Monday, July 26, 2021

Souls-like Classes: Through the Veil

Mistakes were made.

In starting this blog, or rather posting regularly, I've come to notice what should be an obvious distinction between writing content for others to use and prepping for a game. When I prep a game I give zero attention to honoring other's work or giving credit or anything. It's all about pulling pieces together to get the game I'm trying to create with as little work and as much speed as possible. That was my approach initially for this Souls hack. Explicitly, from the start, I decided to steal a bunch of classes so I wouldn't have to write them, just like I would when I was running a game for a few friends. 

The trouble is that when publishing content to the blog there is the implication that it is somehow yours even when some credit is shared. I want to honor the creators who have inspired me in writing this hack and honor their content as well.

Also, this game has become something I'm really excited about and I want to end up with something I can be proud of in the end. So I'm redoing the classes with a new approach.

Each class is directly inspired by content at MadQueensCourt or NothicsEye or is something written by swell folks at Phlox's discord server. I modified work from the discord server slightly to fit the needs of the game, but not substantially. A link to the inspiring work or blog of the writer is provided below each class. 

This will be way better.

//Fighting Types//

1. Questing Knight, Knight by Vayra
"To your valour, my sword, and our sworn duties! Long may the sun shine! (laughs)"
Starting Equipment: Your plate armor marks you distinctly as a knight of your noble house. At your side are a longsword, shield, and a keepsake of your lady, precious to you above your worldly possessions. And a squire who appears to have died along with you.
Benefit: When you issue a challenge, anyone with honor is compelled to accept it or lose standing in the eyes of those with a shred of humanity left.
Drawback: You have a grave promise to keep. Failure to act toward accomplishing it when you have a good opportunity results in an immediate loss of 1 humanity. Should you fail completely, you become a husk.

Grave Promises:

  1. Fulfill the prophecy by returning through the veil to attend your own funeral
  2. Return your lady's keepsake
  3. Avenge the King's early death
  4. Deliver your squire safely home to become a knight of the order
  5. Prepare your Squire to take your stead as a Questing Knight
  6. Throw your lady's cursed keepsake into the Eternal Forge to break the curse
  7. Return with the Cup of Sorrows
  8. Return with the true betrothed of your lady
  9. Avenge the death of your lady
  10. Return through the Veil with your lady

2. Immortal of the Sun, Elf by Vayra
Immortal, till you took your final breath and passed through the veil. The noble soul'd patron brought light to your steps in life, but here is only darkness. The lexicanum of your order does not prepare adherents for life after death, for supposedly death never comes. 
Starting Equipment: With you in death are your craftwood bow, delicate basket-guard rapiershield, and silvered chain mail. Each bears the golden sun of your order, perhaps friendship and charity can be found in the dark?
Perk: In life, you never aged from the day you took your vow. In death, restore 1 humanity when you make a new friend.
Drawback: When betrayed by an ally, save v humanity or become inconsolably sad or enraged.

3. Knight of the Blueby Random_Interupt
"Once he knew the origin of every scratch and scar on its surface: every dent or scrape told a story of honour won or a battle fought. But now the damage just represented a life of violence, there were no stories anymore. There was no honour, just struggle and hardship." - Direct quote from Ex Profundis
Starting Equipment: Blued steel plate armourspathaoath ring (+2 reaction roles among the honorable), and a well-used great maul.
Benefit: You can see violent intent in others, hanging over them like a halo of red light. The order will owe you quite a bounty if you ever get home.
Drawback: You are oathbound to defend others from violence, by any means at your disposal. If you ever kill in cold blood 1d4+1 of your fellow knights will come for your head.



4. Warden, mashup of Phlox's Barbarian and AXEORCIST by Vayra by Lexi
Something is wrong. The dead walk more often than the elders can abide, the spirits are restless, sickness proliferates through the crops. Maybe there's an answer beyond the Veil.
Starting Equipment: A great axe or great sword that can wound incorporeal undead, and a bucket.  Two symbols of home. The first gives you +2hp, the second +1 to block or dodge.
Benefit: Your axe blows dispel magic and banish possessions. When you kill something, it cannot be raised as undead.
Drawback: If you leave the presence of a husk without killing it, reduce your humanity by 1 or take 1d6 damage.

5. Nemean Warrior, Lion Knight by Locheil
What is a hero, once dead? Who writes the legend beyond the Veil? Well, if there is none to Witness, and none to Record, then let this Lion Roar.  
Starting Equipment: Golden Lion's Helm (1 armor). Hardened red leather Linothorax (1 armor), Trident, and a net. Also a child's rattle in the shape of a pig.
Benefit:  Your legend depicts all manner of foul foes that have been cut down by your blade. Pick one. +1 damage to that enemy type.
Drawback:  Your legend depicts all manner of foul foes that have bested you at one time or another. Pick one. +1 damage from that enemy type.



\\Tricky Types//

1. Silver Mask, Silver Arrow by Locheil
From time immemorial, someone has stood here in silent vigil in the face of the Maw, the gaping putrescent wound in reality which leaks the monstrous dead. After countless of your order have fallen, some have opted to take a more active approach.
Starting Equipment: Silver mask with a blank stare (as helm), white robes with silver embroidery (+2 reaction rolls with those seeking forbidden knowledge), longbow with silver thread, and a fungus with neurotropic properties. 
Benefit: from your training as a defender of the mortal realm you've come by d3 bits of lore about the Veil'd World. 
Drawback: Those seeking escape from the Veil'd World recognize you as an obstacle to their escape.

2. Duskwind Seafarer, Pirate by Vayra
Beyond the mists near the Edge, through the Silence, and past the Screams. Somehow you found your way to shore, but not to the one you left.
Starting Equipment: A cutlass, a flintlock pistol, a jug of rum, stylish stripes and a red sash, and a compass
Perk: hold your breath for a long time, never lose your way as long as you have a compass. 
Drawback: The sea of souls does not easily accept the loss of her beloved sailors. Water is actively hostile against you unless you are returning to the sea.

3. Mother's Kiss, Spider Knight by Morgan
The Mother is hungry. The Mother is tired of her mortal fare. The Mother stabs and stabs. The Mother sent me here.
Starting Equipment: 8 short blades, 50 feet of rope, a sack of eggs, black studded leather armor, a red helmet that covers the entire head, except for 8 eyeholes, and an aulos.
Benefit: Scurry up walls with ease, spit poison, inflict nightmares by touching sleeping people
Drawback: You are in servitude to Mother Spearlegs. She appears in your sleep every night, demanding earthly objects from you. She loves gold, silver, and objects of sentimentality to others. If you have them on your person next time you meet her, she will take them off your person. If you don't have these items, you lose 1d6 fingers/toes. Once out of fingers/toes, you lose your brain.

4. Dragonblood Inheritor, by ArkosDawn
The true Drake herself. Devourer of All Time. The Cleansing Coil. She is the source of the cycle, the killer and ingester of civilization that wipes the slate clean for a new age. Here, beyond the Veil, the true nature of reality is manifest. The Corpse of Father Time lies still in near death, but why hasn't the serpent finished the job?
Starting Equipment: A Dragon-Scar (a body part mutated by the draconic power, damage as a one handed sword), a ruined ceremonial outfit worn by heretics before their execution, and wrist shackles. A dragon-head stone containing the spell Heroic Leap.
Perk: You can transform into a small (horse-sized) dragon, giving you flight, a breath weapon, and a fearful aura. Each transformation costs 1hp and lasts as long as you can hold your breath.
Drawback: You are being hunted by treasure hunters, dragon slayers, and at least one religious institution that views your survival as a sin.

5. Veteran of the VeilVeteran by Vayra (didn't change much, it's very cool)
You aren't sure how long you've been here, but longer than most. You aren't even sure that you're dead, but as long as you've been searching there's never been a way back across the veil.
Starting Equipment: Long leather duster, a flintlock rifle with 10 silver balls in paper cartridges, a crowbar, a chipped wide-bladed sword with the inscription Sunt hic etiam sua praecuna laudi.
Benefit: in your time here you've picked up 1d3 bits of lore. 
Drawback: Your antics have garnered attention. A blackbird follows you everywhere. If you kill one, two more return to replace it at midnight. There is a bird-in-6 chance that it gives away your position at a terrible moment.


6. Powder Smith, Sapper by ShiftyHomonculus
BANG. Smoke. Sulphur. Screams. Clouds. Dirt. Gasp. Powder was always good for moving material. It seems it's good for moving souls too.
Starting Equipment: Two shovels (one battered but well-maintained, one shiny spare), small caged songbird, 3' coil of fuse cord (burns 2"/rd), horn of black powder, smokey goggles.
Perk: When digging, earthworking, or conducting similar grunt work, you count as two people. You Save with advantage against cave-ins, explosions, and machine malfunctions.
Drawback: You attack with disadvantage unless you have at least one wall or ceiling within arm's reach. Ordinary soldiers regard you the way civilians regard soldiers - with deep suspicion and a touch of fear.

//Magic Types\\

1. Cryomancer of Ganedd, by Random_Interupt
Inheritors of those who turned from the Way of Fire and followed the Stilled Prophet. They made their home in the everdark land of Ganedd, and there plumbed the secrets of their cold, emberless hearts.
Starting Equipment: White fur robe, drakebone snow goggles, crystal teardrop pendant containing the spell Elemental Blast: Cold.
Benefit: You take no damage from the cold, ever. You can extinguish small flames instantly and larger ones more slowly by blowing on them.
Drawback: You take 50% more damage from fire than other people. You were raised in a religion that most outside your homeland consider heretical.

2The Fiend-Hunter, by RandomWizard and drinks from Phlox's Barbarian
You've hunted the things of the dark for an age; catacombs, deep forests, frozen ancient ruins. Still, in the dark places they lurk. Perhaps a more permanent solution can be found here, beyond the Veil.
Starting Equipment: Silvered bastard sword, tattered cloak, thick leather gloves, two drinks nobody here has heard of, one delicious to any taste and one intoxicating to any constitution, and an empty lantern which holds the essence of the last monster you've slain.
Benefit: Whenever you kill a monster with HD higher than any monster you have previously slain, you acquire one power of that monster (fire breath, flight, great strength, etc.).
Drawback: Whenever you acquire a new monster's power, you must Save or suffer a madness (see spellcasting).

3. Hooded Acolyte (white), Orthodox Graduate by Locheil
Pursuit of the deeper nature of reality brings one to the soaring peaks of human knowledge. A pursuit with the noblest reputation. Funny its reputation never seems tarnished by those students who leap from those lofty spires. 
Starting Equipment: A robe of the purest white (+2 reaction rolls to seeking knowledge), a marble haft trident, pen and ink, hymnal, prayer beads
Benefit: You somehow brought with you 3 spell containing books from the college library. Roll thrice on a spell table of your choice. Here's one.
Drawback: Mishaps with dark magic cause you to save or lose humanity as well as gain a madness.




4. Hooded Acolyte (black)Necromancer by Locheil
Pursuit of the deeper nature of reality brings one to the depths of human depravity. There in the mire and despair, there is the spark of divinity.
Starting Equipment: Ominous black robe, skull mask containing the spell Animate Dead, military issue flintlock pistol and 13 bullets, shovel, a bottle of spirits.
Benefit: You may seize control of a husk by expending focus dice equal to the husk's hit dice.
Drawback: Hymns, angelic beings, and sacrificial love require you to save v humanity or gain a madness and flee.

5. Smoldering Sect
Fire is the tool that sparks civilization. Each cycle begins anew with a flame. The legends are relearned and told again. In the end, the fires fade. Flame turns to ash and grows cold, awaiting the new spark. When the cycle is interrupted, the fire doesn't go out. Why didn't it go out?
Starting Equipment: Charred chain mail covers a burned body. You were sent beyond the Veil with the unique weapon of your order, the Flaming Flail. 10 rolled cigarettes, a heavy leather belt, and a small iron cage containing the spell Burning Hands.
Benefit: You create a spark by snapping your fingers. You can judge your approximate distance from a bonfire.
Drawback: Birds and hounds hate you, unintelligent creatures sense you are here to end the Cycle.

No comments:

Post a Comment