Showing posts with label GLOG. Show all posts
Showing posts with label GLOG. Show all posts

Monday, August 24, 2026

Cargo Cult, Cottonmouth, Cath Celdaenn

i had this banger metaphor about strangler figs and domain game rules but there's nowhere to put it rly

Cath Celdaenn is my pet setting about *gestures vaguely*. Qal Ashen is Loch's setting about *gestures provocatively*.

The two games in these two settings use the same rules. This is because I was directly inspired by Loch's A2A, and scaffolded my game over theirs in the frantic energy of the early-2020s domain game cambrian explosion.

The cathgame has trundled along brilliantly on its stolen tires. This is just for GLÅUGUST, and a potential hypothetical future cathgame.


Languages

Loch loves archaeology and linguistics so much they wanna marry em. Consequently, one choice you can make in A2A chargen is which languages you speak, with plenty of exciting and esoteric options. The dead languages are relevant because the world is post-apocalyptic AND necromancy is everywhere (lots of dead civilizations who speak dead languages).

In Cath, the City is the world, and the monoculture looms large: who's a real Celd, who's a pretender?

  • Citizens speak the Citizen language.
    • Translation spells work by making the creature(s) you are speaking to a temporary citizen.
  • Citizens can't become fluent in other languages. (unless they're urbanists)
  • You can learn short phrases in any language with a native speaker's help. (in downtime, see below)
  • You can learn an additional language by incorporating it into your traditions/cultural identity.

One thing the language list does that I do like is it introduces the constituent cultures of the City. (and if important worldbuilding isn't in the chargen rules, people won't read it) I'll find a way to slip allat back in, probably.


Clan Creation

Clans have four stats.

  • Cows is how many cows you have. (4d20? i dont want to do the math rn)
    • Cows determine how much surplus downtime you have. You spend downtime on training or research. You also need downtime to support your specialized professions (see below).
  • Warriors is how many warriors you have. This is an exact count. (d3-1)
    • Getting more warriors requires setting aside downtime for training. Getting good warriors requires finding good teachers.
  • Sages is how many sages you have. This is also an exact count. (d3-1)
    • Sages are experts who maintain clan traditions. They can maintain as many traditions as they have HD, except for skalds, who can maintain twice as many.
    • Braids, Skalds, and Saintmakers are almost always sages. 
  • Freaks is how many antisocial freaks you have, like wizards and swordwives. (d3-1)
    • You can comfortably support as many freaks as you have warriors and sages combined. Excess freaks hurt your reputation with other clans.

You can roll +warriors/sages/freaks when their expertise would be relevant. Cattle raids, for example, are +warriors rolls.

hopefully the [budget downtime for experts] idea is less bookkeeping than it looks. I like the idea of setting out on an adventure thinking "we should bring back a sage and a freak"

Marriage is very high-stakes because it can mean trading skilled people from one clan to another.


Traditions

The cathgame's biggest success, in my eyes, is how traditions work. You spend your domain action to enforce a cultural norm or memory, and gain XP each Spring based on how many people buy in to your vision of Celdic culture. One player took an immram into fairyland to rediscover a lost God; another pieced together a whole gender system from ancient gnomish texts.

In A2A, all players serve the God of Greed, and so all paths to power are paved in gold and blood. (thus, xp-for-gold)

xp-for-traditions has some issues who cares??? I'm king monkey, I make all the rules

  • Your clan can support as many class templates as you have traditions.
  • Each tradition is understood to empower a specific clan member as long as it is maintained.
    • If the tradition is in crisis, the clan member is fey. (0HP = death)
    • If the tradition is lost, the clan member may choose to abandon the template OR the clan. (They become a rootless NPC.)
    • If the clan member is lost, the traditions that empowered them can be passed onto another clan member.

I've joked about how in Cath 10 coins = 1c = 1 cow. The cows still matter here, I think: you need a herd to support sages to maintain traditions, you need warriors to guard them. It's just a bit indirect.

(There is a full Gloranthoid hack somewhere here where class templates just aren't a thing, but I choose to be weird about it.)

also some of the traditions are just straight up magic.

  • Pilgrim Orthodoxy - Strict monogamy. When two people are married, they pool their HP. Thus a husband can feel when his wife has been cut by a sword, and vice versa.
  • Servant Tongue - Your clan can speak Palace, the language of the diminutive Royals.


Character Creation

This comes after clan creation, of course.

Your character has three attributes. (3d6, take the middle result, subtract 3) (or just do whatever, fuck)

  1. Fortitude - The number of lazy cows you can drag behind you simultaneously.
  2. Reflex - The number of weapons you’re proficient in.
  3. Will - The length of the longest omen you received in a dream.

Choose your folk and class.

Speaking of folk-


Folk

People keep getting tripped up on how to play skeletons, quite sensibly, because I don't define in the rules what it means to be undead.

  • Skeletons don't need to eat or drink, but if they don't get any calcium in their diet their bones become brittle. (Milk, cheese, quicklime, etc.)
  • They can't smell, taste, or speak. They don't feel hot or cold. They can't drown.
  • They aren't citizens and communicate via Skullsign, which requires two free hands and a working jaw. (Skullsign has an audible component in the form of chattering teeth.)
    • If you're missing a hand, you can only "speak" in one-syllable words.
    • If you're missing your jaw, you can't inflect or use punctuation.
    • If you have your jaw but no hands, you can only speak in punctuation.

Carmines and Royals aren't citizens and can't speak the language, so playing as one makes for a very different kind of game. Crabs are citizens.

Holiers have a host of finicky mechanics that are difficult to adjudicate. I personally love difficult to adjudicate things, but maybe it would be better if i just

jesperish

HOLIER

Start with:
 At least one direct worshiper
+1 Will per template

A - Domain, Clout
B - 
Domain Expansion, +1 Aspect
C - 
Domain Improvement, +1 Aspect
D - Shrine Maiden, +1 Aspect

A: Domain
Somewhere in the City is a thing or place you represent. (A river, a tree, an elevator.) 

While you are in good health, so is your domain, and vice versa. If you are injured, your domain is damaged. (A flood, a bad harvest, a mechanical breakdown.) You cannot regain HP until it is restored.

You are not a citizen, but you are City, and can therefore speak Citizen.

A: Clout
You have a number of clout dice (CD) equal to the number of people who directly worship you. (Individual shamans and/or civil engineers do this for their entire community.)

You can roll your CD to…

  • …reroll a first impression or reaction. (2CD)
  • …recruit a [dice]HD shaman or engineer to help with a task. (-1 if it's out of the way; -1 if it's dangerous)
  • …deal [sum] damage to your worshipers.

CD that roll 4, 5, or 6 are expended until the start of the next season.

At the beginning of each season, roll all your CD. For each doubles result, one of your worshipers is in need of a miracle. For each triples result, one of your worshipers is in dire need of a miracle.

B: Domain Expansion
You can project your domain onto another location or object. Roll CD: [highest] properties of your domain are projected. (For example, a stick can be made strong and sharp if a jagged peak is projected onto it.)

You can exercise fine control over your domain to produce minor spell-like effects. (For example, sending a message in a bottle up or down a river.)

Aspects
Gods have many faces and names, which comprise their many aspects.

Roll a new set of stats and skills. Then, you may roll d6.

  1. They speak another language, but not Citizen.
  2. They have +d6 to hit, and are bloodthirsty.
  3. They are beloved by (d6) cats/centipedes/fish/ghosts/knights/smth else.
  4. They are the size of a sparrow.
  5. They are a monster. (fr! open the monster manual!)
  6. They are a psychopomp.

They are one of your aspects. They may differ in name, appearance, and even personality, but they are all you.

You can swap between your aspects while you sleep, or with a sufficiently dramatic costume change.

Temples and statues built in your honor belong to one of your aspects and not the others. You cannot enter a temple belonging to a different aspect. Additionally, you can be forced into another aspect if someone shouts their name three times at you.

C: Domain Improvement
You can add a numinous property to your domain by enshrining a magic item within. For example, enshrining a flaming sword in the roots of an ancient tree may cause the tree to bleed burning resin.

(Negotiate the effect with your gm. As a guideline, the result should roughly answer the question, what if everyone had access to this magic item?)

D: Shrine Maiden
By rituals revealed to you in dreams of deep earth, you bind another to your domain. This takes a season of mutual fasting in complete silence and complete darkness.

You may turn them into a shrine maiden, an ageless guardian unable to leave your domain. If you die or are injured, one of your shrine maidens dies or is injured instead.

Alternatively, you may turn them into one of your aspects.


The Game Ends
when the omens come true, in ?? years. (← ask the PC with the highest Will)


Postscript
I sometimes hesitate to post Cath because I fear disappointing my lovely players. I will remind myself: This setting is a living document. Pinning it down and enshrining it will kill it. I shouldn't be afraid of playing with my toys.

slitherbop
 

Tuesday, May 26, 2026

Your Only Move Is (GLOG Class: Hustler)

 

HUSTLER
Start with: Two weapons (see below)
+2 Techniques per template
A - Combo
B - Like a Book
C - Yomi
D - Hustle


A: Combo
Whenever you roll to deal damage, you may reroll the damage to begin a combo.

  • If the new amount exceeds your last damage roll, it becomes the damage dealt. You may repeat this process to extend the combo.
  • If the new amount is equal to the current damage, you drop the combo and can't reroll again.
  • If the new amount is below the current damage, you drop the combo AND get punished: your target gets a free hit on you.

Example: You hit for 3 with a sword (d8). You extend and this time roll a 5. You've now landed a 2-hit combo and dealt 5 damage total.

You can freely swap items between your hands, pockets, stowed inventory, and immediate surroundings in the middle of your combo.

Keep track of your longest combo, for bragging rights if nothing else.

 

B: Like a Book
If you know someone well enough, you can read them.

First, declare three nontrivial facts you know about them. Next, declare an action. You learn how your target would immediately react to your action. (Basically ask "If I do X, what will they do in response?")

You can read someone in response to dropping your combo on them, negating your last roll; or to reduce their incoming damage to you by d12.

If you are mistaken in one of your nontrivial facts, the information you get from your read will also be mistaken. (Noble gm, lie thru your teeth!)

You can't do this again until you meditate for an hour, learn three new things about them, or crit them.

 

C: Yomi
You can read mysterious levers, magic items, empty hallways, dead bodies, and other non-living things.

You still need to declare three nontrivial facts. ("The sword is made of gold" is trivial, because you can observe it without prior context. "The sword belonged to Juan Guerrera" is better. "This room is an altar to Hel." You get the idea.)

When reading hallways, levers, and other dungeon features, you may choose to read the dungeon itself.

When reading a corpse, you learn how they would have reacted if they were still alive. ("If I did X, what would they have done in response?")

 

D: Hustle
You deal additional damage equal to the length of your current combo. (i.e. if you are rolling to extend a two-hit combo, you add +2 damage to the result.) (Yes, you can now deal theoretically infinite damage.)

You also get a free read against lower level fighters.


Weapons
If your gm is cool they'll let you use these for other classes too.

  1. Ninja pot pourri (d4) — 20 shuriken/kunai/caltrops/noisemakers/bladed fans/etc. hidden all over your person. You can throw up to 1 + [templates] of them at a time.
  2. Unarmed strikes (d6) — Your bare hands, feet, elbows, knees, and forehead. Intense training has made them resistant to heat, cold, electricity, and gentleness.
  3. Katana (d10) — The sharpest of all swords (which deal a mere d8). With each strike, you can teleport behind your target.
  4. Lunar Arc (d6) — Silvery bow. Pins clothes to walls. Deals d8 when bathed in moonlight.
  5. Flames (d6 per template) — From your own mouth. Reload by eating spicy food.
  6. Tome (d6) — On your third hit in a combo, cast a spell at +1MD for free:
    1. Frost — [sum] damage, doubled against fire types.
    2. Skull — Conjure [sum] floating spectral skulls. Opportunistically bite those who get too close for 1 damage and then vanish (basically a "pool" of damage you can add to your attacks).
    3. Boost — Send yourself flying [sum] x 10' in any direction.
    4. Trance — Until combat ends, [sum] targets have +1 to hit and damage and hear a battle rhythm that allows them to communicate wordlessly and instinctually at any distance.
  7. Bone Claws (d6/d6) — Schlorp out of your wrists, dealing d6 damage to you.
  8. Orb (d4) — Floating telekinetic runed stone sphere. Obeys your thoughts. Can exert as much force as one of your arms.
  9. Pistolfoot (d6) — 10' VERTICAL LEAP KICK BIRDS (& birdlike beafts wink nudge) OUT THE AIR
  10. Lasso (d6) — Can crack as a whip or wrangle a varmint from afar.
  11. Bioelectricity (up to d6) — Zaps out of your palm. The target becomes charged, taking or dealing +d6 damage from or with a metal weapon, once.
  12. Phantom limb (d6) — Replaces your dominant hand. Deals damage by aging its victims that many years.
  13. Princess (d4/d4) — A willful and fearless animal. Spend your attack to command her. Deals d6s against creatures her size, like gnomes and squirrels.
  14. Slab of iron (d12) — A piece of metal too huge and unwieldy to be called a sword. -4 to hit.
  15. Orcaxe (d8) — d12 against orcoid body plans. 
  16. Boulder (varies) — Torn out of the ground or wall, as available. Deals d4/d6/d8/d10/d12, depending on how many slots heavy it is. A brick is a 1-slot boulder.
  17. Revolver (2d6) — Six-shooter. Figure out how to reload it.
  18. Mist clone jutsu (varies) — Roll damage twice and take the higher. Clone dies in a single hit, can't dodge, and is created with no equipment. Fleeting sentience.
  19. Fender (d12) — You turn into a car and hit people with yourself. Take all the damage you deal.
  20. Everything else (d4) — Anything you can get your hands on counts as an improvised weapon. 

Monday, May 18, 2026

Worldbuilding Wizard (GLOG Class: Sorcerer)


eli minaya

In the first age, magic was the great and terrible flood which carved creation into shape. The flow has since been dammed, reduced to a trickle of piddling cantrips, like invisibility and fireball.

Two theories prevail on the wizard apocalypse. The first claims that all magic, including anaerobic respiration and true love, will one day dry up. The second claims that one day, randomly and without warning, the dam will break.


SORCERER
Start with: four spells; your choice of sword, harp, or magic cow; flammable blood
A - Origin Magic
B - Fame
C - Omens
D - Signature Spell

A - Origin Magic
You are a bottomless wellspring of origin magic, which is like regular magic but better in every way. Choose whether this is effortless or debilitatingly painful for you.

When you cast a spell, it is fearsome, catastrophic, or otherwise excessive in its effects. (For example, you may cast knock to open a door, and in doing so destroy every door in the dungeon, and the town, and also the next town over.)

  • The first rule of origin magic is the rule of 3s: your spell must do more than you intended, and also something else, and also one more thing. You and your gm should take turns describing these, escalating each time.

After casting, make a note of the spell you cast and whether the results were fearsome, tricky, noble, or wicked. (For example, knocking down a castle gate in wartime is fearsome, but knocking open a portal to fairy land is tricky.) These are the deeds you will be known by.

  • The second rule of origin magic is the event rule: your spell must go down as a significant event in local history. An easy way to fulfill this condition is to create a permanent landmark: a thicket glamoured by invisibility, or a barren waste with fireball.

You can only cast each spell once, even if you learn a second copy of it.

  • The third rule of origin magic is the rule of worldbuilding: your spell must force the gm to write something down about the world that has been forever changed, preferably while sighing and googling something about medieval population dynamics.
  • The final rule of origin magic is "a wizard did it": your spell must create some kind of monster as a byproduct. This part is completely up to the gm. The monster doesn't have to reveal itself immediately; when it does, roll reaction for hostility.

B - Fame
Every significant NPC knows your name and deeds.

You also gain an additional ability based on which type of deed you have the most of:

  • If you have a fearsome reputation, you can make an additional attack per round.
  • If you have a tricky reputation, your disguises are always perfect, and can even fool gods.
  • If you have a noble reputation, you can speak with swords and horses.
  • If you have a wicked reputation, lower level creatures freeze in fear when you glare at them.

C - Omens
You learn four more spells. Once all four have been cast, you die (or at least retire in a way that permanently removes you from the game).

This is totally natural and expected; it's basically wizard puberty.

Also, you can receive two-word omens about the future if you have ten minutes and appropriate divinatory tools. (You may use any and all methods interchangeably, from ornithomancy to ouija.)

D - Signature Spell
Choose a spell you've cast before. Whenever you confiscate a dangerous magical artifact, land a critical hit, or dream of drowning, you can cast that spell again.

 

witch hat atelier

Play this class to punish your gm. It's fairly rules-agnostic, so feel free to grab spells from anywhere. Here's some to get you started:

  1. Jam
    [sum] doors, windows, or similar gateways can't fully close. If slammed shut, they violently bounce back open, dealing [highest] damage to the slammer. You may cast this in response to a door (etc.) closing.
  2. Testament
    If the target dies in the next [minute/hour/day/year], they collapse into a ball of black ice, dealing [sum] damage to everything in the room. (This is how lichmoths achieve metamorphosis.)
  3. Venom
    You become as venomous as any creature you hold in your hands, and your blood becomes the antidote.
  4. Chip
    Put a dent in anything--even an adamantine shield--without breaking it. If it wasn't working before, it starts working. If it was, it stops working for the next [sum] minutes. Gods find this shit extremely aggravating.
  5. Axle
    Rotate an object [90/180/270/360] degrees instantly. Living things get a save vs a broken neck.
  6. Dizzy
    Target loses their sense of balance. If cast with 4 or more MD, target loses their sense of gravity as well, and falls in a random direction.

Wednesday, March 11, 2026

Crazy? I was crazy once (GLOG Class: Mad Scientist)


In lieu of reworking the sleuth I have decided there are not enough wizards in this setting


MAD MAN MAGIC MAN
Start with: loose silverware, straitjacket and/or fancy hat, jokebook full of Schemes, schemebook full of jokes
-1 Save vs possession per template
A - 4 Vices, Reagents
B - Spell Coupling
C - Humorist
D - See Spirits or Selective Blindness

Reagents
You scrounge up [level] slots of reagent during downtime. (These are highly controlled substances: your level represents your ability to synthesize and stabilize, or procure illicitly.)

You can cast your vices as spells by spending reagent. Roll a d6 for each slot spent. For each die that rolls 1, 2, or 3, you get the slot back. (it's just MD you carry around)

Anyone can use reagents this way. You're just the plug.

Spell Coupling
You can couple your vices together: when one is cast, the other is cast for free.

Vices uncouple on a 1-in-6 during downtime. When they do, gain a new vice.

Humorist
You can balance a person's humors to remove a vice from them. This takes an hour and a slot of reagent.

The removed vice is captured in a "potion", which you can drink to gain the vice, or destroy to summon an angry spirit (as grenade).

Coupled vices take twice as much time and resources to remove.

Selective Blindness
If you would see horrors beyond comprehension, you can instead choose not to see them.



[design notes: i think a good wizard pushes the magic system to its limit. This one is not that, but i think it's offset by every spell talking and having history with one another.]

[The tone turned out much friendlier and more prosocial than I initially planned (i.e. making your spells kiss and have babies, having a "heal" on C template) but in retrospect that's about right for a glogzard in gothic horror. I like when non-support classes have support mechanics because it saves me having to write a cleric]

[Also, there's enough grimdark "insanity" mechanics-- so help me god, this one's going to be about funny little guys]

Friday, March 6, 2026

Dynamics (classes for 2+ pcs)

In place of a class, you may start with two dynamics. Each dynamic is shared with at least one other character. (distribute starting items between both characters)

Dynamics level up and gain templates like classes. Everyone in a dynamic contributes equal XP towards its progression. You decide which of your dynamics to put XP towards.


Sleuths
Start with: magnifying glass, pipe, limp
A - In all fields of knowledge, one of you can answer exam questions on a 5-in-6.
B - You are both in pursuit of a Great Mystery.
C - You cannot compromise evidence or destroy information.
D - You know exactly what your partner is about to say or do, even when you are miles apart.

Foils
Start with: épées, loveless engagement, criminal record
A - Each partner gets a different duelist technique.
B - You get +1 attack/turn when fighting back-to-back.
C - You can Save to riposte any attack on your partner. If you fail, you take the hit in their place.
D - Once, you can bring your partner back from the brink of death with a kiss.

Spellbreeders
Start with: two random spells, sack of kibble (3 slots), butterfly net
A - Each partner gets +1 MD.
B - If you cast a spell at the same time as your partner, they combine to produce a new one. They decay back into their components after casting.
C - When you combine spells, you choose between two or more potential offspring spells to cast. (The gm has to give you at least two.)
D - When you combine spells, you keep the new spell in addition to all its components.

Faithful
Start with: book of prayers, flask of gin, durable leather boots
A - One of you is immune to blasphemy. The other is immune to prayer.
B - You deal max damage to undead.
C - You and your partner can swap immunities and alignments 1/day.
D - You know the names and HD of each angel or demon you meet.

Runaways
Start with: crossbow, silver ring, torn wedding dress
A - When one of you escapes, the other does too.
B - You can forgo an attack to guarantee that your partner's lands.
C - You and your partner fit together in any space larger than a briefcase.
D - Your movement can't be slowed or stopped by anything, including sleeping curses and solid walls.

Hunters
Start with: matching scars, absorbing novella, harmonica
A - Treat your teeth and nails as daggers.
B - You can secretly and wordlessly communicate with your partner via knowing looks and nonverbal cues.
C - You can deal d6 damage to your partner to attack again on your turn. You can do this any number of times.
D - You can howl to summon your partner and/or d6 wolves (or wolf equivalents) to your side 1/day.

rosewaterjelly

Sunday, January 18, 2026

leave the billion dollar company alone (Class: Paladin)

Start with (2d20)...

  1. 3d-printed katana (cheap piece of shit)
  2. sweat-soaked ankle weights (jump twice as high when they're off)
  3. niche extrasolar media fixation (+1 language)
  4. predator-tan body pillow (+4 to xenosexual relations)
  5. cat ear motorcycle helmet (motorcycle not included)
  6. ancap flag (as big stupid cape)
  7. 6-pack Political Assassin Purple Rush energy drink
  8. RGB keyboard + second monitor + moderator privileges
  9. home self-defense video starring Cholk Gratham, inventor of the mantis kick
  10. overweight psychopath rodent, pet (disposition as scheming eunuch)
  11. ontologically evil funko pop (indestructible, probably cursed)
  12. signed headshot of Bigfoot 
  13. military camouflage pattern rice cooker
  14. nunchaku, shuriken (6x), bō
  15. 102% account completion in Gacha Hunter Panic! (high resale value, but traumatic to part with)
  16. communist utopia memory implant
  17. zero-g gas-powered mamachari + delivery bag
  18. 200lbs of exotic birdseed (won in raffle)
  19. spirit box vape rig
  20. the thing they killed shinzo abe with

You've sworn yourself to one or more megacorporations (see below). Choose any number of vows to swear:

  • Poverty - Compulsively spend all your money on worthless merchandise.
  • Pseudosilence - Speak only in slogans, taglines, and advertisements.
  • Chastity - No kissing, no hand stuff, no bare skin, and no showers.

You're considered armored as long as you keep your vows. You also gain access to the tech tree:

click to see full size

d20 megacorps to pledge your life to

  1. Green Revolution Omega (GRO) – Own 3 fertile moons of the nameless planet.
  2. Central Dairy Coalition (CDC) – Jealous wardens of the last cows in existence.
  3. Miracle Industries (MIR) – Algae harvesters. Crab owned and operated.
  4. Earthwyrm (WYR) – Artificial sucrose barons.
  5. Epyrus (PYR) – “Target death guaranteed. Operator survival probable.”
  6. Xenograd Solutions (XGR) – Xeno mercenary agency and law firm.
  7. Surefire Arms (SFR) – Video casette rental moguls turned arms dealers.
  8. Krato Corporation (KCO) – Orbital bombardment investors betting against terrestrial life.
  9. Glip (GLP) – Glimpdrive patent-holders. Trying to rebrand it as the Glip™drive.
  10. Forward Inc. (FWD) – Thruster manufacturers. Invented planned obsolescence.
  11. Horizonline (HZN) – Mass-manufacture sub-FTL citizen-class space-yachts.
  12. Zero Point Shielding (ZPT) – Superdense materials conglomerate.
  13. The Gordians (GRD) – Prestigious worm academics. More dynasty than company.
  14. Fifth Wave Labs (5LB) – Radio technology think tank.
  15. C0LL1D3R (COL) – Materials lab-slash-deregulatory super PAC.
  16. Ever (EVR) – Publicly-traded secret society dedicated to the quest for immortality.
  17. Fifth Wave Entertainment (5WV) – Radio tastemakers.
  18. Surefire Video (VCR) – They still do rentals!
  19. Central System Preservatory (CSP) – Museum-caretakers-slash-money-lenders.
  20. Butters & Sons (BTS) – Corn-based biofuel. Corn-based textiles. Corn-based ship hulls. Corn-based explosives. Corn-based religion.


My default scifi setting

The Centrist Alliance is so named because they occupy the system at the center of the universe. Centrists have known about faster-than-light travel for hundreds of years, but interstellar spaceship travel was just invented today.

Faster-than-light travel involves glimping into glimpspace with a glimpdrive. No one understands this, but it works. The exception are the Yeom, hyperdimensional worm-people from the gas giant Seoun Tri; they describe it as “a little down and to the right, but also left, if that makes sense :)”

Besides FTL, the technology level is pretty low: Laser weaponry doesn’t exist. Everything is powered by rocket fuel, most of which comes from natural deposits of metastable metallic hydrogen and whale blubber. Computers are about on par with the 1970s. AI is basically magic.

The standard unit of currency is a gajillion dollars (1g). 1000g is a katrillion dollars (1k), 1000k is a zillion dollars (1z)


There are four species of centrist. For our purposes, they mostly get along.

  • Simian – Four-handed, hairy. Moved to a massive space station after rendering their nameless home planet uninhabitable.
  • Yeom – Hyperdimensional parasitic symbiotic mind control very convincing worms. Staunchly aristocratic. Only they understand how faster-than-light travel works.
  • Xeno – Sleek, hairless super-predators with extreme prey drives. Psychologically identical to hyper-intelligent tigers.
  • Crab – Hard-working, God-fearing, Manifest Destiny extremophiles.

Centrist names sound like this:

Thursday, July 10, 2025

The Monster Inside Me Has Grown This Large (GLOG Class: Wandering Monster)

A werewolf, or perhaps a slasher.


MONSTER
Start with: mask, weapon, trustworthy voice, victimology
A - Victims, Monster
B - Pawns, +1 Inhuman Physiology
C - Hunters, +1 Inhuman Physiology
D - Sacrifices, +1 Inhuman Physiology


Once upon a time, there lived a nameless monster.
The monster was dying to have a name.
So it set out on a journey to find its name.


A: Victims
Between adventures, you attract up to [level]+1 hapless goons: lantern boys, village fools, plucky street urchins, people no one will miss.

  • Individually, they have 1HP and take no damage on a successful save vs aoe. Collectively, they are as helpful as a single character (if that) and take a single share of loot/xp. 
  • You get +[templates] to Hit while your goons are in formation. (This is their only contribution in combat.)
  • You may treat any hirelings you personally take on as goons.
  • You may reduce incoming damage by d12 by sacrificing one of your goons, as if you were sundering a shield. 

Whenever something scary happens, your goons scatter, split up, and get lost, such that only one remains “on-screen”. Whenever you enter a new room, you can have one stumble back on-screen from behind curtains, inside closets, etc., teeth chattering and faces pale. If there is a non-obvious trap in the room, they've already triggered it (the gm describes their fate as part of the room description). 

A: Monster
At any time, if your goons are on-screen, you can stumble off-screen and become a wandering monster on the encounter table. While the monster is out, you play as your goons.

The monster…

  • …is a [level x 2] HD NPC under the GM’s control.
  • …has your skills, class abilities, and equipment, yet is unrecognizable as you.
  • …is mute, intelligent, and single-mindedly homicidal.
  • …is drawn to loud noises (arrives in 1d3 turns).
  • …doesn't trigger traps, is invisible to the undead, and can slip past locked doors.
  • …cannot die, although it may appear to when reduced to 0 HP. Instead, it plays dead and escapes at the first opportunity. It cannot return until downtime has passed.

You can stumble back on-screen whenever the party enters a room (oh my god guys, did you know there's a monster in this dungeon, i only barely escaped and somehow ended up here!)

If the monster "dies" or you run out of goons, return on-screen or die.

If you die, the monster escapes, forever to haunt the encounter table.


The monster went to a village where nothing ever grew.
"Little girl, give me your name.
If you give me your name, I will make you strong."


Inhuman Physiology
The monster reveals inhuman physiology. Additional attacks, darkvision, acid spit- gain one every time you level up and another every time the monster "dies", negotiated with the GM (see below). Ideally, the new ability is related to how it died: gelatinous bones if it was crushed, immunity to fire if it was burned, etc.

If an NPC sees you use these abilities as a human, you lose access to Victims, forever. (Other PCs may choose to ignore your eccentricities, but everyone has their limit.)

1d10 Example Monster Traits

  1. Wolf's Head: Gain an additional bite attack (d6).
  2. Ghoul Guts: Eat a whole corpse to gain d6 HP.
  3. Spring Heel: 40' vertical leap from standing.
  4. Fireproof: You are immune to fire.
  5. Ripper: Your nails deal d6 and bypass armor.
  6. Roar: Everything in earshot saves versus fear.
  7. Mimicry: Perfectly reproduce any sound you hear. Otherwise mute.
  8. Plague: [templates]-in-6 chance to inflict fever, visions, and shakes.
  9. Iron Head: Break stone and bend metal with the top of your skull.
  10. Toymaker: Swallow a doll or marionette to create a living puppet.


"If you'll feed my village, you can have my name."
The monster became the little girl with the pretty name.
The village became wealthy. There was plenty to eat.


B: Pawns
In place of hapless goons, you may choose to attract distinguished goons. They add +[level] to checks in a single, very specific skill.

If you know two secrets belonging to an NPC, you can command them to do anything, once.

C: Hunters
In place of hapless goons, you may choose to attract daring goons. They get their own turn in combat.

With a touch, you can change someone's fear response to one of the following: fight, flight, freeze, or fawn.

D: Sacrifices
In place of hapless goons, you may choose to attract devoted goons. They trust you completely, and will do obviously dangerous things if you tell them to.

You can summon your choice of any wandering monster to your location by sacrificing a goon: it bursts thru a door to gore them thru the chest, or rises from a lake to drown them.


The monster liked its new name, so it stayed inside.
But one day, it was just too hungry.


Tom Cuzor

Δ: Final Girl
If you only have one goon left, she can kill the monster. 

Tuesday, May 6, 2025

Model Organ Polydactyly (GLOG Class: Frankenstein)

MogaChumu
"hey this doesn't look like a class about a mad scientist attracted to his cousin" shut the fuck up

You are a lump of disposable tissue. You exist as a proof-of-concept, or an organ bank, or an unintentional byproduct of industrial science.

You belong to someone who expects very little of you. Maybe, if you ever turn out to be worth anything, they'll visit.


MANIKIN
Start with: needle and thread, spare limb, bottle of formaldehyde.
+1 Limb per template
A - Spare Parts, Doppelganger
B - Galvanize
C - Myriapod
D - Doctor, Divorce

A: Spare Parts
With scalpel, needle, thread, and 10 minutes, you can harmlessly remove your own limbs/organs and replace them with someone else's. (Limbs/organs you stitch onto others are non-functional, and subject to graft-versus-host disease.)

You can use as many limbs as you started with, plus [templates], in any configuration.

You can sacrifice one of your limbs to reduce incoming damage by d12. You can protect anyone in reach this way, including yourself.

A: Doppelganger
You look and sound exactly like someone important, minus the stitches.

B: Galvanize
You are full of red lightning and mad science. Your bare hands deal an additional d4 lightning damage, and you can use them as defibrillator paddles. (return to life on a 1-in-10 if they died in the last minute)

C: Myriapod
If you have 4+ arms, you can make an additional attack per round.

If you have 4+ legs, you can run fast as a horse in a straight line.

If you have 2 or more heads, you have +1 MD.

D: Doctor
You can now stitch functional limbs/organs onto others. This takes a day's work, plus a full year of recovery for your patient.

D: Divorce
With a season's work, you split in two. Distribute your limbs between your two bodies. You are now playing two separate characters: you can do twice as many things, be in two places at once, and so on.

Your two halves do not share thoughts or memories after the operation.

 

JIN LH
it is rumored an order of church-adopted manikin secretly monitor those who practice certain excessive forms of mad science.

Yeong-Hao Han
it is said another path exists for those of welcoming flesh: instead of division, fusion.

d12 Funny limbs found in a dungeon

  1. dragon head. Breathes fire, obviously. Speaks eloquently, less obviously
  2. dead artist's hands, can reproduce her works with high accuracy
  3. Sticky mimic tongue (the kind you get at chuck e cheese for 1000 tickets but really big)
  4. Black iron prosthetic of the highest craftsdwarfsmanship, concealed heavy crossbow
  5. pirate peg-leg with secret compartment and swiss army tip
  6. Sleipnir hoof (can walk straight into Hell)
  7. minecart wheels (so you can roll on the tracks) 
  8. Ogre's dominant arm, an adept torturer
  9. flash-fossilized priest's hands clasped in prayer, project a field of blessings
  10. Giant praying mantis claw, +1
  11. Curse-etched leg of the green lich, the knee aches when goody two shoes adventurers are near
  12. 18ft albino anaconda
(some classes demand their own treasure. This class can make do with whatever's lying around)

galaxyspark

Sunday, March 30, 2025

d100 Titles (+vampire class redux)

Irina Weber
Titles are the loot of social climbing.

More titles improve your chances of being taken seriously by the upper class. Alternatively, consider pairing these with an XP reward, like a +0.1x multiplier. I've been playing a lot of Balatro.

 

All titles merit nobility. Even the lowest titled beast is in higher standing than the untitled man.

 

  1. The Visuffragan of Fain manages the Fain Decapitorium. This title is appointed by the Archdeacon of Prithaca.
  2. The Canonic Chair may enter any decapitorium, and oversees transfers between decapitoriums. This title is thrust upon the first person the Pope sees on New Years Day.
  3. The Wizard-Elect manages the Nirbarber Woods, and can speak to trees (as a diplomatic liaison). This title is appointed by a unanimous vote by any eight wizards. There can be multiple Wizard-Selects at once, but they are very rare.
  4. The High Cruelty of Nirnod decides the punishment for all crimes committed in Nirnod, but not the verdict. This title is pilfered back and forth by fairies.
  5. The Jagirdar of Baruday governs the Eastern colony of Baruday. This title is traded around like a stud horse.
  6. The Lord-Praetor of Prithaca may sentence any person not belonging to a House to immediate beheading. This title is wielded by whoever holds the Old Conqueror's Axe.
  7. The Lance of Rasborough governs Rasborough. Also, any boat they set foot on immediately sinks. This title is hereditary.
  8. The Rig Nagheal may find what is concealed (1-in-6). This title must be claimed in ritual combat.
  9. The Grand Ealdorman of Chene governs Chene, and collects the Western sea toll. This title belongs to whoever owns the biggest, fanciest boat in Chene.
  10. The Jonkheer of Thorn may freely ignore all rules of etiquette, to everyone's amusement. This title is given to the ninth child of each major family. There are three Jonkheers of Thorn in the city of Eldon alone.
  11. Elephant Jack is heavier than mercury. This title is infectious and airborne. 
  12. The Half-Chair of the Barycenter mediates discourse between the Crown Universities of the Mything Isles. This title is handed down by the previous Half-Chair, as part of their estate.
  13. The Lord of Flies is trailed by filth and vermin. Also, they cannot be bitten by vermin of any size. This title is venereal.
  14. The Voivode of Kras-Carpathia governs the Southern colony of Kras-Carpathia. This title is frequently used as a poker stake.
  15. The Orc of York can eat stones as easily as onions. This title is buried somewhere in the Addy salt marshes.
  16. The Free Lord of Acraon has no special rights. This title is redistributed every four years by an all-male, all-Northman electorate.
  17. The Principal Lord-Investigator of Cryptoexplosion knows the location of all impact sites in the Doggerlands. This title is hereditary.
  18. The Subdomnitor of Oledea manages the Grand Prittic Hippodrome. This title is appointed by the Domn of Oledea.
  19. The Vizier of Skeleton governs Skeleton. This title belongs to the oldest local man of noble blood.
  20. The Eldon Superprebendary manages the Eldon Decapitorium. This title is appointed by the Pope's five capricious daughters.
  21. The Headwarden of Rhayadder governs the city of Rhayadder. This title is anti-hereditary: it cannot be held by a member of House Rhayadder.
  22. The Lord Moderator of Parliament may bring weapons into the House of Lords. This title is hereditary. There are eight families of Lord Moderators, of which only five remain in noble standing. There must be an even number of Lord Moderators in the House of Lords at all times.
  23. The Count of Thane may hunt any animal, even royal crocodiles. This title is bickered over by the minor houses of Thane.
  24. The President of New Axmouth governs New Axmouth, has a magnificent moustache, and can get divorced as he pleases. This title was invented whole cloth.
  25. The Leastalder of Fyrstrond is the only vampire with legal rights. This title is bestowed by a pair of immortal, eugenics-obsessed ravens.
  26. The Transbrasilian Skartabel may detain ships to search for stowaways. This title is a reward for killing ninety-nine anticolonialist guerrillas.
  27. The Andriana of Freeport governs the Western colony of Freeport. This title is a white elephant gift.
  28. The Summershy Dauphin rightfully rules the frozen eskerfeld. Anyone who claims this title is lying.
  29. The Esoteric High Justice of Yam and Yassa may read your mail and name plagues. This title is synthesized from two lesser titles.
  30. The Graf of Mania governs Mania, and guards the last Book of Certainties. This title is appointed by any council comprised of four angels.
  31. The Vermillion Dragon has an incurably toxic bite and a gizzard full of plagues. This title passes to the closest person at time of death.
  32. The Despot of Alex manages the Alector Decapitorium. This title is appointed by the Archdeacon of Inches.
  33. The Regalia Cosmogonica can touch ghosts with their bare hands. This title is shared by five brothers.
  34. The Seedmaster of Axhead manages and maintains all the traps in the Tomb of Shesedd. This title is hereditary.
  35. The Burgomaster of Herwerburg controls the nation's supply of gooseberries. This title is hereditary, and highly coveted: the last two Burgomasters were poisoned.
  36. The Daimyo of New Eldon governs the Northern colony of New Eldon. This title is perpetually unwanted.
  37. The REDACTED Prefect of ALSO REDACTED is forever hunted by a great green hound. This title belongs to whoever says three times in full.
  38. The First Selectman of West Ordea can taste the difference between truth and lies. This title fell off the back of a truck.
  39. The Marquess of Gwynnax may rightfully halt and search any warships in their harbor. This title is hereditary, but it skips a generation.
  40. The Transantillian Saltigue may detain ships to confiscate cursed idols. This title is a reward for killing ninety-nine anticapitalist gorillas.
  41. The Viceroy of Broug am Langotep appoints the knights of the Valley of 101 Knights. This title belongs to whoever owns the Censer of Long Sunsets.
  42. Smoke Eyes Jack is possessed of an eight foot vertical leap. This title belongs to a desperate rake, hanged in a chimney.
  43. The Whipplewal Beholder has additional eyes inside their head. This title belongs to the wife of Lord Whipplewal; he is currently married to a full-rigged clipper ship.
  44. The High Fon of Badasqua may walk freely in the tombs of the Flying Kings. This title is hoarded by the Baron of Fend.
  45. The Vidame d'Algodoré may challenge any man to oil wrestle, and mock them freely if they refuse. This title belongs to whoever owns the largest orchard in Algodoré.
  46. The Laederlly Princess cannot be harmed by knights. This title is passed with a kiss.
  47. The Grandarch Bishop of the Decatomb cannot escape the Decatomb. This title can be appointed by any pair of bishops.
  48. The Earl of Bellend is the butt of every joke. This title is hereditary.
  49. The Greenblood Knight defends the autumn harvest of East Blarsbury. This title is handed out by a well-meaning brownie.
  50. The Two Star Fidalgo leads the Band of Grey on countryside raids. This title can only be stolen, blatantly and publicly.
  51. The Mayor of Horse Town governs Horse Town. This title is headstrong and difficult to tame.
  52. The Haggerdy Giant is 10 feet tall. This title is predatory and cannibalistic: it will eat your other titles.
  53. The Vava of Mur may slander freely, but never libel. This title is half of a greater title, split to satisfy twin inheritors.
  54. The Steward of Griffin can ride a fucking griffin. This title is appointed by the griffin.
  55. The Seneschal of Heropolis lays claim to the sunken city of Heropolis. This title was sold to pay off gambling debt.
  56. The Horus commands untitled peasantry with their honeyed voice. This title went down with the HMSS Mesektet.
  57. The Magistrate of Scales regulates the alligator trade. This title costs an arm and a leg.
  58. The Saraddic Honor Guard is infertile. This title is appointed by some shadowed arm of the royal advisory board.
  59. The Primor of Falnod may enter, but never settle within, the ruins of Falnod. This title is hereditary and exclusively female.
  60. The Behir of Caero is preferentially struck by lightning as if they were a 40 metre tree. This title is appointed by snakebite.
  61. Ferryman Jack can sail on cobblestones and packed earth. This title belongs to a destitute widower, drowned in a sewer.
  62. The Dvoryanin of Answer governs the Southern colony of Answer. This title was forgotten in a coat closet.
  63. The Ruby Patriarch may duel 2v1 with a partner. This title is elected by a congress of gnomes and gnome allies.
  64. The Baronet of Dallax may rightfully halt and search any peaceships in their harbor. This title is rotated amongst a council of wealthy jingoist sub-baronets.
  65. The Innocence of Karnassisy can speak with fish. This title is locked up behind decades of dense legalese.
  66. The Heer of Elmo's Look can see clearly thru night and mist. This title must pass to one with an incredibly long beard.
  67. The Elder Provost of Sersy taxes all mediums, soothsayers, and oracles on the River Thorn. This title is hereditary.
  68. The Swerdar Supreme is claimant to all existing swords. This title is firmly embedded in the Stone of Carre-Gleddy.
  69. The Viceroy of Yessex owns all the gunpowder in Saxony. This title is appointed by the Duke of Saxerblud (at gunpoint).
  70. The Vec of Nefyrwalia is haunted by unicorns. This title passes by beauty pageant.
  71. The Zamindar of Jakob is the only king to the Jacobites. This title is the grand prize of a high profile pétanque tournament.
  72. The High Architect of Gods-Head conducts the rites of Samhain. This title is appointed by the nepotistic ghosts of past High Architects.
  73. The Jack of Spades has an extendable snake-like neck and a leech for a tongue. This title belongs to an unmarried woman quartered by pagans.
  74. The Viking of Axmouth governs Axmouth. This title belongs to a well-groomed diocesan with a forked tongue and perfect pitch.
  75. The Black Laird of Dioncalad sits on the throne of Dioncalad. This title passes by injury.
  76. The Terror of Sceolan taxes the mountain-men of Ben Gae. This title is a generational curse.
  77. The Lord Hybenser defies the Terror of Sceolan. This title is elected by the mountain-men.
  78. John Kenneth governs the town of Kenneth. This title is bought and paid for by Big Alchemy.
  79. The Gahara of Far Salat governs the Northern colony of Far Salat. This title is currently on loan as a security deposit.
  80. The Greenwarden of Allyn decides the first day of Summer. This title is appointed by the Bluewarden of Sargassy, in the Spring.
  81. The Head Dogesh of Llyn-on-Ra collects the tithe along the river Radu. This title is appointed by divine miracle.
  82. The Polar Jathedar leads the Army of Night on mountain raids. This title must change hands in secret; publicly, the Jathedar is considered an immortal.
  83. The Exsalaria Fleet Sous-Admiral writes permits for expeditions beyond the Held Sea. This title belongs to the son of the current Second Sea Lord.
  84. Samurai Jack has a venomous sword in his belly button. This title belongs to a sailor keelhauled for 200 years.
  85. The Rig-a-Ruddy-Titim rules the town of Ruddy, and is particularly flammable. This title is elected by the elder Rudds.
  86. The Troll of Ornod owns the world's largest (depleted) gold mine. This title passes by predation.
  87. The Atabeg of Yeriyeri governs the eastern colony of Yeriyeri. This title is easily forgotten.
  88. The Supermechanic manages the largest clock tower in Eldon. This title passes based on IQ score.
  89. The Aberthorn Gentleman oversees the Aberthorn Decapitorium. This title is appointed by the High Serene Grace, who has lapsed into an entirely unbureaucratic coma.
  90. The Little King of Axtree can summon a fox with a yipe. This title is hereditary, except it passes horizontally to the youngest sibling.
  91. The Chancellor of Masks organizes the Royal Debut, and must always smile. This title is elected by a council of child princes.
  92. Kyleigh's Hound can't enter any church. This title is hereditary. Rumor holds it once belonged to an actual hound.
  93. The Antechancellor of Nefton is permitted use of the scale that measures souls, mostly for special occasions. This title cannot pass to a more evil person.
  94. The Infante of Clef Fan governs the isle of Clef Fan. This title can only pass into the hands of a foreigner.
  95. The Subvisor of Radutree has a legendary green thumb. This title is deathly afraid of fire.
  96. The Prince of Kemp governs the township of Kemp. If this title is lost, two more grow back in its place.
  97. The Doctor of High Occultronics publishes the monthly Occultronica. This title is awarded at the end of a grueling eight year graduate program.
  98. The Ruby Matriarch must duel 1v2 against all challengers. This title is bestowed by a chorus of angels.
  99. The Lowest Dragon can speak with snakes, as a diplomat. This title belongs to a man with no limbs whatsoever.
  100. Our Lady of Seams governs the city of Seams. This title can speak. It is stubborn, particular, elitist, and openly ambitious. It likes ball gowns and extremely embarrassing public displays of affection.

 

You can also use this table as a list of weird people to meet at a dinner party.

Hereditary titles care about blood more than parentage. This makes vampires very adept social climbers. 

 

Irina Weber

VAMPIRE (redux) Start with: Flawless black cloak; duelist’s sidearm; friends in low places. +1 Cuck Save per template A - +2 Chthonia, Blood of the Earth, Invitation B - Fascinating, Immune to charms C - Drink Deep D - Beloved by Sheep, Lunacy
Δ - Discerning Taste

Chthonia
Manifestations of your dark and mysterious origins. Choose or roll for two traits at A.

  1. You see perfectly through 30' of darkness, smoke, dark water, and dramatic fog.
  2. Every season, a d4 HD vampire-hunter shows up in town to kill you.
  3. You always appear in a cloud of dramatic fog.
  4. You can see through paintings of yourself.
  5. If you grab someone by the back of their neck, you can make them say anything you want in their voice. This works even if they're unconscious.
  6. When you die, a giant crow arrives to take your body somewhere else.
  7. Old age slides off of you like water.
  8. You can detach your head, roll it around, and reattach it.
  9. All undead regardless of origin treat you the way you deserve to be treated – like royalty.
  10. You have no bones. You can squeeze thru any space larger than a banana.
  11. With a taste of someone's blood, you can peek into their future and receive a one word omen.
  12. You can take the form of your House's heraldic beast. (For Norbury, a wolf; for Sardon, a bee; etc. etc.)
  13. You can't be harmed by man-made flames, but direct sunlight burns like wildfire.
  14. Choose a nonsense word. When you fool someone into repeating this nonsense word, you steal their name. A stolen name works like a crude disguise: you will appear as that person at first blush, but interrogation may reveal you.
  15. Wherever you live for more than a season, the local crop withers and dies.
  16. Magic treats you as if you were a medium-large rock instead of a person.
  17. Those you've fed upon turn impotent.
  18. You can drink blood thru your hair.
  19. You can click your heels to bury yourself six feet under loose soil. You fall into it like water.
  20. When the moon is full, you can attack an additional time per turn, but all creatures appear to you as fanged creatures of the deep dark.

A: Blood of the Earth
You are a vampire, with the following effects:

  • You consume blood instead of food.
    • The average hireling contains 5 rations of blood. Losing 1 tires them; losing 2 exhausts them; and losing 3 or more kills them.
    • Liquid blood rations are fragile and 3x as heavy as normal rations.
    • You can eat normal food (to maintain appearances, or enjoy the flavor), but don't digest it.
  • Your bite deals d4 damage, increased by one die size each (d4 → d6 → d8 → d10 → d12) if your target:
    • ...is physically smaller than you.
    • ...is sexually or romantically involved with you.
    • ...is indebted or subservient to you and/or your House.
    • ...trusts you completely, in this exact moment.
  • There's a heavy, blood-soaked corundum jewel where your vital organs should be.

Vampirism is punishable by death, but this rarely applies to the rich and powerful. Maintain plausible deniability, and the Church will leave you alone. Hunt your impoverished kin, and they'll reward you. 

A: Invitation
You can’t cross a threshold without being invited in.

You are invited to every major ceremony, celebration, and public event larger than 50 people.

B: Fascinating
You have a stat called Fascinating, which starts at 2. Whenever you befriend a significant NPC or woo a lover, increase your Fascinating stat by 1.

When speaking privately with an NPC, you may reveal a dire secret (yours or theirs) to roll 1d6. If the result is less than or equal to your Fascinating stat, you charm that NPC, and then reduce your Fascinating stat by the amount rolled. (Charming people does not increase your Fascinating stat.)

Charmed NPCs trust you and consider you a friend.

You can do this to PCs as well provided you get consent from their player beforehand.

C: Drink Deep
You can drain any container of blood in seconds, with the following effects:

  • Your bite deals double damage dice to unsuspecting targets.
  • You are immune to the negative effects of drinking any blood type, including poison, alcohol, and molten lead.
  • You can suck the gas out of an automobile, suck the honey out of a hive, suck the sea water out of a drowning sailor’s lungs…
  • You can slowly exsanguinate someone who trusts you completely to turn them into a vampire. This process takes an hour of complete silence. If interrupted, your victim has a 5-in-6 chance of dying if you don't complete the process.
  • You can drain a tree of sap to create a Hollow Ash, wherein a monster will soon take up residence.

Also, each ration of blood you consume instantly restores 2 HP.

D: Beloved by Sheep
When you enter a scene, if it is nighttime or sufficiently overcast, you charm every minor NPC present. This makes you immune to attacks by goons, soldiers, servants, guards, and so on, unless you attack them or their allies first.

D: Lunacy
When the moon is full, characters charmed by you are dominated instead. (They obey your orders, share your opinions, and trust you completely.)


Δ: Discerning Taste
The first time you drink the blood of each of a demon, a giant, a king, and a unicorn, roll on the table of Chthonia and gain the listed trait.

The first time you drink the blood of a wizard with 3 or more MD, you gain +1 MD.

The first time you drink the blood of a dragon, you gain wings of darkness.


william bang
i really like this guy's eyes. like he's apologizing for the mess

* * *

Designer Notes NOTES FOR VAMPIRE HUNTERS

Most vampires struggle to survive outside of the social circles they parasitize. They can't travel far without victims accomplices, and they lack real combat options (their bite is mostly a trap). They're very wizardly in that way.

[sidebar: suggesting your own chthonia is good and valid. Vampires are aesthetically eclectic, there should be as many breeds as there are spells]

By C, the vampire's matured. They can sire offspring and summon monsters, turning their domain into a horror movie. They've collected a bunch of weird chthonia. They're entrenched.

D template isn't a capstone so much as it is an in-universe threat. Domination. True mind control. Everyone who knows you're a vampire knows that if they cooperate with you, if they give you an opportunity to charm them, then one day you'll have complete control. Can they trust you not to abuse that power?

The answer is no. Safer to put you down before you fully mature. That's why you need to keep the secret.

 

You can also play a werewolf with this class, just ignore the implications of being dominated by a wolf

 

nabetse zitro