Thursday, June 29, 2023





So you want to play a TIGER WIHT FUCKGIN THUMBS!!!!!!!: 

Perk(s): You're a perfect killing machine. You're always as silent as you want to be, and can pull a man's intestines thru his belly button with your bare paws (1d6 damage). You always deal max damage to horses and monkeys. You are immune to psychopompy, have no afterlife, and can't reincarnate.

Quirk: You are turned by fire (as a cleric turns dead).

[idea stolen from the prolific eos, whose many fine works may be perused at Noblesse Goblige]
[who in turn was inspired by the equally talented yet notably more secretive locheil]

Wednesday, June 28, 2023

Ruined City Princess (GLOG Class: Braid)

a braid at the height of royalty
There is no shortage of royalty in the City: prisoner-princes from distant lands; the Made Saints; actual, full-blooded Gods walking around with daggers and pocket-watches.

But the City has its own royalty: the strange, privileged few who may drink of its sap without turning into purple smoke. Beloved sons and daughters, not of ancient kings, but of the City itself. The anfractuous Braids, for whom all the world may unravel.

(inspired by/straight up stolen from FifthDragon's Princess and Loch's Sacred One)

(this class is!!!! messy!!!!! but i need to clear space in my brain for something else. If nothing else, it is an expression of my strong belief that rpgs are better when characters smooch each other)

(i'm not sure if the class needs root memory at all but you can judge for yourself)

Start with: Golden knitting needles; latticework sword; besotted knight.
+1 Will and +1 Glamour per Template
A - Scion, Strands
B - Root Memory
C - Knight-Errant
D - Inosculate, +3 MD

With each template, choose another aspect of Royalty to manifest.

  1. Stag's horns are on your brow. You can speak to anything with hooves.
  2. Your eyes are golden pools. You are incapable of fear.
  3. Your blood is thick blue sap. Those who draw your blood must Save or prostrate themselves.
  4. A halo of sunlight is around your head, unless you are in total darkness.
  5. Your mouth is full of fangs and tusks. Your bite deals 1d6.
  6. You roar as a lion. Your voice cannot be silenced or drowned out.
  7. You are twice as tall as you should be.
  8. You can start fires by spitting on them.
  9. Your tears raise dead Knights for a fleeting moment.
  10. You are hot to the touch. Falling water turns to steam just before touching you.
  11. You can break or abate curses with a kiss. When you do, Save or bear the curse yourself.
  12. A pair of tiny, capable, childlike arms hangs from your torso.

A: Scion
You serve an enormous holy tree with an agenda, the highest authority in Cath Celdaenn, with the following effects:

  • You are neither human nor animal, but divine. It is a sin to cause you bodily harm.
  • You read 2000 words per minute, and solve complex equations instantly and instinctually.
  • You can speak with trees, snakes, streams, and other winding things.

A: Strands
You have long, luxurious hair that can't be tangled, dirtied, trapped, or cut, even by your own hand. You can use your hair as very fine rope (up to 20' per template) while it is attached to your head, and are adept at complex knot-work and weaving. Knots in your hair come undone with a snap of your fingers.

B: Root Memory
When dreaming, drunk, high or otherwise in altered perception, you can send your soul to the Root Memory, a monolithic ruined courtyard at the foot of an enormous ash. There, you may speak in secret with other Braids, and leave messages for each other.

You can bring people to the Root Memory as visitors, by sleeping next to them, getting drunk from the same wine, high from the same chemic, etc.

Other Braids can banish visitors you bring, and vice versa.

C: Knight-Errant
Knights tend to fall madly in love with you. They will defend your honor, keep any promises made to you with their life, and drop in at inopportune moments with strange gifts. PCs are immune to this, if they so wish.

Knights don't tolerate romantic competition from other knights; it always ends in a duel to the death. The exception is if they are perfect foils of and at least a little bit attracted to one another, in which case there may be two.

Once per season, you can sit in an empty grove and sing to call a new knight to you.

D: Inosculate
You learn languages, skills, spells, and weapon arts twice as fast.

d8 Example Knights

  1. She is a nameless knight of the Red Sun. Impassive, gentle, dreams of riding a wolf like Saint Cay but is distrusted by animals. A skilled weaver. Gives furs as gifts.
  2. They are Hidon of the Black Sun. Devoted, deranged, won't shut up about the dark side of the sun. Can leap great distances. Gives flowers as gifts.
  3. He is Amir-Ek of the Peacock. A skilled gunsmith. Tragically romantic, bad at talking but good at writing. Gives poetry as gifts.
  4. He is Orim of the Misty Garden. A skeleton, and thus mute. Morose, distracted, good with kids. Rides a giant woodlouse. Gives ancient coinage as gifts.
  5. She is Ragheel of the Black Knights. Doting, nervous, will carry you across a puddle. Can kick down an iron door. Gives severed hands as gifts.
  6. She is Moira of... she'd rather not say. Aloof, edgy, quick to suspect fowl play. A skilled equestrian. Gives understated jewelry as gifts.
  7. They are Ilios of the Limpid Order. Stunningly beautiful, quick to make a joke. Can breathe underwater. Gives sea glass as gifts.
  8. He is Morg of the Pale. Mutters and mumbles to himself about the end of the world, terrifyingly violent. Can't be surprised. Gives carved driftwood as gifts.

gaston bussiere

kiana hamm

Wednesday, June 14, 2023

Ruined City Paladin (Class: BERSERKER-KNIGHT)

ariel perez
Step 1: Put on the armor.

Step 2: Never, ever take it off.

Start with: a weapon; a criminal record; a book of prayers, with notes in the margins; a full suit of consecrated armor, locked; no key.
+2 HP per Template
A - Castigation, Release, Order
B - Man-at-Arms, Pity, +1 Attack per turn
C - Burden
D - Make, Break

A: Castigation
As long as you're inside the armor, you don't need to eat or drink, and only take 1 damage per die from slashing weapons. It's noisy, and heavy.

The armor suppresses strong emotions and some memories; you get an additional save vs. fear.

The armor is locked, and you don't have the key. If you take it off, somehow, you can't put it back on until a priest consecrates it again.

A: Release
Outside of the armor, you are a monster. You have +1 Attack per turn, deal 1d6 damage with your nails and teeth, and cannot tell friend from foe.

You are also a criminal (again). If word spreads that you escaped the armor, a Great Power will call you home for a long, agonizing re-trial.

A: Order
You belong to a knightly order. Each has an armor perk and a set of oaths to follow.

  1. Red - The armor can't be cleaned. Its scuffs and stains are a perfect record of every battle you've ever fought.
    1. Defend the civilized world.
    2. Teach the poor to fight and read.
    3. Never harm a civilian.
  2. Blue - The armor is opulent. It cannot be dirtied or scuffed. If you die in it, it will be beautiful.
    1. Do not allow beautiful things to come to harm.
    2. Oppose that which lurks in the Dark.
    3. Respect your elders.
  3. Grey - The armor is made of bones. They used to belong to someone important.
    1. Give voices to the voiceless. 
    2. Oppose tyrants where they are found.
    3. Destroy the tomb. Spare the corpse.
  4. Black - The armor is made of iron. It is magic-immune; you are not.
  5. Purple - The armor disguises your voice, and is unnaturally, silky silent.
    1. Speak the truth, if it is harmless.
    2. Conceal the truth, if it is dangerous.
    3. Seek the truth, no matter what.
  6. Clear - The armor is translucent glass alloy, dotted with preserved flower petals (for modesty).
    1. Oppose the Black Knights where they are found.
    2. Never carry iron or its kin.
    3. Spare the Witch.
  7. Green - The armor is living wood alloy. It floats in water. You can play it like an instrument.
    1. Take only what you need.
    2. Preserve the Silent City.
    3. Waste nothing.
  8. Orange - The armor is resonant ceramic. It can interact with, and contain, ghosts.
    1. Never reject a traveler.
    2. Never turn down a meal.
    3. Oppose those who would disturb the dead.
  9. Gold - The armor is impossibly deformed. You and only you can squeeze into its numinous shape.
    1. If you are insulted, return the favor.
    2. If you are injured, return the favor.
    3. Feel no fear.
  10. Pale - The armor is air-tight and pressure-resistant, whenever it would be advantageous to you.
    1. Always speak the truth.
    2. Have no children.
    3. Seek the End.

B: Man-at-Arms
People assume you have a good reason to be wherever you are, with whatever weapons you have.

B: Pity
You can project an aura of pity at will. If you are defeated by a fighting force, they will capture you but never kill you.

C: Burden
The armor no longer takes inventory slots--you barely register its weight.

You can wield weapons made for someone/something much bigger than you. When you do, you act last in initiative and deal d12 damage.

D: Make
You can consecrate the armor with an hour's work.

D: Break
You can destroy the armor. Maybe you shatter it with the exertion of a titanic sword-swing. Maybe you sigh, and it falls off of you in pieces.

Once you do this, you are immune to imprisonment, forever. You will never put the armor on again.

kekai kotaki

the orders rarely get along

[Heavily inspired by Skerples' Knight, Loch's Inhumed, and this Arnold post.]

I imagine this class existing in a setting alongside the Swordwife (Loch's Rotless) and the Eboshi, as a sort of fighter-y rock-paper-scissors: guns puncture armor, armor turns swords, swords are cooler than guns.

Wednesday, June 7, 2023

Ruined City Navigating (GLOG Class: Urbanist)

Marshall Brown, Pantheon
a map!(?)
From Skerples' Veinscrawl:

The PCs find a clue. "The Pyre Monks know the secret," they say. "We need to find their monastery." How?

1. Directions - On the surface, directions are given with three components: direction, distance/time, and landmarks. Underground, directions are given with three components: rocks, depth, and landmarks.

"Pass the blue-grey marble caves, then travel down to a boulder field. When you hear the hiss of flame, you are close."

All hex descriptions list a rock type and a depth (littoral, profundal, and abyssal). Time is meaningless. A journey might take one group six hours. Another group, following a slightly different path, could take six days. Travelers, wanderers, elders, and experts might be able to give PCs directions, or direct them to someone who can. Trading gold for directions is important.

This is a pretty good model for Cath Celdaenn; you can spend your life on the City surface, sunkissed and ignorant, but the real shit is tucked deep in its folds, its inner districts and sub-sub-sub-boroughs, places that haven't seen the sun for generations. And the deep City is very much like (read: heavily inspired by) the Veins.

Rather than rock type, the navigational detail to pay attention to in the City is architectural style.

"Past the triple arches, go up until you hit Apolyon ruins. If you see square columns, you've gone too far."

There's a fuckton of these. Some share themes: Ancient- and Neognomen structures share a fixation with long, straight corridors and tall, narrow arches. Some are distinguishable only by experts: Ilmari and Eyochic structures are mostly identical, but the latter is usually built on a stone foundation which predates the former.


[Some features: spires, domes, arches, columns, windows, sightlines, scatterlights, waterworks, paths/signage, gardens, reliefs, icons, symbols, phrases/signage, cairns, ceiling/floor detailing, stairs, animalia, public/private spaces]

[Some vibes: comfortable, pious, austere, extravagant, excessive, high/low, mathematical, orthodox, impossible, inconvenient, haphazard, utilitarian, political, strict, overlooked, hidden, double-meaning, square/circular/fractal/spiral motifs]

For those keeping track:

Fort Drakkengard is a Red Sun-style construction with Giantish influences over an Afnordic foundation.
The Ash Palace is a postmaximalist take on a South Apolyon palace, notably lacking the traditional moat.
Cantor's Cradle is heavily inspired by Neognomen, although it's technically its own thing altogether.
The Tomb-City of Shakuay is a mix of Koan and Akadian styles, torn down and reimagined as imperialist powers by their cannibal idiot descendants.
The Line is a brutalist Classical Linear superstructure, later colonized by other, more diverse styles like moss on a log.
The Throne of Shivered Sight is deeply, unsettlingly traditional Drud.

Even the most dilapidated streets have names in Cath Celdaenn, and they are known to the people who live on/around them. A comprehensive map does not and/or could not exist, but an Urbanist can communicate a more precise route to another Urbanist as a codestring. (HGDHGQOECUA = Take Hawthor St to Glaerin Rd to Dolmen St to...)

...wait, what's an "Urbanist?"

Mirror's Edge

Information is power, and the City is dense with information. Unfortunately, most of that information is of dead cultures and outmoded gods, of tax records and granary accounting, of petty rivalries and pettier romances that amounted to nothing of historical importance. It's 99% noise, 1% world-order-overturning treasure.

Or so they might think! But you know better. Every detail, every node, every neuron of Cath Celdaenn is alive and deeply, intimately connected. It's all one big puzzle, and you love puzzles! Puzzles are lovely, especially that satisfying click sound when you solve them. Let warlords squabble over trinkets; you are going to understand everything.

The Urbanist
Start with: 100' of rope coiled impossibly tightly into 1 slot; a travel notebook (may or may not be yours) dense with secret code; a dagger you can't lose, no matter how hard you try.
+1 Save and +1 Language per Template
A: Codes, Cityspeak
B: Street Cred, Decoder General
C: One Door Closes, +1 Attack per turn or +2 MD
D: It All Clicks

A: Codes
Your own code-languages, written and spoken, are incomprehensible to anyone you haven't taught them to. You can crack Urbanist codes in a season, and non-Urbanist codes in a day.

All Urbanists share a common language for navigational codestrings, allowing one Urbanist to follow another's directions flawlessly. Teaching this language to non-Urbanists is their only taboo.

A: Cityspeak
You can learn architectural styles as if they were languages, allowing you to "speak" to parts of the City. It may answer questions about any destroyed landmarks, people who once lived here, and the events of yesterday. Each style also gives an associated cantrip.

Styles include, but are not limited to...

  1. Red Sun - Sprawling, open, crenelated, eight-pointed star windows. Pack animals won't fuck with you if they can help it.
  2. Afnordic - Solemn, cyclopean, cylindrical, ramps > stairs, sometimes cairns. You can do an hour's labor in ten minutes, and a day's labor in two hours.
  3. Ancient Gnomen - Straight and narrow, tall arches, steles, human faces in relief. You get a second Save against fear, sleep, love, and any other state that clouds the mind. You can't get drunk.
  4. Neognomen - Tall and narrow, golden ratio spiral staircases, geometry > the human body. You can track wizards by scent (smells like stale math).
  5. Classical Linear - Cubes, square columns, grid plan, larger than life, engraved. You can estimate distance, weight, and radioactivity with unsettling accuracy.
  6. North Apolyon - Wide, round arches, animals in relief, fractal stepwells. No one can attack you while you are bathing.
  7. South Apolyon - Tall, round arches, floral, waterworks-obsessed, column-statues. If you offer food in good faith, even monsters will sit and have lunch with you.
  8. Koan - Winding corridors, spires, echoing, ostentatious, handrail-averse. No one ever questions your right to bear arms.
  9. Akadian - Rough, spiked pyramidal roofs, narrow alleys, dragons in relief. You deal +1d6 damage when attacking from below.
  10. Ilmari/Eyochic - Onion domes, painted, symmetrical, fan motifs in the road. You can perform a double-jump.
  11. Ossic/Necropolist - Crawlspaces, light-chimneys, tall gardens, verandas. You can crawl at a dead sprint, and don't slow to squeeze thru tight spaces.
  12. Drud - Crooked, haphazard, stone pillars on wood foundations. ("Drud" is a sort of slur amongst architecture nerds.) If you hold your knees to your chest and close your eyes, you appear to be a harmless stone statue.

B: Street Cred
The City itself likes you. You add +[templates] to reaction rolls within the City.

Every important NPC knows who you are.

B: Decoder General
Up to [templates] other characters are always up-to-date on your code-languages, no matter how frequently you change them.

C: One Door Closes
You can open a stuck or locked door by permanently closing another nearby door, and vice versa. If you speak the local architectural style, you can do this by whistling or clearing your throat instead.

The definition of what counts as a "door" is open to interpretation.

D: It All Clicks
You can walk from any point in the city to any other with a day's travel. You can't be killed by City geography.

the City's inhabitants can still kill you tho
by Michael Macrae

Sunday, June 4, 2023


A long time ago, Sahh asked me to do another WΔRLOCK-type post. This is that.

I've already written a 5e Fighter rework, but I don't think it really holds up. Use this instead.

* * * * *

You become a Fighter by fighting a Fighter. (The Fight is infectious, in that way.)

When you defeat a Fighter, you learn one of their Techniques. (You need to see their Technique in action and figure out what it actually is, or you won't be able to learn it.)

This is the only way to become a Fighter.


Your Fighter level is the number of Techniques you know.

At Level 1, you recognize other Fighters on sight, and they recognize you. Fighters rarely get along, for obvious reasons.

Once per session, when you meet or initiate combat with an NPC, you may declare that they are a Fighter, then laugh and laugh as the GM scrambles to assign Techniques to them. (This will, obviously, make combat with them a lot harder.)

At Level 3, you can tell, at a glance, if a creature is your superior, equal, or inferior in any combat-relevant statistic. This includes (but is not limited to) current and maximum HP, level, # of Techniques known, and # of weapons on their person.

At Levels 6, 10, 15, and 21, you can attack an additional time per turn.


You can invent new Techniques by combining ones you already know. This takes resources (a dedicated dojo space, ancient martial texts, and/or a community of other Fighters) and time (one session playing as a different character).

If you've learned the same Technique twice, you can combine it with itself to get an exaggerated version of that Technique. 

Either way, this will attract prospective disciples and enemy Fighters.

(Optional) If a Fighter defeats you and allows you to live, you may begin developing a Technique to counter their own. If you do, you will definitely cross paths with them again, when both of you are stronger.

* * * * *


If you try to use a Technique you've learned without internalizing it, you're likely to push your limits and hurt yourself (Save vs. 1d6, or more if it's especially dangerous). You internalize a Technique through meditation, achieving physical perfection, and esoterick training methods. Think of them as side-quests.

Anyone can learn and use these Techniques without becoming a Fighter. It's just that the only people who can teach Techniques are Fighters, and they are rarely keen on sharing.

Δ: Archer Eyes
Train with a ranger lord for a session; or, Somehow acquire cooler eyes.

Spend 1/2/3 turns locking on to guarantee your next attack from across a room/a clearing/a battlefield.

Δ: Dueling Stance
Train with an etiquette coach for a session; or, Marry royalty of any stripe.

You deal +2 damage when fighting with one hand behind your back.

Δ: Great Weapon Fighting
Train with a monster hunter for a session; or, Cook and eat something Huge or larger.
Reroll 1s and 2s when attacking or dealing damage with two-handed weapons. 

Δ: Perfect Defense
Train with a berserker-knight for a session; or, Become locked inside a suit of armor, forever.
You have +1 AC. You have an additional +1 AC while upholding an extremely inconvenient oath.

Δ: Protector's Oath
Train with a martyr for a session; or, Die for someone else, and come back.
Once per round, you can take an attack for someone in arm's reach. (It ignores your AC.) If they were an enemy, they remake their reaction roll with an additional +2.

Δ: Two Swords Style
Train with a swordwife for a session; or, Get legally married to two or more swords.
You deal +1 damage for each sword you are currently holding.

[To "train for a session," play another character for at least one session. The Fighter returns to the game a soon as is feasible in-fiction.]

Karate Baka Isekai
Δ: Action Surge
Knock yourself unconscious three times by pushing your limits.
Once per day, you can act twice in combat.

Δ: Indomitable
Wear the severed head of a tyrant or slaver on your waist.
You can take 1d6 damage to make a failed Save.

Δ: Second Wind
Travel three days and three nights without rest, carrying another on your back.
Once per day, you can purge yourself of all fatigue and one condition.

Δ: Improved Critical
Crit the same target three separate times.
Your critical hit range is 19-20.

Δ: Superior Critical
Crit the same target seven separate times.
Your critical hit range is 18-20. When you crit another Fighter, you may learn one of their Techniques. (You still need to figure out their Technique before you learn it.)

Δ: Brutal Critical
Deal 40+ damage in a single strike.
When you crit a target, disable OR copy one of their abilities for the next hour (i.e. injure a dragon's wing or fly via sheer willpower).

Δ: Unarmored Defense
Survive 40+ damage from a single strike.
Treat your exposed abs as plate armor.

Δ: Remarkable Athlete
Win a shiny medal in a crowded arena.
You can climb as fast as you can run, jump twice as far and high, and hold your breath four times as long.

Δ: Survivor
Have a near-death experience.
You don't fall unconscious at 0 HP. (You still make Death Saves.)

Δ: Student of War
Watch a historic battle unfold from a tall vantage point.
You can spot 2 flaws in any battle plan. If you shout very loudly, dumb animals and nameless goons will follow your orders for a few seconds.

Δ: Combat Superiority
Defeat a fighting force 10 times larger than yours.
Dumb animals and nameless goons never, ever fuck with you.

Δ: Weapon Bond
Sleep in the wilderness with nothing but your weapons for a week. If you sleep with any creature comforts, start over.
You can't be disarmed of your weapons as long as you are conscious. They will leap a short distance into your hands, when called.

Δ: War Magic
Never wear armor. Instead, wear a tall, goofy hat that screams "I'm a wizard!"
Whenever you cast a spell, you may attack as a bonus action.

Δ: Eldritch Strike
Eat or marry an intangible thing.
You cut through illusions and ghosts like paper.

Δ: Arcane Charge
Carry five curses from five different wizards.
You are immune to magic as long as you are charging in a straight line.

Δ: Deflect Missiles
Walk across a 100+ man battlefield without getting hit.
You can catch as many projectiles per round as you have free hands.

Δ: Born to the Saddle
Stay mounted for three days. Sleep in the saddle.
You can't be dismounted.

[this is about where I started getting bored of adapting the "canon" Fighter abilities. the completion thereof--as well as of the Monk/Ranger/Rogue/Paladin/Barbarian abilities--is left as an exercise to the reader]

Negimaki Kagyu

Δ: Nothing Personnel
Wear sunglasses, carry a cursed katana, and hold onto your virginity. If you've already lost it, get it back.
If no one is looking at you (even for a moment), you can disappear and reappear directly behind an enemy, unless it would be impossible for you to do so.

Δ: Scabbard Cut
Cut down a tree with a fish.
You can treat any sword-shaped object, from a scabbard to a toothpick, as if it were a medium sword.

Δ: Sword Step
Marry the wind; or, Walk across a warm lake without getting wet.
You can balance perfectly on an outstretched weapon or flying projectile, as if weightless.

Δ: Hawk's Gambit
Fall from the top of the tallest tower.
You deal +2 damage while fighting in midair (suspended from a wire is a-ok; standing on the ceiling is not).

Δ: Killing-Shadow
Kill your doppelganger; or Become a Creature of the Night.
The shadow of your sword can cut, if it is dark enough.

Δ: Gentle Cutting Storm
Swing a weapon straight through a loved one without hurting them.
You can take an extra turn of attacks. Don't roll damage for them until you sheathe your weapon dramatically (takes a full turn).

Δ: The Fletching Arts
Shoot through two monstrous eyes with a single shot.
You can ignore cover and curve projectiles around corners.

Δ: Like a Ghost
Let no one, not even yourself, remember your name.
When you kill someone, turn briefly invisible. 

One Punch Man
Δ: Exploding Point Excavating Burst
Level a small hill via explosive means.
You can cast Fireball centered on the tip of your finger.

Δ: Iron Cloth
Kill someone with a necktie.
You may treat cloth as steel.

Δ: World Tree Root Stance
Drink from a tree root deep underground.
You can't be moved against your will, even while dead or unconscious.

Δ: Dark Sky Trial
Acquire a 1' grip diameter, somehow.
You can fire a high, arcing arrow at everything in a 1000' radius as an action. This briefly blots out the sun.

Δ: Red Hot Fist
Set yourself on fire for an hour.
You can light a fire/burn thru wood/heat metal with 1/2/3 turns of rapid, continuous, noisy strikes.

Δ: Sword Swallowing
Eat a legendary sword.
You can hide weapons in your throat. While you do this, you can't talk, and your throat is impervious to slashing damage.

Δ: Extreme Equestrian
Learn the 6 dark secrets of horses.
With a 60' running start, your mounts can charge straight up a wall or do a wall-run. They may still struggle with stairs.

Δ: Tseren's Ear
Listen to the song of the elusive Col Do Ma Ma Daqua.
You can fight without sight, so long as you can hear.

Δ: Burial Chop
Literally push someone into Hell.
With a swift chop, you can bury someone in the ground up to their chest.

Δ: Healing Factor
Become best friends with a troll. (This is widely considered impossible.)
You may heal 1d6 HP/round. If you overheal, Save vs. mutation.

Δ: Turtle Power
Don't sweat it. Turns out, it's really easy.
You can suck each of your appendages into your torso, individually or all at once.

Δ: Swarchery
"Redefine archery," whatever that means.
You can shoot any size of weapon from a bow.

Δ: Hippo Wrestling
Bite thru an iron bar.
Your teeth count as a heavy weapon.

Δ: Qi Arts
You can cast a spell. (This Technique is an umbrella term for Fighters that are just Wizards.)

(Add fantasy martial arts to taste.)

Yakuza Reincarnation

P.S. none of these are manga recommendations. They're just pictures with good vibes.

P.P.S. DO read Ranma 1/2 tho
and send me more pictures with good vibes