Showing posts with label OSR. Show all posts
Showing posts with label OSR. Show all posts

Tuesday, November 16, 2021

Staring Contests


I walk around the ring, but I never take my eyes off my opponent.
I keep my eyes on him, 
even if he's ready and pumped and can't wait to get his hands on me as well.
I keep my eyes on him.
I keep my eyes on him.
I keep my eyes on him.
Then once I see a chink in his armor, 
boom.
One of his eyes may move, and then I know I have him.
Then when he comes to the center of the ring,
he still looks at me with his piercing look as if he's not afraid,
but he already made his mistake when he looked down for that one-tenth of a second.
I know I have him.
He'll fight hard for the first two or three rounds,
but I know I broke his spirit.

A staring contest is spiritual combat of a sort that any two individuals can engage in. Children sense this inherently and begin training their spirit in bouts against one another from a young age. It is only when other means of contest become available that staring contests become less common.

This is a grave mistake.

Defeats are not only dealt out via sword and spell, but with eyes and stiff upper lips. The heaviest armor may save you from the type of wounds which will heal anyway, but without practiced discipline of spirit you are vulnerable to wounds that may mar you forever.

Additionally, PCs may engange in a starting contest with indivuals that are not culturally appropriate to fight by other means. The wisened sage, the child, the prominent official do not take well to the sword, but a conflict with stakes can be engaged in by these means.

so, the rules.

Staring contests are invoked when two parties pass judgment on one another in an irreconcilable way. The traditional way to settle this is with combat, but here the staring contest is used instead. 

  1. One party passes judgment on the other
  2. The second party return judgment on the first
  3. A single roll to determine the will and spiritual fortitude of the participants, with the loser accepting the judgment of the other as true about themselves.

I recently goaded Phlox's sage NPC in his Ten Blade Demigod game into a staring contest. I botched my end, but here's how that would have panned out according to these rules.

PC, seeking wisdom and guidance: "what use is a sword?"

NPC: "A sword is a weapon of war. A sword-dancer dances to titillate butchers. A sword-brandishing hunter pursues illusory prey. Those who wreak the work of war inherit tools laid out before."

PC: "A last question before I depart, what did your tea leaves say about me?"

NPC: "That if you sin, you will sin defiantly."

at these remarks a rather comprehensive judgment has been passed on my PC. He is sword-forward and seeks to use it to do good, and by the second comment, both of these attributes are called into question by the sage. The utility of the sword and his goodness.

PC: "Hmph. I came seeking wisdom, but found only one who wishes the world to be different, but is not willing to take the sword into her hands to change it."

Eyes are locked. A stat representing spirit and will is tested. The loser accepts the judgment of the winner as true about themselves for the time being. My PC lost, calling into question his ability to work good and his goodness itself, thus far unchallenged in the game. Fun!

These contests can be arranged with different stakes, of course, when fighting is not an acceptable recourse similar to wrestling.

Thursday, August 5, 2021

MAGIC SWORD

What is a magic sword? Have you ever thought about it? Why are they so ubiquitous? Every hero needs one and every PC is after one. On the GLOG discord server just making up chainsaw sword names is enough. 

THROW NOT PEARLS


A magic sword is what allows Scott Pilgrim to vanquish the ex and secure the girlfriend. A magic sword, once lost, caused Thor to do some soul searching and invade a government base. A magic sword once chose the King of Camelot. So what's their deal?

VICTORY ON ARRIVAL


A magic sword is the thing you're looking for when you plumb the depths and venture into the chaotic wastes. I mean that in more than just your game. When you move, as I did recently, you leave the walled safety of civilization (that you know and are familiar with) and enter the relative unknown of a new land rife with dangers you are not yet familiar with. Over time, though, you get to know the place, its social customs, its idiosyncratic dangers, and the safety of civilization re-emerges around you.

LOST ONCE FOUND

@drivemeawaytroubledheart

But by then you are not in the same civilization. And you are not the same. A journey into the wilderness of life does not leave one unscathed, but when you return successful from your metaphorical/archetypal journey you are more than you were when you left. The lessons you learned, friends you gathered, treasure found are the precise things that caused the safety and comfort of home to re-emerge.

ONLY WAY BACK


The sword is of that type of thing. It is the treasure but in its active form. Sometimes when you are thrust into the miasma by the monsters of life, there are no simple fairytale endings to be found. There's no pot of gold waiting at the end of your rainbow journey. The only way back is to step over the corpse of the monster that brought you here.

As far as I can tell, the only way to kill a monster is to become one. No pastoral farmer slays the hydra and rescues the village. Even if it was a farmer that left the village to do so, once they make it back they are no farmer now. The sword is a symbol of that. It is not a sensible tool to bring on an adventure. It's no axe or pick or crowbar. It's the thing for killing. It makes a monster out of you.

DEATH DOES PART

Anto Finnstark

When life grabs you by the hair and pulls you into the underworld (disease, loneliness, depression, isolation, unemployment, breakup, divorce, crisis of faith), you might curl up into a ball and cry. But not for long. That's not what heroes do. Forge ahead, stumble blindly if you must. Grasp. Reach. Find your magic sword and start swinging. The only way out is over the corpse of the thing that brought you here.

FIELD OF SWORDS



Once in your life, you may find yourself in the FIELD OF SWORDS. Here's the tool for any job. Look around:


Limitless potential is at your fingertips here, if only you could pull them all. But you can't. You get one choice. If you're greedy you'll leave with nothing. Life is like that sometimes. 

Examine them closely, you'll get only the appearance until you grasp one and by then the choice is made. The sword you grab might be the thing you need. It might even make you King.
















Thursday, July 29, 2021

Giving a Dungeon Soul: Dark Souls Dungeon Guide

Based on the type of game I've outlined previously, and the basic structure of a Soulsbourne game, our direction becomes apparent. A themed mini-dungeon.We'll call it a region, I guess. String enough of those together and you have a proper Souls adventure. But how do you build one of those basic units? What's in a good mini dungeon-delving adventure? How to capture the feel of exploring the shadows of Anor Londo, or summiting the monumental Castle Lothric and looking over the parapet to all the regions you have conquered so far? Hmm. We'll get there, but here are the basic ingredients (I argue) we should use to make our cake.

REGIONS:
When designing a region, tell the story of the boss. DS does this with the location itself, enemy encounters, items found there, and an NPC tied to each boss. We can do basically the same. Through that lens, the players will learn about the setting and also feel rewarded when they learn something that will help them in the final encounter. 

Consider Aldritch, the Devourer of Gods in Dark Souls 3. He ate his own children and became so powerful that he was made a Lord of Cinder. He is tied, in part to the Cathedral of the Deep. Here are scenes that give us information there: chained giants wallowing in a pool of filth from eating sacrifices (fight), bloated priests of the deep keeping watch over their patron's now empty coffin (fight), a teddy bear which reveals where he's run off to now (item), and Anri of Astora (npc). Anri, with her partner Horace, once children of the horrific maneater reveal the disturbing tale and seek to slay the slug-like monstrosity.

2-3 encounters + Boss
I want a game that I can sit down and play in about 2 hours if necessary. In my experience encounters will take quite a lot longer than you expect. It's also few enough that I can create them quite quickly. Note that I do not mean fights, here. Maybe "scenes" is more appropriate per the discussion above. The players will inevitably turn a random box in a corner into a scene all on their own, but this is a good number to plan on ahead of time.

Now, some of these ought to be intended fights. This is a souls game. What do the monsters say about the setting or the boss? What mechanic should they foreshadow so the pl*yers have fair warning? I recommend putting a brand new enemy in isolation if it is particularly dangerous so the players get some practice, then scaling up from there. Try to avoid placing them randomly. 

Why are there priests in the cathedral of the deep? What are they doing there? Why do they guard an empty coffin?


3+ bits of lore or clues about the boss
Aftermath of a battle, the flavor text of the boss, a warning left by a previous adventurer for those who come after. Include some information about who the boss is/was. Why are they here? What twisted them and took their humanity? Who were they before? What do they want? How do they tie to the setting at large? What faction is related to them? What fate do they want to avoid? Give clues and plenty of them. The boss is the main character of the region and all the flavor will come from them and their story. The story of the boss is the story of this location. What does the teddy bear say about the foul Aldritch?


1 rescuable NPC
The rescuable NPC is a key component of the unifying hub for these otherwise disparate game sessions. Imagine a Firelink Shrine that populates with NPCs you were there to rescue and a few that were befriended and helped by the other hapless souls wondering the Veil'd World. It gives a sense of unity to the players beyond we all happen to be dead

It also can be a way to offer advancement to the PCs and put sources of knowledge around that they can interact with. Due to the fairly sparse lore, having a friendly face around to ask questions of is valuable and it will be fun talking to NPCs others found and getting their story.

Give the NPC:
  • 1 area of knowledge due to a tragic past with that thing: They know about the boss in this region, the next region over, the larger setting component, a certain faction's history or current state
  • 1 useful ability the PCs may be interested in: blacksmith, can teach sorceries of some kind, makes potions, will run off and find things for you, will come along as a hireling
  • 1 thing they need before they will meet up with the PCs at the base: They are locked in a cage and need a key, they lost their armor, they won't leave without their loved one's wedding band, you must prove your worth to them, you must prove your humanity to them, they need to lay a husk to rest

1+ interesting item unavailable in shops
PCs do not gain abilities in Through the Veil without finding items, spells, weapons that grant them. Managing inventory, preparing for the challenges ahead with limited item slots is going to be part of the fun, so we need to give PCs hard choices about what to bring along. That means cool stuff. Maybe several is a better number than 1+. As with everything, this is an opportunity to tell a bit of the story.

Items which contain a spell are valuable and the easiest to create. Roll a spell and put it on something semi-interesting. Books (spellbooks) are fair game, but looking up something old and interesting is better.

Also, a souls game required interesting weapons. Or flavorful themed magic items. Seriously, I'm giving you all my best GM secrets rn. And by GM secrets I mean links to other great blogs. I'll post some cool swords I'm working on soon as well.


1+ bit of findable lore
Put those lore sentences in the world, otherwise why did we write them? The uncovering of secrets is its own reward and a type of loot very underrepresented in most dungeons. This is in addition to the lore about the boss and this specific location. What can you learn about the world as a whole? Is there a bit of information here that will help in another region? 

This could also take the form of a key or item which will help in another area. Link this area with the outside world. In general, the fewer clues you have, the more obvious they should be.

1+ extra passage or additional optional encounter
Something out of the way, potentially unrelated to the main theme of the dungeon. This ties the broader world together and is a good place for overlap between factions or to insert that one interesting encounter you didn't have a place for.

0+ other NPC (provide information about region, offer a quest, offer aid, become rival, merchant of sorts)
Someone to talk to is crucial, even in a combat-oriented game. Even well-designed and interesting combat becomes a slog if enough of it is strung together. Rather than a rescuable NPC who requires something from the PC and has some useful skills for the PCs, this can be more open-ended and be included on the fly to adjust pacing.

0+ cryptic message left by those who came before
One of the best parts of Soulsgames and a free opportunity to troll.

0+ openable persistent shortcut
This is particularly important in longer dungeons and in this TTRPG format. Repetition is much more acceptable in video games than TTRPGs. To address this, put a loop back to the beginning just before the boss, or nearby. Also, as players respawn after failure, change the encounters slightly. Swap out an enemy, change numbers, locations etc. The place is alive after all and we want to avoid a slog at high cost.

Mapping the Region:
I hate making my own maps. Here are options I recommend:
  • Take a map from Trilemma Adventures and re-skin as needed
  • Have ole' Don Jon do it for you. You only need 10 rooms tops, some of them empty.
  • yep two recommendations I guess. You just need a smallish map with some crossing and random connections.
Then,
  • Place major encounters/scenes including the boss. Preferably make the environment where fights may occur dynamic.
  • To fill the rest of the minor spaces, make two lists. Locations (a shrine, sewer passage, ritual chamber, balcony, grand stair case) and the minor encounters (wandering enemies, npcs, scenes which tell a tale). As the PCs enter the next room, pick something off the location list and a minor encounter and boom, there's the room. This randomness will make the area fresh if parts need to be repeated, eases prep, and keeps you surprised.
more rooms than you need. 3 or 4 are good boss rooms.

OR

So while writing this I saw this post about designing dungeons in a circle. Doing so solves a ton of problems for the specific type of game this is! Take one of the following structures from this graphic copied from the linked post and put the bonfire at the start and boss at the goal. Add rooms and branches for the other encounters and you're done.

Saturday, July 17, 2021

Through the Veil: Souls-like RPG - Intro, Chars, Rules

Heartbreaker? This is a SOULSbreaker.

Here's the idea. I want a ttrpg that captures the fun of Dark Souls. I need:

  • tactical, punchy, exciting combat
  • armor and weapons that feel dramatically different
  • weird, evocative spells and interestingly limited spell schools
  • encroaching madness, but also a pull to the dark side
  • learnable enemies
  • PC flexibility, but also interesting starting classes that tell me about the world and make players excited to get into it
  • respawns, but without losing the drama
  • deadly, tragic, complicated bosses that drop drool-worthy weapons
  • deadly, tragic, complicated NPCs that capture the beauty, horror, and well tragedy of it all
I'm not the first to try, and if I'm the last it's on you. Each of those attempts is along a spectrum from very interesting blog post, to nearly playable game. This doesn't include actually playable games like this, or this, or this, etc.. I'll be stealing remorselessly (with annotated credit if possible) from these and other sources. My primary goal is not to make Original Content, but to make the best Soulsborne TTRPG that currently exists with as little bother with OC as possible. That said, a plain port of video game content into a new format is only marginally interesting, so originality will be used as a spice to keep things fun and avoid too much predictability.

Since we're going all out, I have a few more unrealistic, idiosyncratic constraints I want to work with. I've heard tell of the early days of DnD, when all the players had their own personal dungeon to run for their friends, and all the GMs had their own characters to test their skill in their friend's deathtrap madhouse dungeon. I love that. It implies an open play format before the days of detailed campaign story arcs, filled in maps, splat books, and hundred-plus page setting guides. 

I also have a family, a yob, and a few other hobbies, blessed as I am. So I want a game that I can sit down and play for 2 hours and have a great time in and not be obligated to prep a game/campaign each week. I know many pl*yers are in the same boat, cursed as they are. 

Fortunately, these two constraints collide in the following game format:

  • Expeditions start at a bonfire in the middle of the action
  • Each expedition focuses on exploring a small region with 2-4 encounters plus a boss
  • Each player has a region, each GM a character.
  • Games scheduled as a group, rather than by a main DM. One offers to run their region, and players take turns.
  • The world is built at the table as each player reveals the secrets of their region.
  • Player/GMs seeking the unifying tone of a SOULSBORNE setting, but giving leeway to each other to explore the lore and backstory of the setting, building it together.
  • A unifying hub to tie the otherwise disparate sessions together.

Surely, a pipe dream. But if Dark Souls taught young me anything, it's that horrifying nightmares sometimes do come true. I'm going to try and get such a thing going with literally 0 online social capital to spend. We'll see. 

First, the rules. The problem with the earlier earnest attempts was that they either started with a system and then tried to bolt Dark Souls onto it, or they tried to emulate a computer game in a ttrpg format. These foundational flaws either result in a game that does not feel like a Soulsborne game due to artifacts from the chosen system or because GMs are not computers and require much more simplicity for our games to be fast-paced and exciting. The following is a system designed from the ground up to emulate Dark Souls. You may recognize bits from my mon game (Best There Ever Was), but that game stole the basic mechanics from my draft form of this game, so here we are.


CHARACTER STATS

Character stats are Health, Stamina, Mana, and Humanity. These are all dice pools of d6s with distinct uses described below.

Health: A character's health is determined by level + 4 per health dice.

Stamina: Stamina dice are rolled when performing almost any combat action. This pool is tested during skill checks to avoid effects that predominately affect the body. Dice rolled showing a 1, 2, or 3 return to your pool. Regain 1 stamina each round at the end of the round.

Focus: Focus dice are used mostly in casting spells, which is possible for any character who holds a spell-granting item in their hands. The spell text will determine how to calculate its effects but may use notation like sum and dice which refer to the total shown on the dice or the number of dice rolled, respectively. This pool may be tested to avoid magical effects. Dice rolled showing a 1, 2, or 3 return to your pool.

Humanity: Love, sacrifice, adventure, violence, tragedy, beauty. These are the passions that refine a soul in life. This fire has purified the dross from your soul and allowed you to awake this side of the mortal veil. These are what separate you from the husks that have succumb to the suffering and malevolence which haunts life. Your humanity starts at 5 and is tested to resolve skills you may have had in life. It is also reduced when you die. Drop to 0 humanity and you become a husk.

CHARACTER CREATION

Your humanity stat is tied to memories, which are anchors which keep you from fading into a husk. Write a 1 sentence memory for 5 of the passions.

    Love (health)

    Sacrifice (health)

    Adventure (stamina)

    Violence (stamina)

    Tragedy (focus)

    Beauty (focus)

Your starting stats are based on these memories. Add one dice (d6) to the corresponding pool if you have a memory associated with it. Next, choose a class and you're done.

CLASSES
Based on archetypes created by excellent humans. Thanks, Loch and others on the discord server. Content may be directly stolen with exceedingly minor adjustments, inspired by, or up to maybe 50% my ideas. It was super fun to riff off of y'all creations and ask the question "what if they died?"

EDIT:

I though my consience would let me steal things from others. IT WILL NOT. Doing so, even after asking is too disrespectful to the creators. This section is under construction as I write custom classes.

EDIT 2: Classes

//Fighting Types//


\\Tricky Types//


//Magic Types\\

SKILL CHECKS

Tell your GM what you want to accomplish and how you want to achieve it. The GM will determine if the task requires a health, stamina, focus, or humanity check. These correspond to feats of toughness/endurance, strength/agility, mental/magical prowess, or something corresponding to your previous life, respectively. 

To make the check, roll a D6. If you roll under the maximum number of dice in your stat pool, the test is a success.

COMBAT

Players and enemies activate in order of highest current stamina to lowest. Bosses win ties with players, players win ties with monsters.

Attack by rolling stamina dice. Damage done is equal to the sum of the roll. Melee attacks may be mitigated by dodging, blocking, or parrying. Ranged attacks may be dodged, or blocked.

Dodge by rolling 1d6 under current stamina to reduce incoming damage to zero. Reduce your stamina by 1 afterward. -1 to the number you must roll under for each bulky item you carry.

Block by discarding stamina dice to reduce incoming damage by 3 per dice. This must be done prior to the attacker's damage roll. If you take more than dice damage after blocking and armor are considered, you are staggered. Your next turn is moved to the end of the round and you take +2 damage until then. Requires a shield. 

Parry by rolling stamina dice as if making an attack. Whoever rolls the highest sum (including any damage bonuses) deals damage to the other.

Ranged weapons cannot be shot within melee range, cannot be parried, and have a set number of stamina dice that must be used when attacking.

To cast a spell, roll focus dice according to the spell text. Spells targetting enemies with a projectile can be dodged,  or saved against by rolling under your current mana or humanity as determined by the spell text.

DAMAGE, DEATH, HEALING

You may return to full health and refresh dice pools at the bonfire where the adventure began. Time passes. The enemies refresh too, although things may not be as you left them.

You may empty your Estus Flask to avoid a single source of incoming damage. The flask refills at a bonfire.

When reduced to 0hp, Y O U   D I E D.

If your party survives you and gets your body to safety, they may revive you by warming your corpse near a fire. If everyone dies, you all awaken at the last bonfire you visited.

Humanity Fades

When you die, the trauma rends at your remaining humanity. Reduce your humanity by 1 and erase one of your memories determined at random. Speak your lost memory to the group as you do so. It's lost forever now.

As your human essence is tarnished and compressed into an increasingly violent husk, you grow more deadly. Increase your combat rolls or spell rolls by 1 for each point of humanity you have lost. You also gain a compulsion:

  1. Pardon me, I was absorbed in thought. Recite one of your memories whenever you meet someone new, or whenever you are first addressed by another player during a session.
  2. Hmm, I seem to have misplaced it... You forget you have an Estus flask unless another player reminds you to use it.
  3. Not to worry. Great planning begets great fortune. Your first action in combat is always the same. Write it down and be specific. It's not "wait in the back", either.
  4. I've just been sitting here, weighing my options. Whenever your stamina reaches 0 you take a knee and catch your breath. +2 damage against you until you stand up.
  5. Can't even die right. Gives me conniptions. One of your current items disgusts you, discard it immediately. Surely, it caused your last death.
  6. This is a land of monstrosities. And I am no exception. Always use at least 2 focus dice when casting spells, if possible.

SPELLCASTING

Spells are bound in enchanted items and released and directed by the will of the spellcaster. To cast a spell, the item containing the spell must be held in hand.

Spells are cast by rolling Focus dice and resolved according to the spell's text. Focus dice showing a 1-3 are returned to the caster's pool.

As with Stamina rolls, a PC may voluntarily take 1 Fatigue to add 1 additional dice to a spellcasting roll. Dice gained from fatigue cannot be returned to the spellcaster's pool.

Encroaching Madness

Whenever you roll doubles the magic roils and warps your mind. Roll again on the following table:

  1. Change/Add a Negative Adjective to a random memory.
  2. Change/Add the verb in a random memory.
  3. Change the subject of a random memory.
  4. Change the subject of a random memory to a person/location beyond the Veil.
  5. Combine a random memory of yours with another PC's.
  6. Combine two of your memories by mixing and matching.

INVENTORY

Each PC has 10 inventory slots. Items in bold in your starting equipment list require a slot to hold them. Except for ammo or currency, 1 item to a slot. Every filled slot over 10 results in 1 point of Encumbrance. Encumbrance is a negative modifier to rolls.

Fatigue also takes an inventory slot. You may voluntarily exert yourself to gain 1 Fatigue and add 1 dice to a roll. This can only be done once per roll.

Fatigue is reset at a bonfire.

Items that take up more than 1 inventory slot are considered bulky. Unless noted otherwise, bulky items take 2 slots. Fighter-types can carry 2 bulky items, everyone else can carry 1. The most common bulky items are heavy armor and great weapons. Everyone takes -1 to dodge rolls for each bulky item they have in their inventory.

Everyone starts with an Estus Flask.



EQUIPMENT

Armor: Each point of armor reduces incoming damage by 1. Certain types of damage may bypass armor as sensible to the DM. Armor takes up 1 slot for each point of damage absorption granted. Generally, light armor takes up 1 slot, chain 2, and plate takes 3. Items such as helmets increase armor by 1 up to a maximum of 3.

Melee Weapons: Deadly weapons allow PCs to deal normal damage according to the sum of their stamina roll. Unarmored or improvised attacks deal half sum. Melee weapon types also provide small differences in their usefulness in combat.

Shield: Required to block.

Unarmed: +1 to dodge rolls. Attacks deal half sum. Cannot block or parry.

Daggers or small weapons: +1 to dodge rolls if all held weapons are small.

Swords: +1 to parry rolls due to weight shifted toward the pommel.

Axes: successful or blocked attacks reduce enemy armor by 1.

Maces: stagger an enemy if any damage passes through a blocked attack.

Two-handed Weapons: +1 damage.

Dual-wielding: allows you to make an additional 1 stamina dice attack on your turn. 

Great Weapons: bulky, +3 damage, requires a minimum of 2 stamina dice to swing.

Ranged Weapons: Ranged weapons deal damage according to the sum of a stamina roll as melee weapons do. However, ranged weapons must always be fired with the number of stamina dice noted. Ranged weapons' attacks cannot be parried or directed at a melee assailant.

Shortbow: 1 stamina, due to lack of tension.

Longbow: 1-2 stamina. -1 to dodge rolls when wielding due to size.

Hand Crossbow: 1 stamina. Reloading takes 1 turn.

Crossbow: 2 stamina. 2 hands. Reloading takes 1 turn.

Flintlock Pistol: 1 stamina. Deals +2 damage with incredibly loud report. Reload takes 3 rounds.

Flintlock Rifle: 2 stamina. 2 hands. Deals +4 damage with incredibly loud report. Reload takes 3 rounds. -1 to dodge rolls when wielding.

Great Bow: bulky, 2+ stamina due to incredible tension. +2 damage.

Thursday, July 1, 2021

His Ministers a Flaming Fire! GLOG Class: Prophet

“Who maketh his angels spirits; 
his ministers a flaming fire...”

The kindling is your campaign setting.


The following is a GLOG class for prophet-like characters. One, a prophet for that which is known and the other for that which is unknown.


Advancement is as:


Level 1: Gain 2 Signs/Symbols, rank 1.

Level 2: Gain 1 Sign/Symbol, rank 1.

Level 3: Gain 1 Sign/Symbol, rank 1.

Level 4: Gain 1 Sign/Symbol, rank 1.


A Voice Cries Out in the Wilderness



Clerics and paladins and priests. Those aligned with good and God and on a holy mission on the behalf of the Deity and in accordance with the Highest Ideals. Those willing volunteers. These are mere gate keepers of the House of God.


Then there are those who have seen God. In a dream, or a bush, or glimpse as He just walks away. These are vessels that have been changed and are no longer fit for common use. You’re one of those.


You didn’t accidentally see the form of God. You were chosen for a purpose and given Stigmata and Signs to help you fulfill it. Signs have no limit to their use, as the power is not yours. If you abuse this power you will be given up to 3 warnings depending on the severity of the misuse of the Signs. Typically, a nearby animal will stare blankly at you as a reminder that the gifts of God are not your plaything. The final warning comes verbally from the closest animal. If you hear this tread carefully, you are mere moments from death.


Upon reaching level 4, set a real-world timer for 45-60 minutes. When it goes off you disappear in a whirlwind.


You are God’s chosen messenger, selected to lift up and strengthen the oppressed and speak God’s judgment on the oppressors. Make way for the Lord. 


When you saw the true form of God, you gained a Stigmata:


  1. A blistered and burning tongue and lips (-2 Cha)

  2. Nails in hands (-2 Str)

  3. Nails in feet (-2 Dex)

  4. An immovable crown of thorns (-2 Int)

  5. A large bleeding wound which does not clot (-2 Con)

  6. Perpetually weeping eyes (-2 Wis)


You are given Signs to aid you in your purpose. Signs begin at rank 1. Each time you draw a crowd denouncing an oppressive authority, increase the rank of one of your Signs. Each day you could have done this but didn't, lose a rank and increase the penalty from your Stigmata by 1. It is ok to go adventuring, but this obligation remains when you return. If you permanently alleviate an instance of oppression, one of your Signs may stay at its current rank.

If, in your adventuring, you encounter active oppression you must immediately chastise and rebuke the oppressor and call them to repentance. If not, reduce the rank of a Sign by 1 and increase the penalty from your Stigmata by 1. Also, if you leave town while your chosen oppressor is unrepentant, reset all Signs to rank 1.


1. Every Valley will be Lifted Up; Every Mountain and Hill Made Low

🜱 Command stones and earth to move, slowly. A volume the size of your body can be emptied or filled with rock in d6 minutes. 

🜱🜱 A small hillside can be flattened or erected in 10*d6 minutes.

🜱🜱🜱 Walk a circle around a structure 7 times, loudly pronouncing judgment and proclaiming that it will fall. Afterward, the structure collapses.


2. Blessed are the Poor in Spirit

🜱 You are immune to Fear, Charm, Sleep.

🜱🜱 Remove a Fear, Charm, or Sleep effect from one person. In an hour, consecrate an area against lesser evil.

🜱🜱🜱 You glow. No one friendly to you is affected by Fear, Charm, or Sleep while in your immediate presence. You may cast out a demon with a save, and destroy lesser undead with a touch. 


3. Blessed are the Merciful

🜱 Heal one person of an ongoing physical condition. Must be performed in public.

🜱🜱 Bring someone back from the dead after the burial ceremony is completed.

🜱🜱🜱 Bring someone back from the dead, they take d6 damage to all stats until they eat and sleep.


4. Withering Gaze

🜱 Lock eyes to wither and paralyze a limb of someone you are able to communicate with. Indefinite, only one paralyzed limb at a time.

🜱🜱 Effect is permanent, save to negate. Permanent effects don’t count toward limit.

🜱🜱🜱 Affect up to 4 total limbs at one time.


5. The Winds Obey

🜱 Direct the wind to assume a direction and increase or decrease its intensity gradually up to an uncomfortably strong gale. This takes 10*d6 minutes if it is currently still.

🜱🜱 You may direct the wind to bring up a storm or calm an existing storm. This takes 10*d6 minutes if it is currently still. Less time if there is more “weather” currently.

🜱🜱🜱 The wind rushes to obey. Call up or calm a storm in 10*d6 seconds. Direct 1 lightning strike to a location of your choice.


6. The Heavens Declare

🜱 Declare a sign in the sky such as stars aligning, a comet at a particular place. It happens tonight. If it is night time, it may happen now. 

🜱🜱 You may accelerate the movement of the Sun. It will rise or set in 10*d6 minutes. Your choice.

🜱🜱🜱 Clap your hands, the Sun winks off, or appears directly overhead. Lasts as long as you keep both arms raised overhead. 



A note for the GM. Authorities do not like prophets. Telling the truth is always a threat to power. Even if the prophet is not denouncing a given authority, they will likely feel as though their time will soon come. They are correct. If you (GM) have an idea about how the authority might react, do that. If not, create a short list of increasing sanctions or action they may take against the prophet. Each time the prophet appears in public and denounces them they perform one action and cross it off the list. Soon they will be asking for their head on a silver platter.


Example:

  • Become aware of Prophet

  • Send low ranking acolytes to laugh at and mock the Prophet and return with information.

  • Send higher rank officials to accuse the Prophet of wrongdoing and turn the crowd on the Prophet. Try to get the crowd to stone them.

  • Higher cult assassins for a large sum of silver pieces to remove the Prophet.



Knower of the Oak Tree

Something exists just behind the thin veneer of perception. Most are blinded by their eyes, and lulled to complacency by their reason. But listen carefully to your deepest intuitions, watch your dreams, lick a frog and you may catch a glimpse of the true chaotic nature of reality.


This nature is there in the beginning, with God. Chaos, Void, Water, Serpent. All symbols of Nature and the Unknowable. Having been so touched, you exist as a remainder. You do not add up. You remind polite society that for all their walls and rules and traditions they only just keep afloat on the surface of the Chaotic Waters of reality. 


The Symbols you possess are powerful. Even having one foot beyond the veil doesn’t make you immune to their tug. Abusing them will cause you to lose yourself. This takes the form of brief out-of-body experiences as you watch yourself cackle like a madman, or snort around like an animal. The last sign is your body telling you it is almost free.


When the Unknowable entered your mind, you gained a Mark:


  1. A forked tongue and scaly mouth (-2 Cha)

  2. Feathered hands (-2 Str)

  3. Hooves (-2 Dex)

  4. An intractable fungal infection (-2 Int)

  5. Constant profuse sweat (-2 Con)

  6. Snake-like Infrared eyes (-2 Wis)


You are given Symbols to aid you in your purpose. Symbols begin at rank 1. Each time you draw a crowd with a disruptive, confusing, or disturbing performative act to remind civilization that they are a hair’s breadth from utter uncertainty, increase the rank of a Symbol by 1.


Each day you could have done this but didn't, lose a rank and increase the penalty from your Mark by 1. It is ok to go adventuring, but this obligation remains when you return. If you permanently remove an organizing principle from a settlement, one of your Symbols may stay at its current rank.


In your adventuring, you must not rely on the so-called creature comforts of civilized folk. Wear no clothes except where necessary to survive. Do not wield forged weapons. Regularly dissolve your rational self and give in to intuition and feeling (via drugs). For each violation, reduce the rank of a Symbol by 1 and increase the penalty from your Mark by 1. Also, if you leave town for good without leaving a lasting unsettling or disorganizing influence, reset all Symbols  to rank 1.


I am called a dog because I fawn on those who give me anything, I yelp at those who refuse, and I set my teeth in rascals.


1. Natural

🝆         Detect smells as a dog and see as an Eagle.

🝆🝆     Take the form of a small animal if no one can see you.

🝆🝆🝆 Take the form of any animal you’ve seen if no one can see you.


2. Geas

🝆         One person must obey a non-harmful direction as long as you lock eyes.

🝆🝆         A willing participant may enter a Geas with you. Agree upon terms, if either party willingly breaks the terms, they die.

🝆🝆🝆 An unwilling participant may be forced into a Geas with you. State what the unwilling party must do and what you must do. The tasks must be comparable in risk and difficulty or the spell won’t work. Enter the Geas by stating the full terms of the Geas in their hearing and sacrificing an animal. If either party breaks the terms, they die.


3. One with the Mist

🝆         Call up a mist or fog. Takes d6 minutes. This impedes vision and provides advantages for stealth.

🝆🝆         In a mist, your identity is unknowable except at your will.

🝆🝆🝆 In a mist you may declare that you are absent and may reappear in a mist in a later scene at any time.


4. Intuitive Medicine

🝆         At a glance, know if a creature is diseased, poisoned, or cursed and the nature of the ailment. You are immune to these conditions.

🝆🝆         Remove any naturally caused ailment.

🝆🝆🝆 Remove any magically caused ailment. Requires mushrooms and a brief jaunt into the spirit realm.


5. Medium

🝆         Touch a warm body to speak with their spirit.

🝆🝆         At a word, if a location is inhabited by a spirit, they will make themselves known to you. 

🝆🝆🝆 With mushrooms and an all night ritual, speak with any dead willing to hear you.


6. I Shall be a Serpent in the Way, a Horned Snake in the Path.

🝆         Speak with snakes and the like. You are generally on friendly terms. Your spit is venomous

🝆🝆         Turn a staff into a snake and back. It is stronger than other comparable snakes.

🝆🝆🝆 Summon briefly, once a dragon. It doesn’t know you or like you. 


Design Notes on the Knower of the Oak Tree: Not a ton is known about druids that I could find. It is difficult to remove the DnDisms we all know, but understanding the original druids through the lens of Roman and Christian writers is beyond my hobby scope. This class contains DnDisms because that’s what I had left in spite of higher aspirations. That said, prophet of the unknown is a fun idea and I like it.


On being a prophet of the unknown. The point is not to act silly, although you may end up doing that. The point of the class is to incentivise the player to think about the structures of your setting and interact with them and undermine them. If there is a cult in town and this druidic player helps cast them out via typical DnD violence, then that organizing principle for that significant portion of townsfolk is gone. Druid mission accomplished. The same is true if the town elder gets so annoyed and flustered at your behavior he disgraces himself in front of the townsfolk and loses their respect. Remove order.


Needless to say order does not like to be disrupted. The powers that be may respond similarly to the Druid as the Prophet, but the authorities annoyed with be much broader.


General Design Notes: The first class was a fun exercise in squeezing in biblical reference into as small a space as possible. I also went for an overtly Christian class. This is usually avoided in holy-person classes to my knowledge. I’ve never seen it done to this degree.


The design bits I’m excited about are that the spell-like abilities have only diegetic limitations. It’s a near diceless, mechanic-less system for spells effects.


The second is that it is effectively a delta class, but one that should play out in interesting ways. First, the player is incentivised to interact with the setting in a way which matches the class fantasy. Also, doing so is possible and not needlessly time consuming, as is the delta trap. It is also the first delta class with a single course of action tied to each ability.


Format (for lack of a better word) inspired by the Thieves Guilds here and discussion on the Discord server.

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