Monday, March 18, 2024

Summon ye, the Wise-ard!


Early “lunch hour” class today. What if wizards could be boiled down in the same way the fighter was? 


Courts are filled with magicians, masses gather in temples for the wisdom of god. These prophets and priests follow the well trod paths to wisdom and power. Study, practice, listen carefully to master, learn well before you act. They forget this ancient lesson. Fortune favors the bold.


When the hills grow dark with the shadow of evil,


When those who know better turn their back on the great flaming eye,


When whispers of an evil once banished find their way your ears,


When the prophecy long lost and largely forgotten holds the crucial kernel of truth,


Summon ye, the wise-ard.


The Wise-ard

Mastery of the self is the first and least of the lessons you have learned. It is but a step on the road to true power. And power is what is needed. Forces not understood and armies unseen threaten the realm and there is no time for earned wisdom. It must be taken.


The Wise-ard cannot have a position of status in your setting. They are necessarily an outsider and disruptor. Their goals are inscrutable and aim singular. They are not easily diverted or distracted into the comfortable categories those in power would thrust upon them and they will bear warnings of cataclysm. Their mission will certainly be opposed.


Skills: 1. Drinking, 2. Doom saying, 3. Manipulation, 4. Flirting, 5. Courtesy, 6. Oratory


Starting Equipment: Robes that are comfortable and easy to wear, a tall and striking hat that makes you immune to being ignored, an acquaintance in every town, a small and easily overlooked golden ring, a satchel of fireworks


A Self Possession, Purveyor of Cheap Tricks

B Older Paths

C Master of One

D Reflection


Self Possession - You cannot be compelled to do something you do not want to do. This does not account for physical force, or death, or mightier wizards, but does count for charms, ruses, diseases, blackmail and the like. Save to act for the benefit of others if there is no clear and immediate benefit to you. You are always as beefy or athletic or scrawny as you prefer with stats to reflect this.


Purveyor of cheap tricks - You may manifest minor magical effects. These include classical spells such as mage hand, prestidigitation, minor illusion.


Older Paths - When you ruminate and smoke select herbs from your pipe, you are able to determine the steps to accomplishing a goal. You must be personally committed to the goal. This includes routes across the earth, pieces of magical rituals, necessary implements such as keys, and who knows what it is that you don’t know. This does not include the steps to accomplish the goals of others. You are not a soothsayer, oracle, or prophet. You are a wise-ard.


Master of One - Select a single mighty working of legend. Lightning Ray, Dimensional Portal, Killing Finger, Commune of Angels, Walking Dead, Explosion, Become Animal, Hastega, or any other. Choose wisely, ye of unearned wisdom. This spell is now your constant companion, but will be your doom. 


Roll a d6 each time you cast it, plus 1 for each recent use of the spell. On a 5+ you take d6 damage as the spell fries the breaches you, its conduit.


If you are playing GLOG (good for you, good for you) then this spell is always cast with 4 dice. Mishaps and dooms are irrelevant as this so-called wise-ard will soon kill themself with this power. If you are using another system and have somehow found this post, my god, what have you done?


Reflection - Your mastery grows and with it your appearance is altered. Other spells that share a common thread with your constant companion are now under your command. Casting these spells does not require a hazard roll as before, but does increase your bonus to that hazard roll.


Companion, accompanying spells, accompanying spells, accompanying spells

Lightning Ray, shocking touch, animate metal, static trap, static cling

Dimensional Portal, blink, knock, hold portal, lock, locate key, talking stones

Killing Finger, accurate missiles, agony, poison cloud, bifurcate

Commune of Angels, command, consecrate, light, banish

Walking Dead, empower dead, corpse jar, soul walk, seem lifeless

Explosion, smokescreen, meteor shower, burning fan, wall of fire

Become Animal, summon squirrels, call bear, fairy moot, speak with birds

Hastega, mend, flight, shield, invisible barrier, invisible servant


Thursday, March 14, 2024

Niche Protection Status: Secure


This class was a fun lunch hour diversion. This class follows in the foot steps of those who sought to emulate Aragorn and the mighty fighters before and since. Those fighters who bring soft uncalloused feet through the harsh and dangerous wilds to serve a purpose greater than blood shed. Yet blood will be shed.

When your game is not about fighting.

When the princess and her animal friends set out to change the dangerous world with the power of love and friendship.


When the wicked witch and her dragon master darken the wood and make safe roads uncertain.

When the battered resistance has only one last thread of hope against their terrible oppressors. Just before the fall of the last bastion of goodness and light.


Summon ye, the fighter.


THE FIGHTER

There is something in your blood that will not give you rest. No matter how far you run into the peaceful and quiet countryside, destiny has chosen you. Rise again, ye tarni… er, rise up, ye of noble blood. Fight the battle you were born for.

There can only be one fighter in your group, indeed there might be only one in your setting. Gain +2 to hit for every template in this class.


Skills: 1. Farming, 2. Logging, 3. Fishing ,4. Hunting, 5. Carpentry, 6. Reading 


Starting equipment: Wood cutting axe, leather overcoat, oiled fox-skin pouch, bear trap, your great great grandfather’s heirloom shortsword Wound Digger, fishing pole.


A To Its Purpose, Dolorous Stroke

B Reaper

C Heavy Handed

D Exemplar


To its purpose - No one except fighters may put a weapon to their true purpose. They do not have the requisite skill.


Dolorous stroke - Any attack roll with a result of 20 or more is a crit. Roll double damage.


Reaper - When you only carry weapons and armor, gain 1 additional attack for each template in this class you possess.


Heavy Handed - When attacking an adversary you could kill with a normal non-crit damage roll, if you hit them they are killed.


Exemplar - When you are reaping, those allies who can touch you cannot be attacked whilst you stand, those allies who can see you may use your to-hit bonus. Those who can hear you will never break from morale.


Weapons you know full well:

  1. Hand-axe - light, throwable, On successful attack, forgo damage to deny an enemy the use of their weapon.

  2. Battle-axe - medium, may reduce damage dealt in half to disarm enemy of one weapon.

  3. Two handed-axe - heavy, on damage roll of a 6 roll, roll another d6 and add to the damage. repeatable.

  4. Club - light, on a hit, forgo damage to stun for one round.

  5. Dagger - light, throwable, counts as heavy vs prone or surprised enemies.

  6. Flail - medium, Target always counts as having AC 10. Deals d4 damage.

  7. Greatsword - heavy, upon killing an enemy the wielder can make an additional attack.

  8. Pike - Heavy, in formation, attacks against your unit count as if you are wearing medium armor. 

  9. Poleaxe - heavy, reach, target always counts as having AC 10 unless they are adjacent to you.

  10. Javelin - medium, thrown,

  11. Longbow - Medium, +1 to hit per round spent aiming

  12. Mace - Medium, target always counts as having AC 12.

  13. Quarterstaff - Target must make a dodge save to approach, failure results in automatic damage from this weapon.

  14. Shortbow - light, may split move and fire and fire from horseback.

  15. Shortsword - light, riposte twice.

  16. Sling - light, deals no damage unless it crits, unlimited ammunition.

  17. Spear - may hold your attack to attack anyone who approaches you first.

  18. Sword - medium, riposte.

  19. Warhammer - heavy, those struck are thrown back 1ft for every point you hit them by.

  20. Haja-no-Ontachi (Great Evil-Crushing Blade) - Super Heavy, those without divine blood are slain when cut. Those who are evil and demons, must save vs fear when it is drawn even if they are immune to such things. If the wielder strikes one whose heart is more pure, they are slain instead in a fountain of black gore and pulled into the underworld.

Wednesday, February 14, 2024

Sawtooth Settlement: Legamon Town II

High in the mountains, but not so high the trees grow small is a place where sawblades sing and transformers hum. Hidden between the tall trees and rushing icemelt forming the headwaters of the Gunnison River are the buildings and people of Sawtooth Settlement. 

The rough homesteaders of Sawtooth Settlement send fresh cut old growth logs down river. Among them are the engineers of the Hailstone Dam Corporation who operate the hydroelectric dam that powers much of the region. Many homes maintain a Currant mound to store the extra electricity generated by the dam.


Starting Out

Electric element enthusiast Jasper Fields is the town’s leading expert on Currant mounts. In between installations and inspections he also is happy to provide new trainers with their very first monster.

Daggird, the stealthy bird legamon. (Flying) Daggird are nearly impossible to see at night. They use this to their advantage and are nocturnal hunters, preferring to stab their target unawares.

Sproutly, the young leaf legamon. (Grass) Sproutly grow in all climes and seem to thrive everywhere there is adequate rainfall. Their fruit is often collected and used for medicinal purposes.

Milkitty, the cream legamon. (Normal) Fur as soft as cream, Milkitty help feed the family and keep the barn free from vermin.


Gym Leader

Tesla Sparks poses a dynamic figure with hair that stands on end and padded leather gear that insulates her from the shocking power of her monsters. Her presence brings a jolt of energy to any encounter.

Her gym is in an abandoned electrical substation. Dividing walls open close when powered, and an old crane looms over the station. As a final touch, arcs from tesla coils provide dangerous obstacles as well. 

Trainers must navigate the hazards and use the construction equipment to reach her atop an elevated platform for a final showdown. For those who defeat her, she offers the Circuit Badge. The badge allows trainers to choose the moves their electric monsters learn when leveling up and once per battle a trainer can call on its power to gain priority for a monster’s turn.


Notable NPCs

Marlon Trencher

A burly man with a beard as thick as the forest, known for his skill with a two-man crosscut saw. He leads the local logging operations with a firm but fair hand since his father was killed in a logging accident. 

Marlon is a man of few words, preferring to let his actions do the talking. His physical stature is reflected in his partner, Fightyson, who works with him in order to train. He struggles to balance logging productivity and balance with nature and this affects him. He is a devout follower of the Way and wants to live in harmony with nature. Despite his gruff exterior, his nurturing side is a predominant aspect and he often appears nursing injured legamon to health.

Electra Wattson

After graduating top of her class, she took a position as managing engineer of the Hailstone Dam Corporation. The rough and tumble operation has benefited greatly from her leadership, but the lack of resources means that the power supply for the whole grid is held together with duct tape and prayers.

Electra is visionary and meticulous. Her engineering ability is matched with the ability to lead and inspire, but the task of powering the region is a daunting one. Despite her custom modified Coilisect to aid her in her work, she is nearly upside down.

Maggie Rivers

The proprietor of Hailstone Hearth moved to Sawtooth from the bustling Cingo to seek peace and connection with the mountains. Her small cafe has grown to be the heart of the community. Loggers, electricians, and trainers all call her quaint cafe home.

Maggie’s hot cocoa is legendary and trainers often visit the cafe to share one with their monsters. Besides the cafe, Maggie studies local cryptid legends and tells tales of them at night.

Townfolk who need a hand:

1. Log Jamboree!

Marlon asks trainers to help relocate a group of warring Grumaul trees that have caused a log jam down river.

2. Currantly a Problem!

Electra needs someone to see why the turbines aren’t spinning. She’s going to stay at the power plant and try to do damage control Hurry! (Currant infestation in turbines)

3. Spider and Seek!

Three trainers in town have had their partner Legamon go missing at night and found sticky webs when they went to find them. (The webs lead to a tower infested with Arachnice and their mysterious leader)

4. The Case of the Stolen Stromboli!

An important guest is arriving to the Hailstone Hearth, Maggie’s Grandma! Find her stolen recipe book in time for her to make her favorite recipe. (Maggie explains that a Mtake with a scarf around its neck grabbed the book and jumped out the window when her back was turned)..

5. Shifting Shiftiki!

Marlon needs to map a deeper part of the forest. There are rumors of an old Way shrine and he wants to avoid logging too near to them. (The shrine is guarded by a single injured Sharpain, but the shrine’s Shiftiki is nowhere to be found.)

6. Tricky Twigrouse

A local trainer has gone missing after what was supposed to be a short trip into the forest. (A tricky Twigrouse has led him astray by mimicking the voice of his sister. The monster will try the same tricks with the trainers).

7. Battling Bumbee

A mysterious whirlpool is stirring the waters out in the middle of the reservoir. The fishermen have come back in. Go see what the trouble is about! (A Megalops is disturbed by the sound of the new turbines and is swimming in circles in agitation.)

8. Lilipod Washout!

A group of lilipod are being sucked out of the reservoire’s overflow due to high water levels. If they can’t form a critical mass of pods, the Festival on the Water and their mating season will be ruined.

9. A Berry Good solution

A berry grove is being plagued by rival gangs of shinobug and bakiwi, help!

10. Animal Crossing!

An old rope bridge that monsters use to cross the gunnison has collapsed. Local migration patterns are disrupted and monsters may come into town looking for a place to cross.


Team Hadron

1. Signals Crossed!

A mysterious signal coming from deep within the dam, investigate. (It is a drilling device set to bore a hole in the dam. If the water level lowers enough, a mysterious ruin is accessible in the middle of the Borego Reservior)

2. Missing Machinery!

Machinery is going missing from the old substation. The equipment isn’t in use, but locals use it for a battle arena. (Parts are stolen for a makeshift laboratory in caves under the dam.)

3. Grid-locked!

A hidden source is drawing power from the grid. Find out what is going on. (Cables lead to a laboratory in ruin. Debris indicates an archway with a shocking amount of power directed to it. Plans on the table show sketches of a portal. I wonder if it worked?)


 

Summon ye, the Wise-ard!

Early “lunch hour” class today. What if wizards could be boiled down in the same way the fighter was?  Courts are filled with magicians, mas...