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.

Wednesday, 3 April 2019

GLOG Parasite Class: Spellbug

Check it out, I made a magic parasite

Wizards learn their magic, clerics pray for it, warlocks deal for it… you were born with it.

Of course, most people who are born with magic become sorcerers, but for whatever reason, you 
didn’t have that outlet. You’re a font of magical energy, but you just can’t use it. You were 
probably frustrated by that. You might have tried to murder wizards and eat their teeth or 
something to learn magic, but no spell ever came out.

However, that doesn’t mean you can’t learn spells. And once you learned a spell, you taught it to 
someone else. After that, it was almost too easy to infect their mind with your specially-bred 
magic virus.

You’re a computer virus for wizards. You can also be used like a magic wand. Have fun.

Sunday, 10 March 2019

Pit Monks

Note: I haven't written it yet because I'm lazy, but this class was origionally designed for Grant Howitt's Spire system. Go check it out.

Pit Monks

In the middle of a city in the middle of the world, there is a well. A very, very large well.

Well, not that large. About 10 feet wide or so, but still big, for a well.

Well, this well is called the Pit. It’s bottomless.

Two orders of monk live in this bottomless pit, one at the top, and one at the bottom. They are 
bitter enemies, but can’t get to each other, because the pit is bottomless.

They live in burrows, going all the way down the pit. They practice falling a little further each day, 
so that they’re eventually immune to it. Their philosophy is one of emptiness and (w)holeness, of 
the freedom to fall forever mixed with the constraints of a 10 foot wide pit.

Their master is named Otvor Milenec. He jumped into the pit years ago. He’s probably dead by now.

Class: Pit Monk

Starting Equipment: A grappling hook and spiked shoes.
Starting Skill: 1=history, 2=religion, 3=mountains

A
survivor of 10,000 falls, falling kick
B
crawl of the spider, depth sense
C
wind step
D
endless strike, enlightened by violence

You get +1 Move for every Pit Mystic template you have.

Survivor of 10,000 Falls
You’ve jumped off so many cliffs and bottomless pits it’s practically routine for you. You reduce all 
falling damage by 1. Every time you take damage from a fall, increase this reduction by 1. After you 
increase this reduction past 20, you no longer take any damage from falling.

Falling Kick
Your unarmed attacks deal 1d6+Strength modifier damage. If you fell on a creature and attacked it with 
an unarmed strike in the same turn, this deals +1 damage for every 10 feet you fell.

Crawl of the Spider
When climbing walls, count your Strength as 21. You can climb impossible things at -10 to your roll 
(sheer glass walls, frictionless slopes, etc).

Depth Sense
You always know exactly how far any drop will be before you make it. In addition, you get +4 to any 
roll to catch yourself before or while falling.

Wind Step
Throw yourself off a ledge that is at least 20 feet high. On a success, the wind catches you, and you can 
fly as fast as a horse can run for the next 1d6+1 rounds or until you land. This ability only works if you 
are somewhere the wind can get to you, and only a number of times/day equal to your number of Pit 
Monk templates.

Endless Strike
Your fists and kicks carry the power of the bottomless pit. When you hit a creature you hit them along 
all possible versions of themselves. Your attacks ignore armour and damage reduction.

Enlightened by Violence
When you hit a creature with an attack, you can make a save against any curse or mind-affecting 
condition affecting you, even if it would not normally allow for a save.