Sunday, December 21, 2025

How To Change The World: A Guide for Cowards (Scenario Generator)

Recently I’ve been watching Revolutionary Girl Utena and got thinking about why Souji and Mamiya try to defeat Utena by exploiting the emotional baggage of students using corrupt flowers. Which also got me thinking about how in Miraculous Ladybug Hawkmoth uses corrupt butterflies to exploit the emotional baggage of Parisians. One can say a lot about how this trope’s utility to a story’s structure and how it fits the constraints of the medium, but this post isn’t about that. 

This is about what must be true about a setting for it to make sense for someone to use a strategy like this and what steps they would need to take to accomplish it. In TV shows such a thing considerations don’t matter that much, but in a game it gives it’s something for players to interact with and resist. 

The Problem

  1. Magic is the power to change the world by the force of your will. Of it we know these laws. 
  2. Magic comes from emotion, the strongest magic comes from the strongest feelings. 
  3. Your strongest feelings are about yourself or about something else in relation to yourself.
  4. You are a part of the world. 

Taken together this means that sorcery powerful enough to meaningfully change the world will change you. That’s frightening isn’t it?

This is the reason why all sorcerors are so strange, this is where Monsters come from. To grasp true power with your own hands means to lose sight of your vision for how the world should be. Even worse, that there are already countless paladins, woezards and miracle workers out there, each with their own idiosyncratic vision, each an enemy in potentia.

The Solution

In the study of the occult there are rumors of those who gained mastery of magic without losing their rationality, who gained immortality while remaining themselves. If you can find that method it would be perfect, but in the short term it’s better it’s better to get someone else to take on the risk. One could groom the perfect sorcerer to your goals which also requires time.

Inducing monsterization may be considered in poor taste, but sometimes you have no other option. If your enemies are sorcerors your only hope to resist them is with supernatural power of your own. To make this strategy safe you need to worry about three things. First, you need a way to find suitable candidates, second you need a way to push a target over the edge, third you need to find a way to direct them.

Search

Finding suitable candidates is more of an art than a science, but with the world as it is there are plenty around. The difficulty often lies in finding candidates without exposing yourself.

  1. Rumors: The simplest way is just keep tabs on who’s suitable around you. However you’re only one person, and if you have an intelligence network, you have the resources to get better pawns then induced monsters.
  2. Authority: If you are in a position of trust, such as a boss, a priest, or a teacher, then candidates may already be in the palm of your hand. These candidates would need to be used sparingly as they are easily traceable to you.
  3. Well of Darkness: Acquire one of the 22 Voyeur Lenses, cursed artifacts made from the eyes of the monster Panopticon. Place it in a bowl on top of a tower which has never seen sunlight. Look inside, and the lens will show images of who is suffering. Untraceable by mundane means, but the candidate will feel like they are being watched, those with the sight will be able to look back.
  4. Vicious Audience: Sign a pact with the branches of Harpy. They have an intuitive grasp of who makes a good candidate, and will share this information as long as you put on a good show. Be sure to entertain if you value your entrails.

Catalyst

We do not know exactly what causes natural monsterization, but luckily we do not need to. Objects carrying the imprint of negative emotion that can overwhelm weak souls and cause them to monsterize. Unfortunately monsters induced this way will generally be much weaker than natural ones, but it is also reversible because it is not the candidate’s own magic.

  1. Ghosts: Scholars argue if ghosts are a kind of monster or something different, but possession can lead to some strange transformations. It’s easy for the reason that the art of necromancy is well known, and difficult because the art of exorcism is also well known.
  2. Mirror Shards: Colder than ice, sharper than a razor. Only reflect the ugliness and evil, never beauty or goodness. When lodged in the eye or the heart makes the candidate cold, bitter and distant. Shards can be physically removed from targets or melt under an earnest enough smile.
  3. Dream Implantation: A seed of an idea planted into something's head can take root like an unruly weed. This requires a method to travel through the dreamlands, and a way to avoid its denizens who do not take trespassers lightly.
  4. Blood of Dracula: It has a strong scent, and very easily leaves stains. Induces monsters with the aspect of the wolf or the bat, an aversion to light and a parched mouth. The issue with this one is that Dracula in his sleep will try to control them, and that its effect is burned away by the sun.

Control

Monsters are selfish things, more likely to do what they want then what you need. You need to find some way to direct them. Just like with finding candidates, each method has its trade offs.

  1. Nothing: You can choose to release a monster without control. If done cautiously it won’t trace back to you but if the things you love come to harm you only have yourself to blame.
  2. Threats and Promises: Monsters are not so insane as to not understand a deal, but be careful since they are by nature impulsive.
  3. Lotus Wine: Allows you to directly enthrall a monster. Like all magic it is unsafe but tolerable in moderation. It also has the problem of being an expensive and controlled substance with a distinct smell.
  4. Pacts Sealed in Blood: There are forces that you can swear on when setting a bargain. The Three Legged Spider, the Master of the Woods, The Devil. Breaking a deal sworn on one of them will have disastrous consequences, however gaining their attention is not without risk.

Discussion

Dropping the in character tone now becouse there are several things to say. First is that I'm ignoring one obvious way that a villain like this would work. If the villain is a monster themeselves, then they do not need to scrounge together various artifacts and hazardous cursed materials, they can just do this by thier nature, like Dracula does. Second, is there are classes that are already half monster, my last post is effectively such a class. Does that make mine and Ro's two posts on monsters part of the paladin bandwagon then or is this a new one? Anyway, I'd be happy if you rolled on these three tables and tell me what's wrong with the guy it spits out for you.

Thursday, December 11, 2025

Lay On Hands (Class: Paladin)


“The same force that moves the heart is the same as the force that moves the firmament. Blood is Fire is Light!”  -Gershom ben Joseph

Chiriton Paladin

Requirement: To take this class, a paladin must channel 8 Radiance into your soul when you're at full health. This customarily involves a ritual.


Skills and Starting Equipment: By Order.


The Oath

Could the sun stop shining, could the river stop flowing? This is a misnomer. An oath implies that there is a choice, this is carved into the nature of your soul.

You are bound by the following tenets.

  • Service. Do whatever is asked of you, unless asked by an Enemy.

  • Resolve. Do not allow an Enemy to live. You can designate anyone as an Enemy at any time, for any reason, and you cannot take back the designation once it is given.

  • Integrity. Never knowingly lie.


Radiance

Divine grace flows through everyone, even if only a trickle.

For each template of Paladin, you may hold 2 points of Radiance. You gain a point when you complete a service to someone in a way that genuinely brings them joy or meet the sunrise. Radiance exceeding your maximum is spent immediately. 


Aura

Your presence causes people’s hearts to stir. People struggle to perceive you in neutral terms.

As long as you have Radiance in your pool, reaction rolls of 3-6 count as 2s, and 7-11 count as 12s. Others need to roll under half your Radiance rounded down on a d6 to hold back from acting on their sense of justice or altruism, yes even if they are an Enemy.


A: Chirotony
Divine grace flows through everyone, and you are a channel.

You can conduct Radiance through any amount of living or undead beings as long as all of them including yourself are in physical contact. You also get a vague sense for the current health and emotions of those you're in contact with. Roll a d6 for each Radiance spent and distribute it as HP among the beings in contact or cause one of the beings to glow for an hour per point. Enemies take sacred damage instead. You may also give Radiance to another Paladin.


B: Temple

Your body is sanctified and purified over and over again.

As long as you have Radiance in your pool, you have +2 to saves, take half damage from fire and lightning and are immune to disease and fatigue.

You may spend Radiance to perform an additional action, but repeating an action you’ve already done this turn deals you d6 damage from over exerting yourself.


C: Dynamism

Be the axis on which the world spins.

For the purposes of Chirotony you may ‘touch’ someone who you're looking at and has your undivided attention. Which means unlike normal Chirotony this kind of contact only works on one target at a time.

You may spend 1 Radiance to throw a target you're in contact with up to 30 feet or rotate up to 180 degrees, during which they take no collision damage, unless they are an Enemy. This can be done as a reaction, in which case you make a contested initiative roll and the winner acts first.


D:Guardian Angel

Be where you are needed.

Chirotony connects not only through physical contact, but metaphysical contact now. Allowing you to conduct through beings that are linked by magic or trust each other unconditionally.

You may spend Radiance to travel to a being you're in contact with on a bolt of lightning, regardless of distance, this costs 1 Radiance for each being you conduct through and deals [R]*[R] sacred damage in a [R]*10 foot radius of their choosing. Unless it’s an Enemy, in which case you land on top of them.


Orders:

1. The Laughing Cavaliers.

Skills: Etiquette, Dance, Comedy

Starting Items: Fine clothes (+1 reaction with nobility), rapier(medium weapon), and a rose.
Known for: Deft swordsmanship, defenestration, flipping opponents on their head and maneuvers that would be comical if not for the gristly results. 


2. The Wax Host.

Skills: Beekeeping, Chandlery, Forestry

Starting Items: Waxen head, Leather overcoat (medium armor), bow and a dagger (light weapon)
Known for: Aerial maneuvers with the aid of Dynamism, and conducting Chirotony through the roots and grasses. They have also been suspected to utilize candle wraiths.

3. House Brais.

Skills: Philosophy, Calligraphy, Siege Craft

Starting Items: Chainmail (medium armor), halibard (medium weapon), and a scribe-squire.
Known for: For the destruction of the city of Resca, with lightning bolt. A feat that took the coordination of over 100 Paladins and has not been replicated since. Ironically their usual style does not favor Guardian Angel, preferring to move in cautious defensive formations where it’s easier to touch your allies.


4. The Cibrán School.

Skills: Epic Poetry, Wrestling, Cooking

Starting Items: The mask of a beast, a bunch of body paint and a Mouth.

Known for: Rushing forward faster than you can see, grabbing you jumping 30 feet in the air and slamming you into the earth. The style most likely to utilize Guardian Angel for combat instead of travel due to their reliance on their Mouths.


Discussion:

When people were discussing the Louisen Paladin oath, I had the idea that these Paladins should have a healing touch, that’s damaging when applied to an Enemy, and wrote a class centered around this idea. The main difficulty with writing a Louisen Paladin is that Louis already wrote it, so I had to do something weird with it. The mechanical structure of this class is based off of Hilander’s Cleric and I was also turning this thought in my brain while writing it.

Since I am someone who likes to write “take X damage to power your weird magic”. These paladins I wrote are still perfectly capable of doing horrible things in the name of what they consider good, but they don’t have to. I tried to write something half way between grace’s ideal and the kind of thing I usually write. (also the paladin she’s talking about here is this one.)


Tuesday, December 2, 2025

Index

This index is organised within chronological order within each catagory.

Systems

Games

Rules of Magic

Classes

Glog

Worldbuilding

Adventures

Characters

Bestiary

Faiths

Spells and Magic Items

Miscellaneous

Bad

Not good.