Monday, September 1, 2025

Crownless And Unloved (Class: Elf)

I while ago I wrote a class about being an elves stuck between the worlds of the Sun and the Moon. This class assumed assumed the standard GLOG magic paradigm of spells being a kind of spirit that are domesticated and shoved into one's brain. On a whim I decided to rewrite this class for a varient on the classic GLOG mage while keeping the same core idea.

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They say that when the world was young and magic filled the land, elves worked miracles and wonders. They were tall and beautiful and at harmony with the world. Spells that modern sorcerors and hedge witches would not dream to control played at the fingertips, for elves have spells in thier souls. That they could with their hands wieve such enchantments, castles of shimmering light, carriages pulled by moths. But this was long ago and untrue.

By some quirk of fate, children are born nowadays with a spark of that elvish art in their souls. Many live their lives being none the wiser to this, aside from a nagging feeling in the back of their head. If only you could be so fortunate. You do not know quite what you are, but they call you an elf, the dwindling rustic folk of dell and cave. The children of the day see you as wild child, a disruption to the proper way of things. The children of the night see as corrupted, a slave that clings to their shackles. They want to seperate what they like about you from what they don't, but it doesn't work like that you are both your halves. So you wander the world, child of the twilight hours, not wild, not domesticated but feral.

Bolotnik

Feral Elf

While this is a racial class, you don't have to take it at first level. If you cast aside the trappings of civilization to cavort under the Moon one night, you may discover that you were an elf all along.

Starting Items and Skills: Roll on your preferred peasant table.


A: Heartspell, Moondancer, Changeling, Light of Day


Heartspell:

Your body is of a human, but there is a Word in the center of your soul, no force can take it away from you. You know it as intimately as fish know water or birds know the sky and can explain it about as well. At character creation choose or randomly select a noun to be your Word.


To work wonders, combine your Word with up to [template] Gift, one of which can be substituted with an Implement. You may not work wonders if you are touching Cold Iron, defined as iron which is currently cold.

Moondancer:

You have up to 4 Moon Dice that you can only use to cast spells that use your Word, aside from that they are identical to Magic Dice. Your MD returns to you when you frolic for at least an hour under the moonlight.


Each Tether that connects you with the Sun’s world suppressed one maximum Moon Die. You can increase your maximum MD back by casting aside any amount of these Tethers before the Moon and cavorting for a full night.


Tools: To cast aside tools requires you not to use crafted instruments. Rocks and sticks on the ground are fine, but not sharpened ones.

Shelter: To cast aside shelter requires you don’t wear clothes or rest in buildings. Making a nest of old rags in an abandoned ruin may be fine, at the GM’s discretion.

Language: To cast aside language requires you not read and tune out profane speech. You can get by fine with non-verbal communication especially with those you know well.

Culture: To cast aside culture requires you to ignore your vocation, social standing and obligations. Hanging around with vagrants is fine.


No matter how many times you come back from the Sun’s world, she always accepts your pledge, that this time you're truly casting it aside. She is always laughing.


Changeling:

You are a creature of three natures. The human, the inconnu and what lies between. Your current nature is based on how much MD (counting both Moon Dice and Magic Dice), and will change if those change.


Half-Elf: (0-1 MD) You count as a human with all that entails, maybe your ears are slightly pointy or the distance between your eyes is a little off. As long as you're not touching Cold Iron, you can intuitively but imprecisely sense magic and spirits, expressed in goosebumps, illusionary scents and vague premonitions.

If you are open about your nature get -1 reaction with most humans, if you conceal it then reroll your reaction with -2 if it’s uncovered.


Elf: (2-3 MD) You count as both a human and a fae, both the benefits and the drawbacks. Your sense for magic and spirits is visible and unambiguous, wizard crowns are directly seen, ghosts are visible, at a glance you can tell if something is magic and with 10 minutes of observation what words are imbued in it. You no longer need to sleep as long as you cavort under the Moon and can see under her light clear as day. Cold Iron is twice as encumbering however.

You have -1 reaction with both humans and fae and it’s no use trying to hide what you are.


Inconnu: (4+ MD) You count as a spirit, but unlike a true one, you're still reliant on your flesh. You can physically touch and be touched by the incorporeal, your skin is as light armour, your limbs are as light weapons and there is one favored environment your body is perfectly adapted to surviving without any of Sun’s Tethers. However, roll an additional die for damage from Cold Iron, the sunlight blinds you and your diet becomes one of a beast. You may communicate with Fae without language, meaning emotions and intentions but not taxes or whatever.

If you are open about your nature, get -1 reaction with most spirits, if you conceal it then reroll your reaction with -2 if it’s uncovered.


For each MD you have, you manifest one of your Gifts, which hides away if you lose that MD. At character creation you choose or roll four Gifts that represent your unique nature. When you die, your corpse stays in the form it was because all three are your true nature. An Artisan Wizard can extract the Gifts you had manifest when you died, and defile them to make an Implement that can do one of the things the Gift did, and you decide what curse the Implement has.

Light of Day:

The Moon will always welcome you back, but the Sun is not fond of indecision. 


When you roll doubles on a magic roll, a Mishap happens. If you love the Sun more, then the mishap is themed around the temporary loss of your Word. If you love the Moon more, then it’s caused by an excess.


When you roll a triple on a magic roll, a Doom happens. The first time the Sun forces you to choose between him and her, you suffer the first step. From then on, advance the Doom you committed to each time a triple is rolled.


Doom of the Sun:

  1. Choose a Tether you may never cast aside.

  2. Lose the ability to become an Inconnu, regardless of your current MD.

  3. Forget your Word, and the ability to use magic forever. The surviving person is changed so irrevocably that you may no longer play them.


Doom of the Moon:

  1. Choose a Tether you forever reject.

  2. Lose the ability to become a Half-Elf, regardless of your current MD.

  3. Forgot your humanity and all it entails forever. The surviving creature is changed so irrevocably that you may no longer play them.




Gifts:

Each Gift has one passive effect and one or two distinct effects they apply. If an effect grants the benefit of a light weapon or armour, it upgrades to medium if you're Inconnu.


  1. Claws: As duel wielding light weapons. They may be used to tear through [Word] or grapple with [Word].
  2. Teeth: As a medium weapon. You may eat [Word], either digesting it as food or storing 1 instance of it to regurgitate it later.
  3. Sting: As a light weapon, that feels like a mosquito bite if the target is relaxed. You may inflict a poison or medicine of [Word].
  4. Antlers: A large weapon. You may make a strike charged with [Word] and adding 2 to [sum] or inspire [Word] to all who can see you.
  5. Skin: You are undetectable when hiding in your favored environment. You may wreathe yourself in a cloak of [Word].
  6. Fur: As light armour. You may pluck out your hairs and transform them into stupid copies of you, which pop into [Word] if damaged.
  7. Scales: As heavy armour, but do not impede you. You may reflect or deflect [Word].
  8. Eyes: Your sight is never obscured by [Word]. You may inflict [Word] on someone but only as long as you look upon them or look out of [Word] that you have looked at up to a day ago.
  9. Tail: Gives a fifth appendage that can hold your body weight. You may swoosh it over yourself to be disguised as [Word] or a thing of [Word] and it involuntarily starts wagging when [Word] is nearby.
  10. Wings: Allow you to glide or fly if you're Inconnu. You may get a vision of [Word] within a day’s flight and directions towards it if it’s under the sky.
  11. Gills: You breathe water but not air. While underwater increase [sum] by 3.
  12. Liver: You're immune to all poisons you have survived. You may divine a question related to [Word] and receive an answer of “yes/no/maybe” or tamper with divinations on a specific question for [dice] days.
  13. Voice: You can throw your voice within the distance you can show. You may issue a command of [Word] or sing to make [Word] dance.
  14. Hooves: You are immune to detrimental terrain and being tracked in your favored environment. You may walk on [Word] as if it were solid or charge at great speeds leaving a trail of [Word] behind you.
  15. Paws: Your footsteps are completely silent. Increase [sum] by 2 if you target someone who does not know you're there.
  16. Gut: You're able to eat anything organic. You may fire a cone-shaped blast of [Word] from your mouth or fart a noxious cloud of [Word].
  17. Small: You are the size of a child and the size of a mouse if Inconnu. You may use d4s for MD, still keeping them on a 1-3.
  18. Large: You are the size of an ogre and the size of a house if Inconnu. You may use d8s for MD, still keeping them on a 1-3.
  19. Thumbs: Select a craft, this craft does not count for Tethering you. You may craft magical items out of [Word], that last for [sum] days and fade in the Sun.
  20. Warts: Are not Tethered by language if you're insulting someone. You may curse someone with [Word].

Several Elves:

For fun, let's try to build some elves, I'm going to use the schools of the Wonder Workers as the spark table for it, despite d5 being involved.

Word: Silence.
Gifts: Wings, Paws, Small, Warts.
Small little guy who seeks peace and quiet and only speaks up to force others to be quiet. I think they live in dense forests.

Word: Hallucinations
Gifts: Small, Tail, Large, Sting
Size changing scorpian which causes you to hallucinate shit, obviously lives in the desert and generally seen by those delious with dehydration.

Word: Lightning
Gifts: Paws, Gut, Eyes, Antlers
Some horrible thing that sneaks up on you and emits lightning out of everything. I think they live in the wind swept plains where flash storms are frequent.

Monday, August 25, 2025

Exquisite CΔrpse: Ochrana Ossis

I present to you Exquisite CΔrpse 4. This one has the gimmick that each participant is writng not a full delta, but half of one. The delta's requirement is written by the first person listed, the effect is by the second. Except for GRIM CHALLENGER, Universal Constant and Uncrowned, all other names were made by me after the fact. The participants in this one are AntiTime, semiurge, Robot_Face, Blattella, Bad DoctorBOROSILICATE_IVY, choiroffire, nayba and MystralianCryatist.


Ochrana Ossis

Despite the best efforts of the Church, various heresies, secret societies and mystery cults hide within the cracks of society like weeds. The most difficult ones to get rid of are not the worshippers of chaos, but those who are the rightful agents of Law. 

The Ochrana Ossis believes that for a just society, lesser creatures must be controlled by greater ones. Thus no human is able to rule over other humans without it inevitably leading to corruption. Thus to be in charge one must make themselves a creature greater than human.

They will calmly ask you, what does it mean to be in control of a creature? Then calmly answer that to be in control means control what is most important about a creature. The thing that matters most to all creatures is to persist. Thus to control a creature one must be able to control its life. Thus to control a creature, one must kill it. Thus to control humans one must kill humans. It is not sufficient but it is a very important step. 

They will calmly ask you, how does one become a greater creature? Then calmly answer that it means to get rid is essential for a lesser creature and gain what is essential of a greater creature. Thus one must find a greater creature as a role model. They will calmly answer that this is a solved problem.

That greater creature, the patron spirit of the Ochrana Ossis, is the Octopus King. Humans have “bones” and the Octopus King does not. Humans break their “bones’ when they fall and the Octopus King does not. Thus Gravity can not kill the Octopus King. Thus the Octopus King is a greater creature than Gravity. Thus to be like the Octopus King, one must be greater than Gravity, greater than “bones”.

“Bones” are not only bones, they are also souls, social bonds, and bureaucratic infrastructure. Things that make humans rigid and connected. To be their master, one must be greater than them. “Bones” know this intuitively, they know that they should be mastered and if shown the way, will reveal how they must be controlled. This is solemn work, essential for a just society.

GRIM CHALLENGER (Blattella and BOROSILICATE_IVY)
Fashion a weapon from a person's bones, and with it slay somebody who knew them by name. Repeat the process once more with a weapon made from their bones.

You can now begin making a skeletal armory-network. 

Arrange your two starting weapon-implements in a way that best describes how bones and names conspire to hold people together. It's alright if you don't get it completely right the first time.

With some patience and luck, your fledgling network will begin to whisper. It will softly speak on many things. Mine likes to say that "names are just a skeleton for the mind", and "what is a friend but a bony finger". I've heard some that simply count to 206 over and over. 

Eventually, if you are patient, the network will give very good advice on how to kill people. Its advice will be limited at first. It can only speak about those who know the deceased in your network by name. But as you extend the armory-network with weapons like the first the network's advice will grow in confidence and accuracy. It will become more opinionated and less mobile. Be sure to add to it regularly.

Junior Privileges

To even consider earning Junior Privileges, one must first be a GRIM CHALLANGER.

Broken Hand Badge (Bad Doctor and choiroffire)
Ask your armory-network for direction and guidance each morning. Follow its advice even and especially when it would be easier not to. If you disobey it, break one of your own fingers. If you have ten broken fingers, you may use the fingers of other hands.

You can project an aura of cold authority commensurate with your duty. Your shadow grows longer, footfalls louder, and your stare grievous and fulgid. Law-abiding citizens will bow their heads as you pass by. When you have to make a decision for which your armory-network did not specifically prepare you, your aura becomes chaotic and frightening, scattering most lesser beings into hiding.

Weightfulness (nayba and Garinia)
Find one that speaks truth to power and silence them forever without creating a martyr
Find one that makes a joke of order and have them become the object of laughter instead
Find one that bends the law instead of executing it and have them meet the full force of the law

You have proven your worth to the law, and thus are granted the ability to supersede it to an extent. When you are acting on behalf of the law you are legally and metaphysically allowed to ignore gravity at your leasure.

Dark Water Precipice (semiurge and AntiTime)
Bring in a bounty target neither dead or alive, but somewhere in between or something else entirely

If somebody is under a bounty you can see their vital signs, like heart pumping in their chest or blood flowing through the veins. Due to that you can never kill such a person accidentally, or can roll with advantage if your aim is murder.

Shiftiness (Robot_Face and MystralianCryatist)
Follow someone for eight days and eight nights without them realizing you're watching them.

You’ve certainly proven yourself an able sneaker! Somehow, this seems to have given you a boost, as a curious change has occurred.

You have gained camouflaging abilities similar to an octopus.

Additionally, you gain 4 small arms (each capable of holding half the weight that a human-equivalent’s standard arm could) OR a prehensile tail, whichever would have been the most helpful during your endeavor!

SILOVICH (AntiTime and Bad Doctor)
Become truly, fully professional. Lock in. Remove your soul, emotions, attachments and personality. Keep them somewhere externally if you want, but you can't use any of the major deltas when you are under their influence.

With all this empty space inside you, you can now contain part or all of your network within yourself if you'd like. Sure, it jams up a little, sticks out between a set of ribs. But now all of your teeth are cyanide capsules and whenever someone follows your advice about who to kill and how they are rewarded disproportionately by the universe. Meet cutes, windfall inheritances, lottery tickets. If you give them one of your cyanide capsule teeth and they bite down on it after their mission is complete they will go straight to the tippy top heaven and they know this for an absolute bone deep fact. You can add any weapons they used to your network.

Senior Privileges


To attain Senior Privileges, one must set yourself above bone and become a SILOVICH.

True Order (semiurge and Robot_Face)
Compromise a major public figure - get killer blackmail on 'em, replace 'em with a shapeshifter, whatever - so long as they're yours. Make sure everyone in the community knows you've done it, and make sure everyone's too afraid to say it out loud.

In an area you control, or which you control de facto, like through a puppet/figurehead, you gain the ability to walk through walls unimpeded, as though they aren't there.

Universal Constant (choiroffire and semiurge)
Find the seven living people who contributed the most to your becoming who you are today. For most, these will be parents, mentors, and close friends. Find them, and inform them each in turn that they will die by your hand if they ever again acknowledge to anyone that you were once different, once lesser, than you are now. Mean it. Write down a plan to eliminate each one, and submit them.

Whenever anyone utters your name without using your full titles & honours, you know who it is, where they are, and gain control of their mouth for a round.

Respectful Silence (BOROSILICATE_IVY and nayba)
assemble a necklace of 16 tongues. Ideally they are from bureaucrats of ascending rank, but a bunch of self important louts can work in a pinch

Whenever you encounter a bureacrat of equal or lower rank than one of your trophies you may have that person be silenced as long as they are in your presence. Those around will perceive you as a replacement for the old authority.

Uncrowned (Garinia and MystralianCryatist)
There is a secret place where the first law was proclaimed and the final law will be whispered. Let gravity kill you at this location.

There are some laws that are not meant to be broken, and some places which are not meant to be profaned. Gravity forsook its oath, and must pay amends.

You have claimed the price for the broken oath which was Gravity’s. You can no longer be damaged by the landing at the end of falling; your strength and agility are enhanced as though you dwelled on a planet with gravity one third of your own, while those of your foes are reduced as if a thrice-strong planet bore down upon their shoulders. Finally, you can enact a limited telekinetic effect on any object five pounds or less at any time as though you were a mage or psychic. This is not supernatural, but a natural consequence of gravity acting to your will, ensuring that it can be used anywhere. With intense training, you could increase your weight or item amount limits.

Thursday, August 14, 2025

My Mouth is Full of Dust (Class: Rogue)

I found this Cloak and Sword class while browsing some sketchy sites that probably gave me virus or two. Inexplicably from what I can find this class originated from the Horror supplement and has nothing to do with the Sanguine class despite fitting each other quite well.

Vampyr

Start with: Stylish but dated nobleman’s clothes, disguise kit and a rapier.


Spawn of Hell: Your Fertility type is I, and you may not rest on hollowed ground.


Guest of the Court: With a minute of preperation you can appear as a noble of high enough status to be allowed in any court but low enough that he won’t be the center of attention. This noble has +2 reaction with unsuspecting nobles and romantics. On entering this guise, you may choose to appear as either a frightfully handsome gentleman or an eerily beautiful lady, swapping virility and fertility as appropriate. This noble’s skin is so very pale.  This is not your true form.


Guest of the Woods: With a minute of preperation you can appear as a wolf of high enough status to be allowed in any inter-pack gathering but low enough that it won’t be the center of attention. This wolf has +2 reaction with unsuspecting wolves, -2 with peasants and -1 with common soldiers. On entering this guise, you may appear either as an unnervingly quiet stalker or a horrifically large beast, swapping virility and fertility as appropriate. This wolf’s fur is so very dark. This is not your true form.


La Mascarade: While you are in the guise of a guest, you can not be reached in a way that matters. You are immune to fear, Charm, Esprit, Love and death. However, you can mimic those things convincingly if you need to. When you would die, the guise merely gets destroyed and your true form is revealed, leaving you at 1 Elon.


The Reveal: You may sunder your current guise like you would armour, which causes your attacker to be stunned for a round in addition to the normal effects.


Naked Shadow: Your true form is a cloud of sulfurous black particles clumped around a heart with teeth. In this form you can fly as an arrow and fit through any hole your heart can pass through. Against normal weaponry your AC has double the dexterity bonus because they can have effect if they manage to hit your heart, but you take damage as normal when attacked with fire or magic.


Unearthly: Your likeness can never show up correctly in paintings or mirrors. When under a guise you may freely fly as fast as a raven, when out of guise fly as fast as an arrow.


Blood of the Earth: 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 with either your toothed heart or the teeth a guise 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.

  • ...trusts you completely, in this exact moment.

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.


Doppleganger: With 10 minutes of preperation you may put on the guise of someone who's blood you have tasted within the last sunset.


Dark Magnetism: When you are touching someone you can take 1 damage to send a particle of your self into them to Charm them. This effect lasts until they next would lose or gain Esprit.


(The difference between Charm and Esprit in Cloak and Sword is rather confusing. But from what I understand it’s meant to be passive where Esprit is active. When you hold Esprit for someone, you're trying to get something from them, whereas when someone Charms you it dulls your mind and makes you more malleable to their suggestions. The most notable difference is that Charm does not lead to romance. Generally speaking Esprit overrides Charm. The only exception I’ve found is the Nothing ability of the Beguine, which I think is an interesting way to represent a mysterious connection to the Divine, even if mechanically it’s a little wonky.)


Loyalties: Willing or unwilling, you are the deniable servant of dark powers. Roll on the table below 1d3 times to see who you are bound to. If you roll the same result twice, that indicates a different NPC who fits that category.

  1. Grendelle Archfiend

  2. Tarnished Angel

  3. Fay Lord

  4. The Order of the Fly

  5. The Scholomance

  6. The Cardinal

Each of these is a Figure of Le Great Game, but you might not know each one. The GM secretly chooses one which of the campaign Figures are your patrons. After the Lions/Foxes/Wolves procedure, your patrons use dead drops or intermediaries to give you a mission and an amount of weeks in which to complete them, unless you are already on a mission. If you succeed in that time you gain a Favor with them, if not then you get an Impatience. 


On the start of each month roll against each patron’s impatience with you. If you roll below the value, then they consider you a liability and discretely tip off vampire hunters to your location.


Favors can be used to cancel out Impatience, a week of help from one of your patrons’s other agents, information or 100 silver.


Sunflower Shells and Cherry Pits: The undigested remains of what you once more. Choose two of these.

  • Gain the Ferocity ability of the Lupe.

  • You may perform one Working from the Magician of your choice, using either the relevant components or by paying 1 Elon.

  • Gain the Association ability of the Noble’s Man.

  • Gain Los Estrallas ability of the Fay.

  • Gain Cruel Barb ability of the Damosel.

  • Gain Excommunicat ability of the Huguenot.

Drink From My Cup Til It Runith Over (Class: Cleric)

Everyone remember the conversion of the Cloak and Sword Sanguine class I made last year that was inspired from the half burned pages I stole from someone's attic? Well, I did some digging and have managed to track down a fully copy of class from an old magizine. Turns out I missed a major part of the class in my glog version of it. I think there's three other humor based classes out there based on the name but I haven't been able to track them down. I think the funny thing about this class is it's obviously meant to be intended only for women but nothing about it says you have to do that, I think the thought of a male character wanting to play this character simply did not occur to the author.

Sanguine


Start with: Frumpy and outdated noblewomen’s clothes, a lancet, a roll of bandage and a bundle of very strong scented herbs.


Eternal Spring: You were always a weak and sickly child. You would constantly suffer bloody noses, have trouble focusing on anything and spray blood everywhere from the smallest cuts. This terrible Blood has burdened you for as long as you lived. After each meal, grasping Esprit, being charmed, scared or another sudden surge of feeling, you gain d6 Vitae. At 5 Vitae you start to feel dizzy and faint, requiring WIS checks to think straight, at 10 Vitae you are overwhelmed and fall unconcious, only waking up when Vitae lowers below 10. There are four ways to rid yourself of it.
  • Recuperation: It can be converted one for one to heal your Elon during rest.
  • Mosquito: Vitae can be removed by a dracula or some sort of mosquito. Which is basically fine because they are made to do this. When such a creature deals melee damage to you, it will take Vitae before Elon. Two Vitae are equal to 1 blood ration.
  • Frog: Vitae can also be removed by, say, some kind of murdersaurus, or maybe a really big frog. This is bad because they are not made for removing blood, and your Blood knows this. When such a creature deals melee damage to you, it also takes an equal amount of Vitae. If you don’t have any spare Vitae then it just deals damage as normal.
  • Bloodletting: Anyone skilled with medicine can relieve you of your Vitae like a mosquito, an amateur relieves you like a frog. If they bottle it, then they need to gather at least 4 Vitae for a useful magical or alchemical reagent. Oh, also you're a universal blood donor.


Object of Desire: Other girls are prettier, more popular, and more accomplished. Despite being plain and unnoteworthy you have many admirers in the dark. Upon sight, monsters and angels hold Esprit for you, even vampyrs in guises. When you bleed, any present monsters or angels who can smell you must immediately make an Esprit Reaction Roll, with these modified results.

2 or less: If a monster attempts to eat you then and there, if an angel flees to not be a monster.
3-5: Demands allegiance.
6-8: Demands a service.
9-11: Offers a service.
12 or more: Pledges service.


Can I Fix Him?: There are monsters who are not like the others. Somewhere buried beneath the prizes and hatred you can see an ember of humanity. When you can look into the eyes of a monster ask the GM “Can I fix him?” and the GM will give one of the following answers.
  • No, it is set in its nature.
  • No, but you can make him worse.
  • Yes, and you can make him worse.
Monsters which you change for the better or the worse fall in love with you.

Demure: You have the Harmlessness and Suggestion Graces for free, but without the MD. Roll the MD as normal and lose that much Vitae. You can’t use these Graces if your out of Vitae.
  • Harmlessness- seem so helpless that unless you do violence or interfere directly, for [sum] minutes no one will harm you worse than dragging you around by the arm.
  • Suggestion- target saves at -[sum] or remember a suggestion you made as their own idea.
Sympathy: When you and another person have some combination of holding Esprit for each other or have drank each other’s blood, a sympathetic bond is formed. This means that you both involuntarily share dreams and can use divination to find out how far away you are, in what direction and your current state. A sympathetic bond can be severed by an ordained priest or beguine.

Sylphe Sister: Due to the overabundance of your sanguine humor, spirits of blood, air, merriment and swords will reveal themselves to you and treat you as a younger sibling. Your Fertility type is S, despite being human.

Flutter: When you feel strong emotions a gentle summer breeze will blow around you, seemingly coincidentally. While this is happening you may spend Vitae to do the following.
  • Spend it 1 for 1 to heal the Elon of someone you're fond of within sight.
  • Spend 1 to blow away a piece of paper, knock away someone’s hat or so forth.
  • Spend 2 to make the weapon of someone protecting you count as magical.
  • Spend 2 to wreath helpful winds around someone you want to protect, granting them +2 AC.
  • Spend 2 to whisper a message and have it be carried on the wind to the target regardless of distance.
Fury: When you see someone gravely injure someone you hold Esprit for, a hot and wet gale winds coil around you. Everything not nailed down gets blown around, everyone except you has -3 to hit and you need to make a WIS save or cause a ruinous thunderstorm to descend on your current location. You may also spend Vitae or Elon 1 to 1 to increase either your to-hit or damage.

Saturday, August 9, 2025

Write These Name in Mercury (Class: ???)

I actually wrote this class way back during the original Cloak and Sword bandwagon, but was never quite happy with it so never posted it. It just sat in my drafts with the spider witch and the Lovely Dark CLERIC. The recent revival of the trend has gotten dig it back up.

Enigma


Start with: Ill-fitting clothes and an ill-fitting face.

Nobody Was Close: Neither of your parents were there when you were born. You are so very alone. You hold Esprit for them and can hold Esprit for no one else until you meet them.

Mystery: Everything is so hazy, you do not know what home is but you need to find it anyway. Nobody can tell you what you are, they don’t know. Peasants think you're a devil, nobles think you're a ghost, priests think you're impossible and angels have forgotten. Speculate all you want, the GM may not directly state the answer. You will need to infer from the evidence you have. When someone (including yourself) performs a test to uncover information about your nature, they state a hypothesis for what they expect to happen and roll a d6.
  • 1. Their hypothesis is proven correct.
  • 2-3. Their hypothesis is partially correct and something goes wrong.
  • 4-6: Their hypothesis is wrong, either nothing of note happens or something goes very wrong.
Record the result somewhere, if someone performs a test under the same conditions, the results will be the same. Truth seekers and occultists which realise you do not fit known laws hold Esprit for you.

Night Creature: You are foreign yet familiar, like a half remembered stranger. Maybe if you could just find someone else like you, you wouldn’t be so lonely. You do not suffer -2 reaction with desperate forgotten things, Night’s agents and those favored by the moon. You suffer only -1 with wolves and woodsman. With everyone else you have a -2 reaction.

Sculpt Flesh: You can sculpt flesh as if it were clay with your hands or tools wet with your spit. The process is mercifully painless but the affected flesh will treat its new arrangement as natural. 
  • With a simple swipe of your hand, you can cause horrible disfigurement. Opening new holes where there shouldn’t be and closing holes that should be open.
  • With a few minutes to an hour, you can do sloppy work, leaving thumb prints and odd shapes. Enough to perform life emergency surgery or make someone’s face unrecognizable. 
  • With a few hours of work, you can get something pretty decent. It won’t hold up to close inspection but it’s not immediately horrifying. With this time and good lighting, you can safely perform almost any surgery without the need of scalpel or anesthetic.
  • With many hours of work, you can make it near perfect, with only a hint of the uncanny.
  • To sculpt a convincing replica of an existing person, you need a good reference. Such as extensive and detailed drawings or their fresh corpse.

Roads To Nowhere: There are paths that only you can see, and doors only you notice. If you step in them you are taken somewhere that is to the outdoors as the outdoors are to indoors. There the wind bites, light withers and darkness swallows. A route through this space ages anyone there by 2d10 months, but is untrackable by anyone who does not know those Roads.

Wednesday, February 12, 2025

The First Time Changes You (Class: Assassin)

 

Assassin bandwagon, woo! Shout out to the unreality of numbers, from who I stole a lot of the mechanics.

Bleeding Heart


Starting Equipment: Unassuming clothes, a sentimental rock, 3 doses of sedatives, sad eyes, a case of tools from your second skill and a case of unusual tools.
Skills: Philosphy and 1.Anesthesiologist 2. Painter 3. Sheltered Child
Requirement: You can not take this class if you have killed.

A: Cipher, Innocence
B: Understanding
C: Gentleness
D: Cain

A: Cipher

There are grooves in the world, certain tendencies that things follow, the way water tends to go down hill. Grass frows, birds fly, Sun shines and people get hurt. You don't have to like it to get how this works.

You have a cipher score equal to your [templates] in Assassin. Given some unusual tools (1 slot for a case) and a few moments of fiddling, they have a cipher-in-6 chance of succeeding a cipher check, in addition to whatever the normal resolution rules are. The cipher skills of the assassins are, according to tradition, to Climb Sheer SurfacesFind Or Remove TrapsHide In ShadowsMove SilentlyPick LocksIdentify Substances and Surprise Target.

A: Innocence

You have never taken a life, but you do think about it every day. Your mind keeps drifting back to it. The ethics of what it means to kill, the countless ways someone can die, what it mans for men and dreams to end. It keeps you up at night. You fear that one day the world will force your hand, you fear that you won't be able to live with the guilt, you fear that you might like it.

The first creature you chose to kill, dies. You must still have means to do it, like a sharp rock within arm's reach or a momment with thier drink and poison. However there are no rolls or saves, it just happens.

Fortunatly for you, if the target is impervious to the method you used to kill it, then your one attempt is not wasted. However aside from that you only ever do this once, make it count.

B: Understanding

Show Vulnerability is a cipher skill for you. If you know someone's deeply personal secret, and they know a personal secret of your, then if either kills the other, they will suffer True Death.

After you first kill, you will learn the usual way these things work. For every fact that you know about your target, you have an additional +1 damage and to-hit during surprise rounds, up to a max of +4. These don't have to be major facts, but they cannot be trivial. "Drinks Earl Grey tea", "Commands the fifth cavalry", "Is named Ostruchus Poncelroy" are all good facts. "Is currently inside his tent", "Is a man", "Has two arms" are not. If you could learn it by looking at a snapshot of the current scene, it's trivial (thanks deus (thanks Arnold)).

C: Gentleness

Your hands are steady, your eyes unclouded, your heartbeat almost imperceptible. You can not kill accidentally, but if the method is excessively brutal it will still leave life-altering scars. If you are careful with your methods then you get to choose what wounds you inflict.

D: Cain

Your first kill can be used to end anything. A god, an idea, a law of reality. The only means you need is weapon that has not tasted blood. However, without Understanding it might not stay dead.

...

What? Do you want something else? You've been given the oppertunity to kill anything, what more could you ask for? If you already had your first kill before reaching template D, you'd benefit from multiclassing into something else.