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

Thursday, June 24, 2021

GLOG Hack: Godkillers

 At last, friends, I do believe it is time. I've been working on this hack on and off for roughly eight months, ever since I first joined the GLOG community, and it has evolved massively from the scope I had originally planned. And the scariest thing is that it's still going upwards. But I'll talk about my plans afterwards. Right now, I present my magnum opus, the big kahuna: Godkillers!

Faerie Tale, Fish, King, Poisson, Roi

CLICK FOR DOC

Featuring: 

  • The best dice, the d12.
  • Post level 4 progression because you're gonna kill some Gods, kid.
  • A generally higher power level than most GLOG hacks, though still very deadly.
  • A word-based magic system that allows absolute freedom to cast whatever the hell you want.
  • Universal Templates: one level classes allowing for even more customisation.
  • I have playtested this a lot and am still not sure how balanced most of this is.
  • So many classes. Like genuinely, I look at this and wonder when I found the time to write all this.
  • An ancestry table and an alternate advanced ancestry system.
  • Probably a bunch I forgot to talk about. Go read it and find the rest.
Plans for the future:
  • A hirelings and retainers system.
  • More Ancestries and Classes.
  • A domain system.
  • Weapon and armor crafting.
  • Alchemy and potion making.
  • Tier 3: Godkiller.
  • Psionic and Magictech Classes.
  • Vehicle rules (Ships, Spaceships, Horses)
  • Corruptions (I've already finished two but I want a few more before I do a release)
  • Better monster rules and a Bestiary of some kind.
  • Some dungeons and adventures specifically for the system.
  • Magic items.
As you can see, there is still a lot I want to do, but I am happy with what I've thrown together so far. Quite a few playtests have been done, but far more are definitely necessary. Please, please tell me your thoughts, whether through the comments or discord DMs. Godspeed, friends, and await more content coming soon!

Thursday, April 22, 2021

Pandaemonium Playtest Release: Adventures in the Circles of Hell

 Stuff is hectic right now, isn't it? Pandemics really have made the world slightly boring. Well, worry not, for I am here to remind you that at least you don't live in Hell itself! Pandaemonium is an RPG set in the Infinite Rings of Hell, where all of your characters are horrible people and power is all that matters. I don't have the time right now to finish fleshing out the rules, but the system itself has been finished and playable for quite a while now, so I decided to release it so that people could feed my ego. 


CLICK HERE FOR THE PDF

Featuring:

  • In-depth Demon creation mechanics
  • Lots of d6s
  • Faction-based advancement
  • Betrayals and backstabbing
  • Easy to build backgrounds
Please, feel free to praise me! And also give criticism where necessary. While I may not be in a position to rewrite right now, it will certainly be taken into account when I get things up and running again. And please, roll up your Demonsona and tell about them. Well, that's me done for a bit! Steal liberally and unapologetically, my friends, and godspeed to you all!

Tuesday, April 20, 2021

Eidomon: Slightly Updated Rules for Legallydistinctémon

All these new fads, and here I am, jumping on as many bandwagons as possible. This time the GLOG discord has decided to turn its corrupting gaze towards Pokémon, creating Legallydistinctémon like Balor of the Evil Eye gazing upon another hapless victim. But as more people have written on it, the tone of it all has become quite different, I think, and thus for my first order of business I will suggest a new name: Eidomon. Besides being amazing wordplay, the reason for this specific choice will become clear as this post continues. Click here for the original post.

However, so far there has been one rather large issue with the Eidomon idea: we don’t actually have rules. Well, that’s not entirely true. SunderedWorldDM took a very good stab at it, but there are a few changes I’m going to make to that system. So, here we go:


Throughout the ages, Eidomon have existed alongside the civilisations of the world as allies, enemies and food in equal measure. Created through the collective consciousness and beliefs of the world, they are dreams given physical form. For years, we have observed them, but it was not until the First Binder brought the Eidomon named Ghandra into his spirit that we discovered their true potential.


RULES


You play as an Eidomon Binder, someone who has learned how to bring the essence of an Eidomon into their metaphysical form and summon them at will. Each Eidomon in existence has a level (LVL) and a number of power dice (PD) equal to their level. PD are d4s. Each Eidomon has a number of Moves equal to their level as well. Moves are essentially spells, and are unique to each Eidomon. To use a Move, you decide how many PD you wish to invest. [dice] is the number of dice you invest, [sum] is the total of their results. If you roll a 1-2, the PD returns to your pool. If you roll a 3-4, the PD is lost for the duration of the battle.


Being part of your very soul, Eidomon do not have separate HP. Instead, the Binder has one HP pool, equal to the total level of the team multiplied by four. Any hit against an Eidomon reduces the Binder’s HP. Hits are determined by a d20 roll. To hit, you must roll a ten or over. Your roll is reduced by the level of the opposing Eidomon, and you may spend PD to add [sum] to this roll. You lose a battle if your HP reaches zero. If you ever take 1/6th of your HP in a single turn, the Eidomon you currently have on the field is unusable for the rest of the battle. The amount of Eidomon you can have on the field is determined by the type of battle (single, double, etc.). Initiative is determined by 1d20+LVL for each Eidomon, going in order from highest to lowest. Ties are broken by LVL or Rank. Each turn, the Binder may take an action and move, and so may each of their Eidomon.


After winning a battle, you gain half the total level of the opposing team in Ranks, which you can distribute to any Eidomon in your possession. Each LVL costs 10 Ranks. Every Eidomon evolves at LVL 5. An evolved Eidomon does not gain extra PD (your PD remains at 4), however each LVL one of your PD becomes a d6 until all four of them have been stepped up. You still gain extra Moves. An Eidomon who reaches LVL9 may enter Burst Mode, where for a single turn every single one of their PD will roll maximum value, however they will all be burnt on use. You take 3 damage for each dice burnt this way.


Unbound Eidomon have HP equal to their LVL x 10, and a maximum of four moves. Catching an Eidomon requires a 1d20 roll with a target number of the Eidomon’s HP + their LVL. Eidomon who are asleep or incapacitated do not gain their LVL as a bonus.


To begin as an Eidomon Binder, roll a team on this generator, give them names and one Move each. You begin with 18 Ranks to distribute as you wish among your Eidomon. Here are my starting Eidomon:


Cobroxin: LVL1 R2

Maddening Fangs: Deal 1 damage per round for [sum/2] rounds. Impose an extra [dice] penalty on the enemy’s to-hit roll for the same duration.


A massive green snake, the size of a double decker bus. It is said that its venom sends even the most sane person to pure insanity. Evolves into Jormungacid, a frilled snake as large as a double decker aeroplane. Cobroxin lives in the deep trenches of the ocean.


Gravursa: LVL1 R0

Graviton Surge: Bind [dice] targets to the ground for [dice] rounds, preventing movement entirely.


A pastel blue Koala, covered in glowing runes. Trees around it buckle under the weight of its gravitational field, resulting in large destruction wherever it rests. It evolves into Singularityrant, a black bear that sucks in matter around it, functioning as a living black hole.


Bullreas: LVL1 R1

Glacial Charge: Deal [sum] damage and push the enemy back by [dice]x10 feet.


A stark white oxen that lives on the surface of lakes, freezing the ground underneath it just by walking on it. Evolves into Avalox, an Eidomon so cold that it creates blizzards wherever it walks. A charging herd of Avalox and Bullreas is frequently mistaken for rapid glacier movement.


Kleti: LVL1 R2

Freezing Touch: Deal [sum] damage and prevent the opponent from using 1 PD next turn.


A big white yeti, just a bit taller than an average human. They are known for occupying abandoned mountain towns to simulate human society. Kleti evolves into Sasquake, a hulking snow white monstrosity known to hang on the side of mountain passes and drop onto unsuspecting prey, causing tremors as they land.


Ambrex: LVL2 R0

Light: Shed light in a 30ft radius for [dice] hours.

Telekinesis: Move [sum] kg of material anywhere within [dice x 10] kg.


A sleeping dinosaur, trapped in amber. Its latent psychic energy allows it to float, functioning as very useful lights in dark caves. It evolves into Crystasaur, a living psychic crystal formation. Multiple Crystasaurs in one place form psychic supercomputers that give guidance to nearby villagers as to how to improve their lives.


Wyrkagan: LVL1 R3

Fire Breath: Deal [sum] damage in a 30ft cone.


A seeming wingless dragon, like a large four-legged reptile. They do, in fact, have many transparent, insect-like wings that create an infamously ear-piercing buzzing sound as they fly. The record for the most wings found on a Wyrkagan is 200, 100 on each side. It has a very complicated evolution process, turning into one of ten different types of Dracovire. There have also been reports that Wyrkagan are used in the ritual to summon the Divine Eidomon Tiamadon.


Design Notes:

The idea of one HP pool was done to encourage Eidomon switching and also just to differentiate from Pokemon in some degree. This does, however, present some issues in terms of the sheer number of Eidomon you have. As I wrote this I was wondering if perhaps reducing your maximum number to 4 would work better for these rules.


Saturday, January 23, 2021

Vayra Asks...

 I'm back-ish. After sickness and stress taking over for a while, we hope I can start uploading regularly again. Here's a few questions from Vayra, who you may remember from a review I did a few months back (weekly reviews, hah). I have answered to the best of my ability.

1) What class knows the most martial arts? Are they real martial arts like kung fu, or made up ones like krav maga?


For Godkillers, take the Brawler universal template. With that, you may use your fists as deadly weapons and take any other class with it. Flavour it however you want. For Pandaemonium, I haven’t implemented any yet, no.


2) Can I start out having already made a deal with the devil or do I have to do that in game?


Please do both. Especially in Pandaemonium. Kind of the whole point of that system.


3) Do you want me to write an 8-page backstory? Can I write an 8-page backstory, if I want to? If I write something down in it like I'm the timelost princess of the brass city and the daughter of the sun and I commanded legions in the Hell War but was betrayed by my father's vizier but I don't know that, or that I'm elf conan and cooler than everyone else, will that be true?


I like long backstories, but not if they are overly self-indulgent. For my more 5e-ish campaigns, at least a page of backstory for me to pull from and ruin your life with is a requirement. It allows me to bring your character in and let you do your own worldbuilding and be more involved in the process. For GLOG and OSR games, write long backstories at your own risk. You had better write three or four, just in case. I hold nothing back.


4) If I eat someone's heart, will I gain their powers? What about their brain?


No clue, but I am 100% willing to find out what happens if you do. I’d say it very much depends on the source of the organ. Though I do have an entire class based around eating organs to gain power.


5) These classes are boring, can I be one from somewhere else? What about from a different system entirely?


Not at the start. I need to playtest. But for the long haul, I’m entirely fine with it as long as it's cool and doesn’t clash with the tone of the game. There is, however, only so much conversion I’m willing to do for you.


6) If I make a sword, which one of us gets to name it?


You do, with input and approval from me. It’ll hurt all the more when you die and I get to take it all from you, or one of your companions takes it and carries on your legacy. I live on drama.


7) Am I allowed to kill the other player characters? What would I have to do to be allowed to? Do I win if I kill them all? Actually, how do I win in general?


Now this is very dependent on what kind of game I’m running. For nearly everything, I want you to talk to both me and the player in question to make sure everyone is on board. You win if you complete your character’s final goal. If that is killing the rest of the party, then brilliant. However, if we’re playing Pandaemonium, stab everyone in the back if it means getting more power. Every person for themselves in Hell.


8) What language stands in for 'Common'? Or what are we all talking to each other in? Like the party, mostly, but also everyone else?


In Godkillers, it's the language of the Kings, a version of the language spoken by the Author in the beginning of the world. In the Barrierlands specifically, it’s a dialect of Infernal due to millions of years spent under the rule of demons. In Pandaemonium, it’s the Foul Tongue, first spewed from the lips of Gharakha of the Endless Pit to allow his eternal armies of monstrosities to communicate.


9) How do I learn how to talk to rocks? No not once a day just, like, normally?


Be a dwarf, a wizard or learn a specific miracle.


10) Which kinds of wizards get to serve kings and live in towers and shit and which ones are run out of town or stoned to death in the streets? Can I be both? At the same time?


Wizards who keep their mouths shut get to serve kings. Wizards who talk too much might start speaking in Truespeech and raze a town or two. You cannot be both. Sorcerers get to be both, but they’re all gone.

Monday, December 7, 2020

GLOG Class: The Knight-Errant

 This is an idea I’ve wanted to do for a long time now. The idea of the brave knight on a quest is such a powerful image to me still, even as I grow older and further away from the fairytales of youth. So when the idea of + templates was raised to me, I jumped on the opportunity. Essentially, + templates are extra abilities that build upon what you already have, unlocked when you complete an in-world goal. This will hopefully encourage players to engage with the world more. Maybe. It could also just annoy some of the more power-gamer-y types.

Anyway, without further ado, here it is!


Knight by Johannes Voss

Knight-Errant

Starting Equipment: A Faithful Horse, Heavy Armour, Crested Shield, Sword Given To You By Your Old Master


Skills: 1. Courtship, 2. Chivalry, 3. Dueling


A: Knightly Quest, Crest [+Title]

B: Challenge [+Slayer of Legends], Code of Honour

C: Squire [+Warband]

D: Whosoever Lifts This Sword [+Divine Right of Kings]

A: Knightly Quest

A Knight-Errant is defined by the Quest they embark upon. Every Knight-Errant rolls for a Quest or discusses one with their GM. This is always some deed of immense honour and glory, and completing it successfully will bring much respect to your family and your name. Begin play with a strange magical item that, while slightly obfuscated in its exact use, will help you complete your quest, whether by leading you to the location of what you’re looking for or giving obscure riddles as to the true nature of your quest.


You may not ignore your Quest for more than a month at once, or you lose all Knight-Errant Templates. While you are working towards your Quest, there will always be a way to escape any bad situation. Upon completing your Quest, you will receive another one at some point in the next 1d4 years through magical or divine means.

A: Crest

Your shield is marked with the crest of your house or homeland, a reminder of where you set out from, though it is far away now. While wearing a shield with your crest on it, you have advantage on checks against being frightened or mind controlled, and have +1 Defence. You will be given an audience in any court you go to, though they may not necessarily like you.


+Title

Prerequisite: Complete a Knightly Quest


You are far more than merely a normal knight-errant now. Through your deeds, your name has become known throughout the land. Gain a title appropriate to what you have done, or whatever sounds cool (e.g. a Knight who found the Crystal Rose of Telgalan would become known as the Knight of Roses). You are immune to being frightened or mind controlled. Any enemy that knows of your reputation rolls morale checks with disadvantage. You will be given audience by anyone you ask it of, and most will respect your opinion on matters of war and battle. Once per adventure, you may pull off an unreasonably heroic feat and survive the process, no matter how improbable. If you ever sacrifice yourself for a cause you believe in, that cause will gain divine protection.

B: Challenge

You may at any point challenge another creature to a duel. In combat, they must save vs. compulsion or be forced to attack you and only you, though you must do the same. The duel is broken if any other creature intervenes in the fight. Outside, you may challenge anyone that can hear you. They must save vs. compulsion or agree to it. You must then decide amongst yourselves a time and place, and terms as to what happens when either of you win. A sufficiently wealthy person may send a proxy to fight in their place.


+Slayer of Legends

Prerequisite: Kill an opponent of mythical proportions in one-on-one combat.


Any normal creature you challenge to a fight now has a 3 in 6 chance of running away in fear at your reputation. You may now challenge people across any distance, and they will receive news of your challenge within 1d3 weeks. This can include kings, gods, dragons or anything of significant enough power. They will accept your challenge unless they have a significant reason to refuse.

B: Code of Honour

Name three things that you hold as evil and dishonourable (e.g. lying, consorting with demons). You can always tell when someone is engaging in those activities. You deal +1 damage to anyone you view as evil in reference to these three tenets. If you ever break one of your own tenets, you lose any + templates you may have and must go on a quest of atonement to regain your honour.

C: Squire

You have a loyal squire by your side, who will assist you in your Knightly Quest. They are two levels below you, and have templates in a martial class of your choice. You may decide their personality and backstory with your Gamemaster. They seek to learn from your experiences, and will assist you in any way they can. However, they may still leave you if they are mistreated. After six years of training from you or after they gain their last template in a martial class, they gain a level in Knight-Errant and go on their own Knightly Quest.


+Warband

Prerequisite: Gain a Title and be granted land by a lord.


Once per month, you may call together a group of up to [Level x 10] Knights to help you in a single task, such as storming a castle or grounding a dragon. These knights are old friends and acquaintances of yours. They will only stay with you for up to a week, and only for the duration of one specific task, after which they disband.

D: Whosoever Lifts This Sword

Gain a sword of immense magical power, rolling on the table below for its magical properties or deciding an appropriate ability with your GM. Once per adventure, you may miraculously survive a killing blow, instead dropping to 1 HP.


+Divine Right of Kings

Prerequisite: Claim the throne you were fated for.


You are the ruler of a prosperous, powerful kingdom. You may retire your character at any point and your character will go down in history as a good ruler, and the people will forever speak your name in reverence.


1d12

Sword Property

1

You may point your sword at a demon and cause them save vs. banishment or be forced back to their home plane.

2

You can instantly kill any being of 1 HD or lower, and cannot be harmed by them.

3

Woodland animals recognise you as a friend, and will follow your orders as their ruler. You can speak to and understand woodland animals.

4

You cannot be hurt by fire or lava. You may ignite yourself to impart an extra 1d6 fire damage on a hit.

5

You may fly and control the direction and strength of the wind.

6

You may raise the corpses of those you kill as 1 HD servants. You may have up to twice your Knight-Errant templates of undead under your control at one time.

7

You may mark any two doors with your blade. Opening one will lead out into the other. Only the one who holds the sword may use this effect. To everyone else the doors function normally.

8

You may freeze any water your blade touches, and are immune to all cold effects. You do not slip on ice, and anyone hit by your blade has their movement halved.

9

Your blade glows as a bright light, and you may shine it in the eyes of your enemies, forcing them to save vs. blindness or be blinded for 1d6 rounds. If they succeed, they are immune to this effect until the next day. You deal an extra 1d6 damage to anyone who violates your code of honour, and also to undead and demons (this does not stack if they are both).

10

Your sword may act on its own, flying out of your hands and attacking whoever you direct it towards. You may do this for [Knight-Errant templates x 2] rounds per day. It may also do this out of combat with no limit, though it cannot attack without using a round.

11

While standing in shadows, you are invisible to everything except high-level magic. You may teleport from one set of shadows to another you can see.

12

You cannot bleed, and cannot suffer from injuries (you still take damage, but there is no physical effect until you actually die). You cannot be hurt by projectiles, only melee weapons.


1d10

Knightly Quest

1

Kill the tyrannical red dragon Termithraviax of Bloodpeak Mountain.

2

Find the Crystal Rose of Telgalan by completing the Trials of the Forest Kings.

3

Reclaim the Throne of Silence from the giants who wrongfully claim it.

4

Find the Ocean Grail of the Coral God, Manifil.

5

Defeat each of the Manifold Knights in single combat.

6

Travel to the City of Ravens and entreat the Lady of Black Feathers to give you the Falling Star Rite.

7

Reach the end of the Time Spiral at the End of the World.

8

Return the Lich Jewel to its rightful place atop the Bonewall.

9

Slay the King of the Insect Hordes and bring back his mandibles.

10

Find the cure for the Heart-binding Curse.

Tuesday, November 24, 2020

Pandaemonium: Six Misguided Lives

 I have fallen silent for far too long on the content front. Thus, I think I will tease my next project: Pandaemonium, a GLOGhack set in the depths of Hell. All of your characters are already dead, pitiful creatures with nowhere to go but up. And up they will go, backstabbing and betraying their way to Dukedom. Or perhaps they will cling on to whatever virtue they have left, seeking salvation for their crimes and a path to Heaven. Either way, you had better be sure it’ll be fun to watch them squirm against their shackles.

And thus, here are 6 backgrounds for you to draw inspiration from. I may release a table of Dark Gifts and Miracles soon as well, to make some of these more usable. These are some of the more interesting backgrounds, since every game has your Assassins and Failed Adventurers. I wanted to show off my worldbuilding prowess a bit. Steal liberally and unapologetically, friends, and godspeed to you all.

1. THE CHOSEN ONE

You were Chosen by the Overseers themselves for a divine purpose, a mission to complete above all else. You were the key to Balance, to the continued existence of All. And you failed.


What was your purpose? [1d6]

  1. Overthrowing the God-Emperor of Hagishka.

  2. Reclaiming the Lost City of Doum from its Rakshasan rulers.

  3. Leading the Armies of Heaven against the Chimaeric Hordes.

  4. Gathering the Pieces of Ten to seal the Seventh Gate.

  5. Destroy the tyrannical Black Dragon Khatrixis upon Mount Kysolthis.

  6. Prepare yourself to be the Avatar of the Glorious One, Overgod of the First Church.


EQUIPMENT: Medium Armour, A weapon of your choice, Light or Heavy Shield, a mark of being chosen (can be an item or a mark on your body)


SKILLS: Leadership, Speechmaking


MAGIC: 1 Miracle or Dark Gift

2. DIRGE-IMPARTER

You took upon yourself the art of Dirge-singing, listening to the eternal songs of the 11 Spirits and soaking in their laments. With that, you cleansed yourself of extraneous emotion and became a Dirge-Imparter, layering your haunting voice with the sadness those songs instilled in you in order to lead the souls of the departed to the Last Home. But this ancient art is heretical, impure in the eyes of the First Church, and so you were put to death along with the serial murderers, the timelost children and the witches.


EQUIPMENT: Light Armour, an instrument (violin, lyre or flute), a Light Medium weapon, a tuning fork that tunes to the nearest source of sadness


SKILLS: Performance, Pensivity


MAGIC [1d8]:

  1. The Lament of Good King Terman: He led his people from the wrath of the gods toward the Horizonland. While playing this song, you travel across land at three times normal speed.

  2. The Ballad of Nostric Bearheart: The greatest warrior of his time, he was said to have fallen to the hundredth warrior after killing 99 others. While playing this song, your allies who can hear you ignore one Advantage during their attacks.

  3. Three Sisters’ Threnody: Through foul magics of the fae, each threw themselves off the city walls thinking the others had died. While singing this song, all who can hear it take half damage from falls.

  4. Coronach of the Fallen: Upon the Battlefield of Vigrid, Modi sings for all the warriors fallen. While singing this song, all allies who can hear you can ignore one Minor Wound.

  5. Lost: A song sung by a forgotten spirit, whose name will never be remembered again. While singing this song, you will find yourself somehow turned towards your destination.

  6. Elegy of the Wolf Child: A child, abandoned by the civilised world, stands weeping above the corpse of the wolf that raised them. While singing this song, you may summon to you the ghost of a wolf who can lead you in the direction of a safe haven.

  7. The Failed Requiem: The greatest composer of his time, died before he could finish his greatest work. You may sing this once per rotation, and any allies who hear it may treat one dice in a single roll as a success, regardless of its actual result.

  8. Death March of the Dragons: The final thing heard by humanity from a Dragon as they flew into the East, never to be seen again. While singing this, any roll to find you has their number of dice reduced by one (to a minimum of one).

3. PIT THING

With effort, you were called a human, though a monster by most. The Chimaeric Hordes dragged your lifeless cadaver from The Pit along with the rest of primordial humanity and shoved your protosoul back into your chest. Evolution has overtaken your strain of ape people, though you were by no means harmless. The Pit Things’ effectiveness in the Razing of the Holy City proves that much. But the world had changed since you had first crawled from the Veins of Reality, and the Pit Things could not survive for long. You died again, along with your people, at last free from the pull of the Pit. By comparison, Hell is a paradise.


EQUIPMENT: Heavy Armour of the Chimaeric Legion, Heavy Shield, a weapon of your choice, a shard of pure darkness from the Pit that can be wielded as a Small Weapon


SKILLS: Any 2


MAGIC: Gain 1 mutation from the Demon Mutations table. Effects that give you extra mutations do nothing.

4. STITCHER

You were an artist, weaving beautiful pieces from the endless piles of corpses the Hordes left in their wake. Sewing needles flowed thread through flesh into yet more golems, unfeeling hunks of meat with all the force of a siege engine. Your children punched through the walls of the Holy City, laying waste to the once-proud spires of the Veddrhorn. But like so many others, you were captured in the counterattack and put to death. A waste of talent, really.


EQUIPMENT: Light Armour, a Heavy Medium or smaller weapon, a set of sewing needles, a butcher’s knife


SKILLS: Sewing, Butchery


MAGIC: You have golem retainer. Roll 1d4 times on the Biped Nature table to determine what creatures you created it from. Your golem has a Body of 1d4+2 and no other attributes. It follows your orders unquestioningly. It has 8 + Body HP. If it reaches zero HP, it is destroyed and the magic is lost, and you must spend 7 rotations continuously working on it to get it working again.

5. CORSAIR OF THE SEVEN ARMADAS

The Great South Sea is your home, the cold ocean breeze your closest companion. You sailed the great blue yonder with your crew of ruthless pirates, cutting down captains and taking their goods for yourselves. With the protection of one of the seven Pirate Kings, you were unstoppable. The Golden Age did not last, however, and the arrival of The Maw marked the abrupt end of your career.


EQUIPMENT: A Light Medium Cutlass inscribed with 3d20 notches for every ship you stole in life, Light Armour, a compass that points towards the nearest source of substantial treasure


SKILLS: Sailing, Thievery


MAGIC [1d8]: All Corsairs can breathe underwater.

  1. You were part of the Armada of Drarik-Il, controlled by the great Sea Serpent of the same name. You can turn your skin scaly, giving yourself +1 Armour and becoming entirely waterproof.

  2. You were part of the Sharkbite Pirates, terrors of the sea who would bite through the ships they sank. You can cause your teeth to become serrated, dealing 1d8 damage on a hit. You can bite through wood and similarly solid materials with this ability, though not stone or metal.

  3. You were part of the Sage Corsairs of Carraig Claíomh, famous for your abilities in writing the Ancient Languages. You can speak Swordsong, the language of blades, through which you can create nonmagical swords of any kind with your voice. These swords last 1d6 hours after their creation.

  4. You were part of the Monks of Blue Ascendency, a splinter group from the Third Church that took to the seas to make a living in accordance with High Thurmani’s guidance. You can move up to 1 metre cubed of water with your mind, and may use it as a ranged weapon dealing 1d6 damage on a hit. You cannot move water that is inside a Fleshcage.

  5. You were part of the Ice Queen’s Navy, riding through the waters on ships of ice, the cold winter breeze in your sails. Any water you touch with your bare skin instantly freezes. You cannot slip on ice, and you move at twice speed while sliding. You can slide on ice no matter where gravity should be, allowing you to slide up walls or on ceilings. You are not affected by slope while sliding.

  6. You were part of the Maelstrom Rats, who travelled into the hearts of storms to destroy the foul Storm Drakes, while using the resulting powers to raid ships and plunder the Great South Sea. If you decide to stay in one place, there is no power in the universe except death that can move you. You can change the direction of the wind as you wish and cause short bursts of gale force winds at will.

  7. You were part of the Pescathropes, a small group of pirates empowered by the life below the waters. You can at any point turn into any fish or sea mammal. You possess all your mental faculties while in this state, and can speak telepathically to anyone within far range. You remain at the same HP, and are reverted to your previous form upon reaching 0 HP.

  8. You are a deserter, a betrayer, or perhaps a double agent. Either way, you moved between one armada into another. Roll twice on this table and gain both abilities. You cannot gain this effect more than once.

6. PALADIN OF THE ALDRIC ORDER

By the words of St. Aldris, you fought back those who were plagued. You waded through their still-rotting corpses as they clawed at your feet, but you did not flinch. The corruption of Black Annis had to be snuffed out, even if you were called a heretic and a monster for it. Or at least, that was what you thought once. Now, in your eternal punishment, perhaps what you had done was indeed wrong. Perhaps those children you slaughtered in Aldris’ name were innocent after all.


EQUIPMENT: Medium Armour, Heavy Shield, a bladed Heavy Medium Weapon with a serrated edge to cause the maximum amount of pain possible, the Book of St. Aldris, a human eye


SKILLS: Genocide, Theology


MAGIC: [N/A]