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.

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.

Monday, 19 February 2018

Healing Magic is Horrible

“Healing magic isn’t clean. Not by a long shot. Magic is messy and unpredictable, despite being (technically) a science. When you heal someone, you aren’t putting your hands on them and saying the magic words and they’re all better. You’re taking the two ragged ends of the wound and convincing the person’s body to accept them. Or cauterizing an injury with your bare hands. Or just telling death to fuck off. It sucks.”

“Healing magic is brutal, traumatizing, and dangerous, for both parties involved. It’s like performing surgery, but your tools are all rigged with sensitive magical explosives that can go off partway through the operation. Have you ever tried to negotiate with an infection? Hearing their rasping, sickly voices, the smell of disease in your nose… it’s enough to drive anyone to madness. I once saw guy break a leg while he was with a plant mage; the bone was just hanging out. The crazy fucker cut the damn thing off and shoved a sapling in the wound. Pete needs to prune his legs now.”

“Does a damn fucking good job though.”

TL;DR: healers are less this:
Image result for magic healing

And more this...
Image result for combat medic

Crossed with this...
Related image
And a lot more blood

Thursday, 15 February 2018

The Hag of Brewer's Wood

This is a small, simple area/adventure you can plop into your campaign wherever. It works best in a northern swamp, boggy and cold. It is shown here in a hexmap format. It uses the silver piece standard, so if you're using D&D or something, just convert all cash to gold.

Brewer's wood isn't quite a town: more like a collection of campfires, tents, and other assorted vagabonds and bandits. They aren't all bad, but the whole place is quite unpleasant.

Random Encounters in Brewer's Wood
1d6:
  1. 1d6 hunters with fresh food, in good spirits.
  2. 1d6 hunters without food, desperate, will trade (they have next to nothing, and if they aren’t bartered with, 3-in-6 chance one will try to steal from you).
  3. A family of 1d6 huddled around a fire (1d4-1 children). They are neutral, but become friendly if you offer them food. They will not share their food with you (they don’t have enough to go around as it is).
  4. 1d6 bandits who want everything you own. 
  5. 1d6 bandits enforcing a toll (1d12 sp/person)
  6. 1d4 small zombie children soaked in alcohol. They came from 34.21. 1-in-6 chance that it will instead be one living child, who will tell you about Ulva Von Stein.
The town itself (33.20) is mostly just hunters and families. They'll tell you their oh-so-sad stories, the bandits will try to recruit you/rob you, and so on.

33.21 has a wooden wall trying to protect the hunters squatting beside it from the cold winds from the snowlands. It doesn't work, and they are miserable and cold. They will trade you meat and gold for warmth.

The Hag of Brewer's Wood
The Hag of Brewer's wood resides in 34.21. Her name is Ulva Von Stein. The hex itself is shrouded in mist, which lets people in, but does not let them out without permission from Ulva, who lives in a giant barrel in the middle of the hex.

She’s been stealing children from the town and burying them in the swamp in barrels. She wants children of her own, but doesn't quite know how to go about it. Some of the children are still alive. Others are undead. If she is threatened, she will raise 2d4 barrels from the ground. 1d4-1 of them will burst open and coughing, half dead children will slide out. The rest will be smashed open from the inside, and ghoulish children will appear, hungry for flesh. Returning living children to their parents will net you 5 silver each.

Ulva wants to be left alone, but will trade you alcohol for necessities or more children. The alcohol allows you to walk through the mists surrounding the swamp. In her hut, there are 1d6 bottles of special mead, labeled with a walking corpse. She won't sell you these. They smell like death, but taste like oddly meaty honey. Drinking one will allow you command mindless undead for 24 hours by speaking to them.

There is a recipe in her hut, which allows a necromancer to make the undead-commanding alcohol (it takes a magically incribed barrel costing 20 silver, 40 silver worth of honey, and some magical energy, as well as 1 month to ferment in a barrel with a corpse in it, and produces 5 bottles). The bottles can be sold for 30 silver each, or the recipe for 100 silver.

 Drawn by some medieval dude.