Sunday, April 18, 2021

Very Heavy Cube, for realsies (GLOG Class)

by Beau Lamb

I thought this class (from Archon's Court) was going to be weirder than it was, so I made it weirder.

You are a cube of pure silver. Inside of you rots a decapitated wizard’s head; your head. Somehow your consciousness leaked out of your skull, infusing the silver with your personality, will, and a few of your memories. At some point, someone dug you out of a consecrated grave, and after
 trading hands a few times, you ended up in the party as a sentient curio.

You started adventuring (1d6) :
1 - to find your body; you’re attached to it (not anymore, but in an emotional sense)
2 - to kill the old acquaintance that sold you out to the church
3 - to melt this holy silver off and extract a world-ending spell from your skull
4 - to regain your lost memories and return to your secret lair to complete “the work”
5 - to chase hedonistic pleasure, somehow
6 - to rule the world as a cube, because the visual is so intriguing

Class: Cube, Wizard-Head

A: CUBE, CUBE Magic
B: Great Oracle CUBE, +1 Spell
C: Architect of CUBEs, +1 Spell
D: Head of Operations, +1 Spell


A: CUBE
You are a silver cube. You weigh about 30-40kg; liftable, but a serious pain to carry around. You can hear well and see poorly (up to 20’). You don’t need to sleep or eat. You can speak; your voice is distant and sonorous, reverberating with crystal clarity. You have no HP; you’re basically indestructible. You count as a +1 bulky magic weapon.

A: CUBE Magic
Your spell list is based on the type of wizard you were before you became a silver cube. You start with 1 spell and infinite MD (d6s). You can invest up to [templates] MD in each spell you cast.

You never suffer Mishaps or Dooms from rolling doubles or triples. Instead, add rolled MD to a free-standing dice tower until you spend a week of downtime without casting. If the tower falls, you suffer a Mishap. If you make a mess (dice on the floor, drinks knocked over, etc.), suffer a Doom instead.

B: Great Oracle CUBE
When placed against the neck stump of a decapitated creature, you may act as a conduit to Speak with Dead with them.

C: Architect of CUBEs
You may have up to two dice towers for CUBE magic.

D: Head of Operations
When placed against the neck stump of a decapitated creature, you may control their body as if it were your own.

Δ: Dullahan
Meet your wandering Ichabod and overpower their will with your own.
You now have a body. You maintain complete remote control of your body up to six miles in any direction. Treat your body as a 2 template fighter. If it would die, it instead regenerates fully overnight.

Mishaps
[dice] and [sum] are based on the number of dice in the tower that just fell over.
1 - Deal [sum] damage to everyone nearby. You land in the crater.
2 - The silver tries to drag you to hell. You get dragged [sum]ft underground.
3 - The silver tries to drag you to heaven. You quadruple in mass and fall upwards for [dice] rounds
4 - All creatures in contact with you gain [dice] mutations (Save vs permanency).
5 - Fill a [sum]ft nearby radius with (d4: water; sand; flammable gas; empty space)
6 - You can’t cast spells for [sum] minutes.

Dooms
1 - Your mass quadruples; you can’t be lifted without the concerted effort of many men.
2 - Your mass quadruples again; you can’t be lifted without superhuman means.
3 - Your mass quadruples again every night forever until you fall into the earth’s core. According to everyone you ask, this is super-duper-ultra-hell.

4 comments:

  1. The Cube Gods would be proud of you!

    Can I intentionally knock over my dice tower? (which is an amazing idea by the way, if I imagine a little impractical (impractically AWESOME))

    I imagine a purposeful knock would be the equivalent of venting excess magical energies into the world rather than letting them dissipate slowly.

    Also it takes roughly 22.5 quadruplings for silver to have roughly the same density as pure neutronium. See you all in a month!

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    1. (Specifically I meant the dice-tower-mishaps was an amazing idea, not my own)

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    2. You can 100% knock your own towers over! The intention is very much that you are incentivized to weaponize your Mishaps (at the risk of incurring the Dooms) to access that playing-as-an-unstable-magic-artifact flavor.

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