weird trick with the internal mechanisms, render some part of the fuel of your chainsaw into lubicrant, then dump it on the floor - 10’ pool diameter for every half-hour of fuel so expended, dex save vs slipping.
Δ: Chainsaw Light Chainsaw your way out of a burning building. The fire can be one you set yourself, but it doesn’t count unless there’s serious danger to yourself involved. You can fiddle with the chainsaw such that part of it’s fuel is caught on the chain and ignited. Somehow, this is perfectly safe - for the chainsaw, that is, not anything you set it on. Sets anything flammable you cut with it on fire, sheds light like a torch, burns through fuel at 4x normal rate as long as it’s burning.
Δ: Chainsaw Invisibility Sneak past people who seriously intend to kill, arrest, or otherwise harm you while keeping your chainsaw running, fully revved up and such. As long as you’re concentrating on making it so, your chainsaw is imperceptible to anyone save wizards and other chainsaw users (chainsaw wizards, killers, artists, etc). No matter how openly you display it or how loudly you rev it, they’ll simply attribute it to an odd fashion choice or something with the pipes. They can still perceive stuff you do with the chainsaw, they just can’t comprehend how exactly you’re doing it.
Δ: Chainsaw Knock/Lock Get one of your chainsaw sculptures into an art gallery. Has to be a real one, the fancier the better. You can precisely mangle locks with your chainsaw, while leaving whatever object they’re attached to untouched. The lock becomes either locked or unlocked, your choice - this is irreversible, on account of the lock being mangled by a chainsaw into tangle of scrap metal.
Δ: Chainsaw Feather Fall Survive a fall from a distance high enough to kill you while carrying a chainsaw While falling, no matter the speed or distance, you can break your fall by grabbing onto any nearby walls, trees, etc, with your chainsaw, allowing you to slow your descent to any speed you wish, preventing fall damage. This effect also applies to anyone else who holds onto you while you’re using it.
Δ: Chainsaw Create Food and Water Get at least 50 different people to eat food you made with a chainsaw in a single day. Sneak into a restaurant maybe? You can use chainsaw fuel as a food additive without people noticing. Can stretch two rations into seven for every hour of Chainsaw fuel you expend. Still gain full benefit from consumption.
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This is Chainsaw Feather Fall, basically.
I have no idea if this fits the whole Buckets of Blood theme but it also doesn’t make much sense except in relation to two existing buckets of blood classes so.
Basically the idea here is like, reverse Chainsaw Killer as opposite exaggerated Chainsaw Wizard, emphasizing the Wizard-y aspects over the Chainsaw-y aspects.
Not super supernatural, though there are plenty of impossibilities - the intent here is essentially that the Chainsaw Artist is, rather than possessing any supernatural connections themselves, simply so skilled at their craft (that being doing stunts with chainsaws) as to reach essentially supernatural heights.
As usual, this class has not been play tested at all and it’s probably insanely unbalanced.
Has mixing GLΔG-style delta template advancement into an ordinary ABCD 4-level advancement schema been done before? No idea.
All the Chainsaw Arts are intended to be mostly utility-focused on purpose, since I want to make something with a different skillset to either of the existing Chainsaw classes, though there’s probably some overlap.
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albumarchives · 1 year ago
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Glog | The Haunted Graveyard (2022)
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sexy-lil-wizard-freak · 2 years ago
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I got rid of HP.
I have been running my home ruleset for some folks, focusing more on travel this time. This ruleset was made within a philosophy of characters being translators for players. Essentially they are the method by which the player interacts with the world. Roleplay, tactics, etc all come second to that first goal of translation. One example of this is removing Intelligence, Wisdom, and Charisma from a D&D. Players don't need those translated since they can interact with the world with their personal "player stats" OR their own facsimile for those stats if they'd like to roleplay. Having said that, I got rid of HP.
If you think about it, removing HP doesn't exactly align with "characters as translators" or "player-centric characters". Afterall I am not attacking my players every time a goblin does. Weirdly enough I found the idea of HP and the legacy it has in the metatext of RPGs to be limiting, not that it didn't fit.
The game I was running was more focused on travel than your usual dungeon fare, and I think travel gets the short end of the stick from a systemic standpoint a lot of times. It either gets gamified to a point where the act of travel could be anything if you slapped a different coat of paint on it OR it is ignored and essentially only crops up when a random encounter happens in the crawl. Thus I decided to go a bit more simulationist for once, I just needed an impactful "dial to turn". HP is one of if not the most important dial, so I started there.
Stamina
Stamina is one part of the representation of a character's overall well-being. At its basest level, it represents your character's energy levels and how fatigued they are. Unlike HP it does not represent meat, and when a character runs out of it they do not necessarily die.
Determining starting Stamina.
At character creation, roll a number of D6 equal to the character's number of Traits. (We'll talk about Traits another time. For now, think of them something like Levels + Skills.) Do this again any time the character gains a new Trait. If the character's new Stamina total is less than or equal to their original value, add one to their original value and make that their new maximum Stamina.
Using Stamina.
A character must spend 1 Stamina to make any roll.
Any time a character moves from one hex to another they must spend 1 Stamina.
A character may spend 1 Stamina to gain +1 on a roll.
A character may reduce their maximum amount of Stamina by an item's Load to carry it.
Subtract damage dealt to a character from their Stamina.
Running out of Stamina.
If a character ever goes below 1 Stamina they pass out and gain a new Scar Trait.
Recovering Stamina
Eating recovers 1D6 Stamina + the Grade of the meal.
Sleeping recovers 1 Stamina plus the Grade of their resting situation (bedding, shelter, temperature, etc).
Magical means.
The above gives us a ton of flexibility in what we can use this very important mechanical dial for. We can track exertion, time, effort, exhaustion, hunger, etc. Technically we could call it HP and just treat it all like damage but sometimes renaming a metatextual pillar within a community can be more powerful than coming up with a wholly new mechanic.
Since I was focusing on Travel and making it a bit more simulationist, I decided I wanted to wear down characters, make choosing what you bring with you meaningful, and make upgrades to basic travel equipment impactful. Hence Stamina, Load (How much Stamina something costs to carry.), and Grade (How good this thing is at being that thing, eg the +2 in a "+2 Sword".).
Anywho, I got this schpeal out of my system and finally wrote something on here! I'll try to do it more. I have a longer post about "player-centric characters" in the drafts but I don't knkow if it will ever see the light of day. I'm having trouble putting it into words. Thanks for reading folks!
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anhendyhap · 10 months ago
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new glog post: "shattered horizon"
gemini://wampa.xyz/glog/shattered-horizon.gmi
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reachartwork · 2 years ago
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my random dice table generator generator is almost ready for launch. i will try to make a discord bot around it. keep tuned.
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ms2253 · 5 days ago
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"feeble.little.cloud?"
src: blog.kdx.re
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skull-bucket · 11 months ago
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Brother-Moderatus Oleg Medoviticus, Initiate of the Third Sanctified Chamber of the Mendicant Arcane Order of St. Urias the Indefatigable, a Corpusanctian sect of the Argental Church
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Aka, my current GLOG character, a church-sanctioned Moderatus Wizard (as found here: https://swordsandscrolls.blogspot.com/2018/05/osr-class-moderatus-wizard.html). He recently reached level 3, which means he gets a design upgrade.
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hglog · 8 months ago
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Storm-Chosen
You are a champion of a great god of storm.
Skills (d4): 1. Mystery cultist 2. Meteorologist 3. Gladiator 4. Preacher
Starting items: Divine Weapon, jar of rainwater, telescope, lightning rod, 60ft of copper wire
A: Thunder and Lightning, Divine Weapon
B: +1 Bolt, +1 Boon
C: +1 Bolt, +1 Boon
D: +1 Bolt, +1 Boon, +1 Boon from any god
Δ: Perkwunos
Thunder and Lightning: You have 2 Bolts.
Throw one directly at a creature to deal 1d12 lightning (electric) damage and paralyze it for a round. Throw one at a creature's feet to deal 1d12 thunder (sonic) damage and deafen it unless it saves. Throwing a Bolt is very, very loud.
When a god casts down lightning from the sky, if you're there to catch it, you replenish all your Bolts. You still take all the damage and ill effects of being struck by lightning. Each god has their own safer way of giving you Bolts, too.
Divine Weapon: Choose a god. Your god grants you a Divine Weapon. When you strike with it, you may choose to deal lightning (electric) or thunder (sonic) damage instead the weapon's normal damage type.
Boons: Each god has 4 Boons which you can take in any order.
DODOLA, bringer of fertile storms in the dry summer:
Divine Weapon: Longbow
You regain 1 Bolt each sunrise as long as you remain in Dodola's favor. Dodola wants you to seek out and help farmers in need.
Instead of relying on your throwing arm, you can fire Bolts with any ranged weapon.
When you hear thunder strike, you learn everything about the storm it came from and can see from a bird's-eye view underneath its clouds for the duration of the sound.
You may strike the earth with a Bolt to cleanse it of any poisons or impurities and fill it with nutrients ideal for growing a crop of your choice.
Learn a thunder, lightning, or water themed spell. You may spend your Bolts as d12 magic dice to cast it. On doubles and triples, you're struck by lightning.
SUMMANUS, secret god of nighttime thunder:
Divine Weapon: Axe
You regain 1 Bolt each sunset as long as you haven't told anyone of Summanus's gifts to you. In addition, Summanus may speak to you in your dreams and give you quests - completing one of these restores all your Bolts.
You can pass yourself off as a follower of the much more socially acceptable Jupiter to those who hate and/or fear your god.
If you touch a creature who doesn't see you, you may spend a Bolt to silently inflict its effects upon that creature.
Creeping slowly in pitch blackness, your senses of touch and hearing allow you to tell if anything around you moves.
Did you know people's brains are full of lightning? Touch someone's forehead and spend a Bolt to make them forget the last hour.
RAIJIN, wild warrior born from the underworld:
Divine Weapon: Drum (club + shield)
Regain all your Bolts by eating from the corpse of a creature killed by lightning.
By beating your Divine Weapon in a 30-minute ritual, you can summon a storm.
If you would deal lightning or thunder damage to a creature weak to that damage type, you may immediately strike it with a Bolt.
Spend a Bolt to call up a great gust of wind that pushes any creatures you can see 10 feet in one direction.
When you die, your god's lightning courses through your veins and nervous system, returning you to life. Permanently lose all class features, all your remaining Bolts become d12 hit dice.
THOR, protector of the gods and slayer of giants:
Divine Weapon: Hammer
Regain 1d4 Bolts by accepting a one-on-one combat challenge and winning it. A simple wrestling match with a party member is sufficient, but your opponent has to actually be trying to win - no cheating.
You may spend a Bolt to roll a d12 and add its result to your Strength or Charisma for a turn.
You can grapple a creature of any size as though it was the same size as you.
You can see through any illusion or glamour, and tell if a creature is shapeshifted or polymorphed.
When you score a critical hit with your Divine Weapon, one ally you can see gains a temporary Bolt which they can use in the next hour any way you could.
PERKWUNOS, the first storm-god, he who impregnated the primordial soup
Δ Prerequisites: A, B, C, and D templates, you must have sustained 1,728 lightning damage without dying, you must have killed your god (killing a god is impossible)
Divine Weapon: Spear
You receive 1 Bolt each midnight and have no maximum number of Bolts. (Being struck by lightning gives you 5 Bolts.)
You recieve ALL of Perkwunos's Boons:
Gain all the Boons of your original god, and one Boon from each other storm god.
You are immune to lightning and thunder damage.
Your Bolts instantly kill creatures with fewer HD than you.
Whenever you see lightning strike (including your own Bolts) you may teleport to the point where it struck.
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red-red-spout · 11 months ago
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Grimoire Bandwagon + other Mage Organ-spells
Someone said this was a bandwagon so now I have to jump on it. Uh, spells, no associated wizard, standard glog rules - that’s basically it, enjoy. These haven’t been playtested at all and are almost certainly absurdly imbalanced.
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Dust of Knuckles
R: touch, T: a human astragalus bone, D: permanent, until dispelled
Create a pile of white, grainy powder - a full inventory slot’s worth, if bagged. At any point, the caster can remotely manifest up to [dice] hands from the dust, and can control them in lieu of taking actions themselves. While being controlled, they have the strength and cohesion of the casters normal flesh, and the caster can remotely feel through them. The dust immediately loses all potency if dissolved, dispersed, exposed to holiness, or brought across a natural body of running water.
Ferric Craving
R: sight, T: creature, D: [sum] weeks
Target a living creature within your sight, who must save or suffer the effect. For the duration, all organic food is vile and indigestible to them - it provides them no nourishment, and imbibing it prompts immediate emesis. In return, they gain the ability to digest iron, which, is now both nourishing, palatable and aromatic to them. This has no effect on their ability to chew through metal, granting them no protection against the harm potentially caused by attempting to ingest metal prior to it reaching their stomachs, nor does it protect that organ against puncture and piercing from sharp pieces of metal. For obvious reasons, no effect on rust monsters nor on things which don’t need to eat. Instantly dispelled by enemas of fresh blood.
Dothric’s Summon Spawn
R: touch, T: blood dissolved in water (of a creature with at least one child), D: permanent
Reaching into the bloodied water, you pull out up to [dice] of their children, unless they successfully save vs being summoned by the spell. There is no guarantee whatsoever of any kind of loyalty or even non-hostility. Invented as a (failed) paternity test.
Blood to Nitroglycerin
R: touch, T: creature, D: permanent
Target saves or takes [sum]/2 (rounded down) damage as part of their blood is converted to nitroglycerin. The next time the target is exposed to intense heat, electricity, or blunt force physical trauma, they must save vs the nitroglycerin in their blood exploding, with 1d6 damage and 5’ of blast range for every 4 points of damage dealt by the initial spell, rounded down (so if they took 13 damage from Blood to Nitroglycerin the explosion does 3d6 damage to anyone within 15’), and almost surely causing instant death from massive internal damage to the target.
Frog to Prince
R: touch, T: a live frog, D: [sum] x 10 minutes
For the spells duration, target frog becomes Royalty, gaining, in addition to all the inherent metaphysical benefits of noble status, the ability to speak, ablative saves(not that it’s much help given they still have the same amount of HP), intelligence and charisma scores of 18, and a legitimate claim to dominion over a patch of swampland somewhere in the world. The frog is not loyal and serves only it’s own self interest. When the spell’s duration ends all these effects end and the frog is left with no memory of the experience, however it’s memories, Royal status, land claim, all that stuff, are transferred to the next frog this spell is cast on. All these things are stored in the spell, not in the frog.
Blood to Spiders
R: touch, T: creature, D: permanent
Target saves or has [sum] HP of their blood converted into a swarm of spiders. The spiders writhe in their veins, causing 1d6 damage per swarm HD (not HP) to the target. The next time the target takes piercing/slashing damage, or on death, the spider swarm erupt from their body, skittering away and biting everything (1 damage/turn, save vs paralysis).
Bugonia
R: 25’, T: meat, D: permanent
Up to [sum] rations worth of meat turns into bees. Resulting swarm has one HD for every 3 rations so converted, and is a swarm, so only takes 1 damage from most weapons (but full damage from fire and AOE stuff). It is highly aggressive and does not respond to commands. Stings do no damage, but make concentration imphjossible and impose disadvantage on all rolls for anyone caught within the swarm (from the pain), unless sufficiently covered/armored in which case they are totally immune.
Heartpull
R: 50’, T: [dice] creatures, D: concentration
Choose up to [dice] targets within 50’ of you. Their hearts (only their hearts, organ-less enemies immune) are inexorably pulled towards your outstretched palm/trunk/tentacle/pedipalp/etc, as if by a strong magnet. Every turn, they must either move at least [sum] ft closer towards you, or take [sum] damage as their heart slams against the walls of their chest (reroll sum every turn, only first roll counts for purposes of determining spell return, mishaps, dooms, etc). If they die while the spell is ongoing, the heart rips itself out of their corpse and flies into your grasp, thereby legally, philosophically, morally, and ideologically obligating you to say a shitty one-liner. Spell lasts for concentration, or until all targets are dead.
Blindspot
R: 50’ T: area, D: concentration
Choose a point within 50’ of you. For as long as you hold concentration, a spherical area with a diameter of [sum] feet emanating from that point becomes imperceivable by sight - not invisible, simply imperceptible. You don’t see through it, your eyes simply take the areas around (and through, if it’s transparent or not fully-coverage) it, sort of stitching them together so that they connect with each other without the blindspot in between. This applies even while within the blindspot, making it impossible to see your immediate surroundings as your mind instead gives you images of stuff further away as if it’s right in front of you. There’s some subconscious mental correction that lets you hit what you’re aiming for and move in the right direction while outside of the blindspot, but it doesn’t work within it.
Summon Demon Bull
R: 10’, T: any area connected to the ground, D: variable
Choose an area connected to the ground. In (5 - [dice]) rounds, a horrible immortal demon-bull will burst out of the ground somewhere in the vicinity of that area. Despite the name it’s not just any demon-bull, it’s a specific individual, the same each time - his name is El Giganto, he’s as large as a hippo, covered in broken spears, and attacks anything that attacks him, is making or has made loud noises, or is colored red. 2d8 damage gore attack, HD 6, half damage from normal weapons, burned by holy water and salt. 1d6 regen per turn, including from death. If it goes 2 turns in a row without a clear target it burrows back into the earth. Essentially immortal due to the regeneration, but if you somehow permakill it anyways the spell stops working.
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Bonus- Mage hands (and feet, etc)
Mage hand
R: 25’ + [sum]’, T: object, D: concentration
Summon [dice] disembodied, floating hands of telekinetic force. You can control them as you would an ordinary hand, but your existing ones hang limp and useless as long as you do. They can extend up to (25 + [sum])’ away from you, and manipulate objects, but lacking arms cannot exert much force - not enough to swing a greatsword (unless using several at once), definitely strong enough to swing around a syringe.
Mage foot
R: 25’ + [sum]’, T: object, D: concentration
Summon [dice] disembodied, floating feet of telekinetic force. They essentially act as stilts with the middle part taken out, appearing beneath your own feet but connected to them by some sort of force - the gap between can be expanded and shrunk at will, up to (25 + [sum]) n length (or more accurately height).
Mage tongue
R: 25’ + [sum]’, T: object, D: concentration
Summon [dice] disembodied, floating tongues of telekinetic force. They’re too weak to lift anything and they don’t secrete saliva, but they can transmit taste to the caster, with the caster’s own tongue ceasing to function for the duration. As always, they’re capable of extending up to 25 + [sum} feet away from the caster.
Mage eye
R: 25’ + [sum]’, T: object, D: concentration
Summon [dice] disembodied, floating eyes of telekinetic force. The caster can see out of them, though they must temporarily relinquish use of their own eyes to do them. Able to extend up to 25 + [sum] feet away. Potentially useful for looking around corners?
Mage nose
R: 25’ + [sum]’, T: object, D: concentration
Summon [dice] disembodied, floating noses of telekinetic force. Capable of transmitting scents back to the caster, at the cost of losing the ability to smell through their own nose for the duration, and can extend up to 25 + [sum] feet away. Occasionally useful when you want to smell something but don’t want to take off your gas mask.
Mage ears
R: 25’ + [sum]’, T: object, D: concentration
Summon [dice] disembodied, floating ears of telekinetic force. Capable of transmitting sound back to the caster, at the temporary cost of the caster’s biological hearing. As always, can be extended up to 25 + [sum] feet away.
Mage genital
I’m not writing this one
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Discussion - Frog-to-Prince is probably my personal favorite, just like the idea of the spell itself being a container for a given identity which only exists when the spell is active. Might use a variant version for the Snow White hexcrawl thing I’ve been told to write, like as the frog prince - the princes personality, title, and nobility contained within a spell the players can find? Similar basic idea with the demon-bull spell.
potential classes I thought of while making this - bugonia mage (a bunch of different ways of turning meat into insects - actual bugonia spell i wrote here probably isn’t part of it, it’d be a cantrip but take longer), edgelord (gish, full caster progression somewhat balanced by MD not recovering like normal - only way to get them back is by acts of extreme edge - must be some level of dangerous/illega/wasteful to qualify (setting fire to a hospital, setting fire to important art pieces, beating up toddlers in public). Heartpull is on their spell list). Chainsaw specialist (twist on chainsaw wizard but leaning more towards the wizard side than the chainsaw side, like an inverse chainsaw killer. big on delta template abilities)
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quajzen · 4 months ago
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How do I make a good dungeon?
Tip 1: Have a cool idea for what's threatening in there. Something really fuckin disgusting and weird. I'll show examples along the way.
This dungeon (not a spoiler because the adventure begins with the monster approaching you) has a giant creature the size of a school bus or so. It is very blind but can crush, chomp, or smush you in a hearbeat. But's it's also so fucking dumb and big in the tiny dungeon. It's a lot of fun to play around because it can be outsmarted. This is also the least weird thing in there (there are also hallucinogenic mushrooms, and ghouls playing a wargame, and a priestess turned sentient crab).
Tip 2: Have player-bait. Things that players will find cool and want to fuck with. There's a Questing Beast youtube video where he casually mentions a room with two doors, one big and one small. Sticking something in one door has it pop out the other door at the proportional size. Think of the hijinks that can ensue from that.
Tip 3: Come up with some hostile NPC's. Not attack on sight, but ones with a motivation that will interact with the party. A basic example is the dungeon-dwelling quest giver, but this dungeon:
has a trapped, narcissistic princess. She seeks to slay the undead king that entrapped her and, upon any release, is to order the ones doing the releasing to kill the king, or else she blasts them with magic.
Tip 4: Set up things so they can easily go off the rails. Any good dungeon should have the potential to just get out of hand. I ran Barrow of the Elf King:
And the players set fire to the dungeon and had to make a daring escape against a giant spider matron and the Elf King while rescuing a lost goblin child. No good story every ends as expected!
I think this could have been summed up as "have interactive nodes that range from challenging to antagonistic, but also muck up the party's plans." But writing is all out was fun!
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sexy-lil-wizard-freak · 2 years ago
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I got rid of levels too.
In my previous post I spoke at length about Stamina, my replacement for HP, and how that affects my games. I have since received some questions about how the “meat” of HP works and what happens when one hits 0 Stamina, well today we’ll be talking about that in more detail. Also I saw Zedeck’s fantastic post about carrying advancement with your character and I wanted to share how I was doing something similar.
Why I wanted to get rid of levels.
Due to the metatext of RPGs as a whole and the fact that most of my players have more experience with video games than they do with TTRPGS, levels come with a lot of baggage. Where are my stat increases, how much XP do I get from X task, how long will it take me to get to Y level, etc? Personally, my two biggest desires as a GM and designer were to make character progression non-combat focused and to drive adventure not looting. Functionally experiences not experience points.
Benefits of Traits
Traits all give three things: +/-1 to relevant conflicts and the rolls that come with them, a weird thing or permission to do something special, an additional Stamina Die. The two types of Traits determine whether the Trait grants + or - 1, and whether the weird thing is good or bad, both give a Stamina Die though. The two Traits are Skills and Scars.
Skills
Skills are gained when a Player at your table nominates your Character for one based off of something cool you did that session, or when a Character spends a sufficient amount of time learning a new Skill.
Scars
Scars are gained when a Character reaches 0 Stamina or if a Conflict causes a Character to receive a Scar.
I’ve fallen in love with this advancement system. It’s creative, player-driven, and plays nicely back into Stamina and what Characters carry. OH and it let’s you make monsters incredibly fast.
How does this play into the “meat” of a Character?
A Character will “retire” when they have more Scars than Skills. Everytime your character suffers the difficulties of life it stays with them. There’s no default way to cure a Scar. This is the meat. I mean it’s also emotional weight and psychological traumas, but you get the gist of it.
This is my quick little explanation of Traits. I’m happy to answer questions. Also if you are wondering about Stamina and what it’s all about you can check it out here!
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anhendyhap · 5 days ago
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"twitter" is mine now
"found the twitter brand sitting in the trash bin the other day. i have decided to re-purpose it to be my own. twitter site cost: $40 billion twytere.com cost: like ten bucks"
=> https://wampa.smol.pub/twitter-is-mine-now
=> gemini://wampa.smol.pub/twitter-is-mine-now
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reachartwork · 2 years ago
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for the dm with no time,
another new feature for dggbot, "/scan", generates short, clipped descriptions of dungeon rooms for quickly snapping together and assembling dungeons.
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