Tuesday, 10 June 2025

Giving Names to Devils.

 The sages say no devil from The Realm Beneath is born with a name. A name is an imposition of language and will, but it is also a gift that grants the same. Giving a name to a child is the end of the forging process that creates a person. 
(Note: some cultures do not give their children names, leaving them as unruly and animalistic. The process of choosing a name for oneself requires an extreme act of cunning and will, and therefore nameless children are the most likely to become wizards. It is said that the Prince of Skies chose all of his names so that none would hold any power over him).
Devils are not born with names, but unlike all others they have nobody to give them one, and no culture to infer their own names from. Even the lowest of beasts have siblings, parents, kin - even a raven name or bear name is still better than none at all.
https://i.pinimg.com/736x/5b/39/25/5b392524d04608c7823508424269f735.jpg 
Artist unknown, please let me know if you know the source 
(Note: wolves steal the names of those they eat, but they are a rare exception)
Therefore, each devil is weak and helpless when born in hell, and will remain such for eternity.
Unless it is summoned.
To call something requires a name. This is an immutable rule. Dogs may be called because we give them names, but cats are given secret names by their mothers and so must accept the ones we give them before they work. Demons are no different. To summon a demon to do one’s bidding, that demon must have a name crafted and forced upon it.
https://i.pinimg.com/736x/05/07/98/0507981a29dc1fa6fa2a868c4fba7ff8.jpg 
insaneisane.deviantart.com, although account appears to be deactivated, I believe they are now insaneisane on Instagram
Were one to summon a demon and give it the name of a person, such as Mary, or Goose, or Puram, and summon it for no other reason than to grant it a name, then that demon would be a person. But no wizard would do that. The cost of summoning is too great, and demons are too strong when named with dangerous names, and so they are given Cage-Names. Names of life-enders and perfect companions and fountains of knowledge. They match themselves to their names and enact their roles with ruthless and creative efficiency.
Image 
This is what a person-demon would look like. Source is @wormudon on twitter
Before the Last Days, it was thought that demons were the evilest beings in existence. Scholars now understand that the wizards who summoned them were far, far worse, for no demon would have ever left the Realms Below were it not for the wizards who gave them their names.
(I'll probably do a demon-namer class soon, if so will link it) 

Friday, 6 June 2025

Questing Knight (GLOG class) +D6 swords, titles, and disgraces

 

Questing Knight

The Green Knight movie review: A24's adaptation is the ultimate Arthurian  trip. 
The Green Knight - channel this dude's wet cat energy

Equipment: A sword, shield, chainmail, sad warhorse

Class Trait: You get +2 HP and -1 save vs Charm for each Questing Knight template you have.

Skills: Horsemanship, Farming, or Politic

Class Level

Abilities

A

Quest, Chivalric Behaviour

B

Genuine Pleasure, Fair Maiden

C

Gentle and Strong

D

Great Oath, +1 to attack and damage

Quest

You may at any point declare a Quest - you may have 1 Quest at a time, and if you leave your Quest you gain 2d4 Fatigue.

There are 3 kinds of quests. You do not get a reward for a Quest unless you have declared it, but you can add +[templates] to any rolls to complete it.

Quest Type

Description

Princess

A Quest to rescue a princess, damsel, femboy, or town from mortal peril, an unwanted marriage, or a terrible parent/ruler. Rewards you with a Title.

Dragon

A Quest to slay a dragon, ogre, witch, or some other great monster. Rewards you with a Sword.

Subjugation

A Quest to obey a master and subjugate a town, person, or population. Rewards you with Disgrace.

You may begin the game with 1 random Title, Sword, or Disgrace (1d6: 1-2=Title, 3-4=Sword, 5-6=Disgrace)

Chivalric Behavior

Your code of chivalry must include the following, but can have more:

  • Always protect those in need

  • Always treat others with courtesy and without judgement

  • Never decline a duel or challenge

  • Never decline a gift or break a promise

So long as you live by your code unwaveringly, supernatural beings, peasants, and young nobles will act the same.

If you ever break your code, you become cursed.

A Genuine Pleasure

If you are polite, friendly, and honest, local lords, wizards, ogres, and witches will allow you into their homes and keep you as a welcome guest, giving you and your party food, drink, and a place to safely rest.

Fair Maiden

You hear tell of a Princess being held captive by a Dragon. Ask the GM where she is.

Gentle and Strong

When a bully or monster attempts to attack someone near you for the first time each day, you can step in and block the attack with your shield.

Great Oath

Once, when you declare a quest, it will be accomplished, so long as you keep trying. The GM may break every other rule to ensure it.

D6 Titles

Titles give social benefits or personal boons.

1d6

Title

Requirement

Effect

1

Hero of the People

Spend a night without sleeping trying to save a town from destruction.

You do not need to spend money for lodging and food in towns.

2

Saviour of the Small

Rescue someone significantly shorter and weaker than you.

If you shield someone with your body or shield, they are immune to damage until you stop.

3

The Dashing

Save two or more attractive people at once.

Anyone you find endearing or attractive who you act heroic or chivalric around has a 3-in-6 chance of falling for you.

4

The Forgiving

Save a witch.

If you defeat someone in battle and give them mercy, they will repent and work to redeem themselves.

5

Bringer of Light

Carry someone helpless out of a dungeon.

You have +2 inventory slots. You can carry another person with just 1 inventory slot.

6

The Brave

Save someone’s life through a complete accident without them realizing.

Nobody will ever assume you to be a coward or make mistakes. You get the benefit of the doubt in all situations. 

D6 Swords

Swords give magical swords (or other equipment).

1d6

Sword

Requirement

Effect

1

Dragonsbane

Slay a dragon.

1/day find a foe’s weak point (+2 AC but always crits).

2

Friendspeaker

Fatally trick an ogre.

If sheathed, allows you to change your appearance to be nonthreatening.

3

Righteous

Break a witch’s curse.

Will not harm the innocent - instead heals them 1d4 HP and removes curses (PCs are not innocent).

4

Tenebrous

Defeat a horrific monster at the bottom of a dungeon.

1-in-6 chance of eating the soul of a defeated foe.

5

Justice

Defeat an evil knight.

Any time you challenge someone to a 1-on-1 duel, they must accept.

6

The Nameless Blade

Slay a terrible king.

+2d6 damage vs royalty.

D6 Disgraces

Disgraces give magical powers and dark magics.

1d6

Disgrace

Requirement

Effect

1

Patricide

Kill your father.

Taste someone’s blood to know their lineage.

2

Treason

Slay at least 2 members of a royal family.

1/day unlock a door or chains with a touch.

3

Burning

Burn a town to the ground.

Become immune to fire.

4

Oathbreaker

Keep one promise by breaking another.

1/day, when you lie, it will be believed if it is even remotely plausible.

5

Iron Chains

Imprison an entire village.

If you have someone grappled, they cannot break free, even by killing you.

6

Heretic

Kill at least half the members of a church.

Gain +1 temporary MD (does not recover) for every 5 people you kill.

Thursday, 29 May 2025

Found Doll (GLOG Class)

Found Doll 

mikufanclub.tumblr.com 


Equipment: Cane-sword (1-in-6 chance you know what it is), frilly dress, bonnet, mysterious locket.

Class Trait: You have +2 save vs mind-altering effects for each Found Doll template.

Skills: Tea Parties, Dressmaking, or Servitude.

Class Level

Abilities

A

Doll, Owner

B

Dress-Up

C

Perfect Doll

D

Fall Apart

 
Doll
You can move in strange and uncomfortable ways. You may fit through any gap your head can fit through. You can detach your limbs (-2 DEX, recovered when reattached). Detached limbs cannot be controlled, but you do have sensation through them.

Rather than healing normally, you must be repaired. This requires tools and training (which you do not have), but HP can be repaired 1/minute. Major injuries require 10 SP worth of materials and a full workday each.
 
Roll 1d4 for what emotion you are completely incapable of feeling:
  1. Fear
  2. Happiness
  3. Sadness
  4. Anger
Owner
Someone found you and fixed you up. Choose another PC as your owner. They know how to repair you (they have the Dollmaking skill), and have a set of dollmaking tools (50 SP). Anyone studying you during downtime can gain the Dollmaking skill.

It feels uncomfortable and unpleasant to disobey an order from your owner. You’ll need to make a save to disobey if they ask more than once.

If your owner ever dies or leaves, pick a new one.

Dress-Up
During downtime, someone with the Dollmaking skill and dollmaking tools can alter your body or mind, so long as you sit still and let them. They can make the following changes (typically 1d4/downtime):
  • Reduce one of your stats by 1 and increase another by 1.
  • Remove one of your skills and replace it with another.
  • Add or remove a limb (up to 4 hands are useful for holding things, extra legs just look cool).
  • Cosmetically alter your appearance with powder, wigs, or carving your face.
  • Allow you to feel an emotion you previously couldn’t or remove an emotion you can currently feel.

Perfect Doll
Using Dress-Up, you can pass as a real person (essentially any person, so long as they are similarly frail-looking and elegant). Frilly lace acts as plate armour for you. As long as you are near your owner, increase your CHA by 2.

Someone with the Dollmaking skill can hollow out your chest cavity, and you can store something as large as a baby or sword in it.

Fall Apart
When you would die, instead you fall to pieces until you can be put back together. If the rest of your party doesn’t rescue you, someone finds you in (1d8):

1-3. 1d6 days.
4-5. 1d6 weeks
7. 1d6 months
8. 1d6 years

If you are fallen apart for more than 10 days, lose all your memories and add an emotion you are incapable of feeling.

Thursday, 1 August 2019

GLOG Class: The Oath Cursed and Oath Rot

Part of the GLOG Cursed Challenge

Pdf link of this post

Oath Rot
 
Listen. Do you hear it? Radiant flesh sings to us, words and promises made whole and given
sword. Oaths once broken come back whole and invulnerable. The rot of light spreads. Honour
is a sickness granted by angels.

 
Oath Rot is when divine forces conspire to make someone into a paladin, whether they like it or
not. The Oath Cursed are those afflicted by it. Being a Paladin is a curse, and it slowly rots away at your sense of self.

4 Ways to Catch Oath Rot
  1. Take up the magic sword of a paladin.
  2. Become cursed by an angel.
  3. Replace a part of your body with a holy relic.
  4. Have your entire body remade through divine magic.

Advancing the Curse

You gain a level in the Oath-Cursed class whenever you do a great service for the Church, help
defeat a powerful force for evil, or complete a great quest for the greater good. It’s a seductive
curse, because, unlike most, it doesn’t force you to be evil. It makes you good. Morals make
more sense now, and you can uphold them. You could make the world a better place, if everyone
would just do exactly as you say.

Oath-Cursed levels replace your levels in whatever previous class you had. If you have the curse,
you can take Oath-Cursed levels whenever you level up.

Having 4 Oath-Cursed Templates

You’re eventually going to break. If you are under the influence of judgement, you’re going to
try and kill someone who has barely done anything wrong, and actual paladins are going to put
you down like a dog. If you are under the influence of mercy, something is going to attack you,
and you’ll sit there frowning as you get ripped to shreds. It might even be your own friends who
end up having to put you out of your misery.

The Cure

Willingly drive yourself mad by committing your sins until you go crazy. For every permanent
madness you get, you can remove 1 Oath-Cursed template. Remove the last template by
sacrificing your honour in the temple to an archdevil, or by killing an angel and desecrating the
corpse.

Oath-Cursed

For each template of Oath-Cursed you have, your HP and Wisdom go up by 1, but your Charisma
goes down by 1.

A: honour-bound, healing touch
B: armaments of heaven, penitent
C: seeker of evil, +1 attack stat
D: judgement or mercy, eternal champion

Honour-Bound

Choose 2 of the following as your sins: thievery, lying, hersey, pride, indulgence. You may never
commit those sins, and if you are ever forced to, gain a point of trauma. Every time you gain a
template in this class, choose another sin.

At template C, those committing your sins are deserving of punishment, up to but not including
death, depending on the severity of their crimes (work with the GM to figure out appropriate
punishments). You will enforce these punishments yourself if need be, and gain a point of
trauma unless you at least try to bring them to justice.

Healing Touch
 
When a creature is close to death (0 hp), you can put your hands on them to heal them for 1 hp.
You cannot do this if they have recently committed one of your sins. You can do this a number
of times each day equal to your Oath-Cursed templates +1.

Armaments of Heaven
 
You wake up one morning wearing plate armour and wielding a glowing sword. You can never
take the armour off, although it provides no penalties for sleeping in it. You can never sell or
give away the sword. The sword glows as a torch, deals +1 damage, and deals double damage to
demons and undead. If someone takes it from you, they become infected with Oath-Rot.

Penitent
 
The curse of the angels is the only one that will ever have a hold on you. Whenever you stop for
lunch or rest, you can spend an hour communing with the angels to remove 1 curse, disease, or
affliction affecting you. This ability has no effect if your affliction, curse, or disease of of divine
origin.

Seeker of Evil
 
Determine up to 3 requirements that categorize someone as ‘evil’ in your eyes. A number of
times each day equal to your oath-cursed templates, you can determine who within 60’ of you is
evil according to your requirements, and which requirements they’ve fulfilled.

Example requirements
  1. Has ever made a deal with a demon or raised the undead. 
  2. Has harmed or killed an innocent. 
  3. Has actively worked against the Church.

Judgement
 
You have finally seen the truth. There is no redeeming those who sin. Your only wish is that you
had known sooner. If you ever witness someone committing one of your sins, or they admit to it,
you must Save or attempt to slay or imprison them at the next opportunity. In extreme
circumstances (to save the world), you can hold your judgment until the sinner has served their
purpose to the greater good, but you must punish them eventually. Your sword also deals double
damage to sinners.

If you ever wrongfully executed an innocent, switch this feature to Mercy.

Mercy
 
Murder is the ultimate sin, and you will have no part in it. Hurting anything becomes one of your
sins. Get +1 save.

If you ever must kill in the defence of the innocent, switch this feature to Judgement.

Eternal Champion
 
You no longer need to sleep, eat, or drink, and in fact cannot. Praying for the amount of time it
would normally take to rest provides these benefits. You no longer age.