Thursday, August 24, 2023

Dark and sinister man, have at thee - GLOG Duelling Styles

Answering Locheil's challenge here.

Loch's original post mentioned Lessons that some fighting styles had, but didn't elaborate on them. I interpreted them as extra special bonuses you could gain once mastering all techniques within a given style. I leave it up to the DM how they are acquired, probably via questing.

Ψ - Gloriam
Style of the de Voltenes, an aasimar noble family descended from ancient heroes, now sadly degenerate and impious - their youngest son rumoured to have been born a tiefling as divine punishment and sent to the New World aboard a slave barge to save the family's face. Requires the use of a silvered blade.

  1. Technique: Ave Igna - Shout a holy word aloud as you execute a lunging fleché and the wound site sparks on contact - your attack causes fire damage on a hit, and may set flammable things alight.
  2. Stance: Pinhead Dance - As long as you have an elegant weapon in hand, you cannot lose your balance no matter how narrow or unsure the surface you stand upon. What is considered elegant changes with fashion and circumstance, but in general; rapier yes, thousand-folded eastern disembowelling scimitar yes, sledgehammer no, lochaber axe no.
  3. Technique: Speculum Solis - Use the mirror-polished surface of your silvered sword to dazzle your foe. Target must Save or be blinded for one round, in addition to being stabbed. Only useable outdoors in the daytime or with an equivalent source of light - a Daylight spell is fine.
  4. Stance: Immaculate - You cannot be muddied, bloodied, dusted, splattered or moistened by the to-and-fro of combat. Mostly this is just showing off, but exceptionally useful when fighting things that have acid for blood, emit gouts of spores when poked, or other such nonsense.

Lesson of Gloriam: On Angel's Wings - At will you may change your body weight to be equivalent to the weight of your sin. The DM will judge how sinful you are, based on past conduct. A truly light soul can fall like a feather and skip across the surface of a pond with a few dainty taps of their toes to propel them. A thoroughly wicked soul cracks pavement tiles when they tread and could make a carthorse strain to pull them from where they stand.

Ψ - Calcolo
Enthusiastic application of the skills taught at the Drezelli School of Mathematics, whose students can be found in most wine bars after exam-season, gleefully taking eachother apart with algorithmic precision. 
Requires the use of a cubit rod in the offhand.

  1. Technique: Point Control - You can never roll lower than your last attack roll in this combat. i.e. If you rolled an 11 one round, and 7 the next, your second roll is considered to have been an 11. The next round your minimum roll would be 7.
  2. Technique: Measure Twice - If you win initiative, you may choose to let your opponent act before you. If you do, ignore any bonus to their AC that comes from any type of armour that has gaps - including scales and the like.
  3. Stance: Music of the Primes - When your attack roll comes up 2, 3, 5, 7, 11, 13, 17 or 19, you deal an additional 1 point of damage, even if the attack would not otherwise hit.
  4. Stance: Long Division - The AC you get from Panache is doubled versus arrows and hurled daggers and the like as long as you have not moved in the past round. Seeming to cross an infinite number of divisions between you and the archer, they are very easy to swat aside.
Lesson of Calcolo: Number of the Beast - At the start of each day you have done at least two of the following things the night before that are pleasing to the Devil;
  1. Got riotously drunk.
  2. Played a game of probability for money.
  3. Attended a lecture on one of the natural sciences.
  4. Got in a fight.
...roll a d6. You may add or subtract the result of that d6 from any roll you or another makes today, after which it is discarded. If you roll a 6, keep it and roll another d6, up to a total of three dice.

Ψ - Lirippé
Discrete cloak-fighting style popularised by Antigonese Bladewards, designed to neutralise assassins hiding among the fashionable set to target their masters. Requires a cloak or cape of fine quality.
  1. Technique: Clean the Blade - An envenomed weapon that attacks you and misses has its poison wiped clean on your cloak.
  2. Technique: Toro! - You may apply your Panache bonus to AC to another person within arm's reach. You do not personally benefit from it in any round you use this technique. If you know Clean the Blade, you may apply it on attacks you intercept this way.
  3. Technique: Olé! - You may Parry against attacks directed at another person within arm's reach.
  4. Stance: Capa y Espada - While in this stance anyone carrying a concealed weapon must make an opposed Wisdom check or you know exactly what they're carrying, and when you Riposte you may choose to disarm your opponent instead of attacking.
Lesson of Lirippé: The Horns - If you die in defence of another, you have a 2 in 6 chance of instead miraculously pulling through, leaving you on 1hp.


Ψ - SoÞwide
Personal style of the wide-eyed barbarian turned sanctioned witch-hunter Aethelwulf the Questioner, who loathes wizards and takes grim delight in putting them to the question.
  1. Technique: Fear & Surprise - If you win initiative on the first round of combat you can backstab your target for +4 to Attack and double damage, providing you have enough movement to run up behind them.
  2. Stance: Ruthless Efficiency - You deal +2 damage to anyone who has Magic Dice.
  3. Stance: Fanatical Devotion - If you are charmed or otherwise mentally compelled the one who charmed you takes d6 psychic damage every round the effect remains active.
  4. Stance: Scarlet Robed - While garbed in cardinal's red you add your [level] to Saves vs. unholy magics. This includes most necromancy, all demonology and anything from a witch's spell list, but not fireballs and lightning bolts and the like.
Lesson of SoÞwide: The Question - You have permanent sanpaku eyes. When you defeat someone you may scream a question in their face, they must Save or answer as honestly as they can before they are removed from combat.

Ψ - Scytta
A style of archery perfected by outlaw poachers and bandit woodsmen of the Stonewood Forest, rumoured to have made deals with druids and witches to keep their brigand villages hidden from outsiders. Requires the use of a longbow and stone-headed arrows.
  1. Technique: Stag-Piercer - Add your Strength modifier to damage with bowshots within Close range.
  2. Technique: Legs & Eyes - Ignore cover penalties from any shields smaller than a pavise.
  3. Stance: Hunter's Eye - Each round you spend aiming, reduce the effective range bracket of the target by one step.
  4. Stance: Wind Wyrd - Ignore weather-related penalties to shooting, even in howling winds and torrential rain you can find just the right place to put an arrow in the air such that the wind will carry it where you want it. Supernatural weather may force you to make a Save to oppose it, but you still can.
Lesson of Scytta: Fruit of the Yew - Given a day to forage in a forested environment you can manufacture a single poison arrow that deals 4d6 damage or 2d6 on a successful Save. You can have as many poison arrows in existence at any one time as you have Templates.

Friday, August 4, 2023

Nothing Stays Dead Forever - Mushroom Wizard (GLOG)

 Why not just take one spell from DCC and turn it into a whole GLOG wizard? Yeah, lets do that.


Use your favourite GLOG wizard chassis

Starting Equipment: Big silly sadogasa hat, tan-coloured linen robes, wide utility belt covered in tooled leather pouches, 6 empty phials, 2 phials of yellow mold spores, tiny duster bellows, 2 pieces of Sporulated Oddities.

Perk: You can detect and identify funguses, slimes and molds within a 60ft radius without a roll, through a combination of intimate understanding of their growing conditions and a practiced nose. You are proficient in blowguns and poison.

Drawback: When you sleep you experience uncontrollable psychadellic visions, if roused from sleep before you would naturally awaken you act as if under a Confusion spell every round you do not pass a Save vs. Poison, until you either return to sleep or pass 3 tests.

Cantrips:

  • Touch a surface to leave behind a bioluminescent slime patch that glows softly whenever something significantly magical (1MD or more worth) comes within 5ft of it.
  • Spend an MD to make a useful or edible fungus grow enough to provide 1 dose/meal.
  • Instantly cause any liquid that has sugars in it to ferment into crude but respectable alcohol.
Spells:

1. Choking Mold
Your magic drives the omnipresent mold and mildew spores in the area into sudden extraordinary fecundity, until they have filled an area 10'x[dice] diameter with choking, toxic particles. Air-breathing creatures within that area are incapacitated for [sum] rounds by coughing fits unless they make a Save vs. Poison, able to do no more than move their normal walking speed and defend themselves - they still keep their full AC but may not attack, cast spells or use supernatural abilities that require focus and concentration. Hypothetically impossible to cast in extremely clean areas, but the spores you tramp around on your person will usually do the job in that case.

2. Ablative Polypores
The caster causes the dermal yeasts of the target to go into a bloom, covering their skin with a layer of spongy, leathery chitin. The target reduces any physical damage taken by [dice], the spell ends on the next sunrise or when it has absorbed [sum] damage, whichever comes first.

3. Entangling Hyphae
The caster indicates a point of earthen or wooden surface and 30' long whipping tendrils of fungal matter as thick as hemp ropes explode from it, attacking anyone in the area with a bonus equal to the wizard's own attack bonus +[dice]. Anyone successfully attacked is snared and may not move until they have freed themselves by dealing the hyphae a total of [sum] damage with a bladed weapon, hitting automatically. This damage must be dealt seperately for each creature snared. Once the initial explosion of tendrils is over others may enter the area without risk of being attacked. At the end of any round where a creature is still snared they take d6+[dice] damage from the crushing tendrils.

4. Shape Mold
The caster causes thick, rubbery, fungal matter to come into existence where they gesture and forms it into simple solid shapes such as walls, ramps, pillars, blocks, funnels, umbrellas and bridges. The total fungal mass equals [dice] 5' blocks or 10' sheets and are stable as long as their ends rest on solid ground. Mold matter is about as tough as polystyrene - in large blocks it's sturdy enough to bear a man's weight and would take a full minute of work with a bladed weapon to hack through, but the thinner sheets will crumble under any serious weight - they are however air and watertight and look solid enough at first glance, even though anyone with the strength of a goblin or more could easily push their way through.

5. Medishroom
The caster causes the fungal flora of the target to repair their injuries - dermal yeasts growing over wounds like bandages, reducing inflammation and relieving pain. The target heals [sum] points of damage. If cast with 2+ MD the target is also instantly cured of any fungal poison, disease or parasite. If cast with 4+ MD the target also regenerates any lost limbs or organs, and gets a new Save against any non-fungal poisons, diseases or parasites.

6. Psilocybic Vision
Credit to Deus-ex-Parabola's Zouave - though, annoyingly, not the version currently on his blog - for the mechanics of this.
The caster induces a potent and revelatory hallucinatory state on the target, who gets two Saves vs. Magic; the first to throw off any madness or mind-affecting ailments, the second to avoid [sum] rounds of traumatic and violent hallucinations, as a Confusion spell. The target gains a +/-[dice] bonus or penalty to their saves, divided between both as the caster desires.

7. Slimemold Form
The caster disolves their body and gear into a protoplasmic state for [sum] rounds, during which time they can slime under doors or through bars and the like, move along any surface in defiance of gravity and are immune to harm that doesn't come from fire, cold or acid. While in this state they may not attack or cast any other spells and their senses besides touch are quite dull - simple eyespots let them detect the presence and rough direction of light and movement and they can hear as if through a pillow.

8. Puffball
A big purple puffball swells into existence at the targeted point until it reaches the size of a football, then promptly explodes into a cloud of toxic spores. Creatures and objects composed of organic matter (including wooden and flesh constructs and corporeal undead) within a 10'x[dice] diameter area take [sum] damage, Save for half. Creatures and objects destroyed by this damage are reduced to nutritious compost.

9. Sporulate Shroomen
With a wave of their hand and a puff of spores the caster causes [best]+[dice] human-height toadstools to suddenly come into being, shortly afterwards growing crude faces, arms and legs, uprooting themselves and doing the wizard's bidding for [dice] turns, after which they revert to being mundane - if rather large - toadstools. Shroomen have the base stats of 0-level Men-at-Arms in leather armour who deal d6 damage with their clublike fists, but are utterly fearless and gain a bonus to attack, damage and hit points equal to +[dice]. For each MD spent after the first, add one of the following bonuses;

  • All Shroomen can form chitinous melee or throwing weapons out of their own corpus once per round. These strike as +0 magical weapons but are otherwise mundane examples of their type from the equipment list. These weapons cannot be seperated from the Shrooman for more than a round without decaying into mulch.
  • Their armour class is improved by one step, i.e. from Leather to Chain, Chain to Scale, Scale to Plate.
  • Anything that draws breath which starts its round in an adjacent square to a Shrooman must Save vs. Poison or suffer d4 damage.
  • Morale checks made in a 20' radius of a Shrooman are made at a [dice] penalty from the clouds of psychogenic spores.

10. Cordyceps Command
The victim of this vile spell must Save vs. Magic or be rendered entirely without a will of their own, obeying the last command given to them regardless of source for [sum] minutes. If the caster wishes they may invest a MD in the victim, which is set aside from their pool and not rolled until the spell is ended - while this MD is invested the caster may percieve through the victim's senses and send them commands telepathically.

11. Chartreuse Destruction
The caster flicks their finger and projects a single droplet of the horrifically deadly green slime at a the target, requiring an attack roll ignoring armour but not dodge bonuses. Victims who do not recieve disease-curing magic must cut, burn or freeze away the affected area by dealing themselves [sum]+[dice] damage within d4 rounds (others may help), or collapse into a pool of green slime, quite dead.

12. The Knowledge & Conversation of Aklo-Myotes, Eater of Death
Meditating on bare earth, the caster comes into contact with Aklo-Myotes - a globe-spanning sentient mycelial mat that is one of the oldest life-forms in existence - it was consuming their flesh that first sparked true intellect in mankind. In return for the wizard's magical energies Aklo-Myotes can perform several useful services. They will flawlessly answer [best] questions related to history, geography, mathematics, biology or chemistry. It is worth remembering that Aklo-Myotes is a being purely of the physical world - it has no spirit or soul to speak of, just a towering but wholly material intellect, and is thus utterly ignorant of spiritual matters. Aklo-Myotes does however pay scrupulous attention to anything related to lifeforms and especially dying things, has perfect memory, is almost omniscient within the sphere of the planet's surface and is very nearly as old as life itself. For greater negotiated payments, ranging from MD being automatically expended to sacrifices, errands and quests undertaken by the caster, Aklo-Myotes can  perform greater feats. This includes assisting with developing new fungal, biomantic, necromantic or geomantic spells, causing enormous natural disasters such as earthquakes and tsunamis by rippling its massive body beneath the earth or changing a whole 6-mile hex of terrain into another type over the course of a season, such as draining a swamp into pastoral land or raising hills on previously flat ground.

Mishaps

  1. Arcane Allergen: Your body and mind start rejecting your magic, MD return only on a 1 for 24hrs.
  2. Urgh: You double-over in helpless nausea for d3 rounds after the spell is cast.
  3. Agnosia: You briefly lose the ability to tell people apart - the best you can do is friend and foe, any attack or spell that targets others has a random chance of hitting the intended person in the group for d6 minutes.
  4. I feel weird: Gain a random fungal mutation; after [sum] rounds make a Save vs. Magic, on a failure it's permanent.
  5. Yarghble: Vomit up a giant pool of proteinous purple liquid in a 10' radius centred on yourself. Anyone fighting in or moving through it must Save vs. Paralysis or fall prone on the slippery mess.
  6. Ohshi-!: Mycotoxins briefly induce potent but wholly uncontrolled psychic powers. Everyone within 20' - yourself included - takes a blast of [sum] psychic damage.

Dooms

  1. Nocturnal: You take a [Templates] penalty to saving throws made while standing in direct sunlight. You only regain hit points through rest if you sleep during the day.
  2. Anyone else getting trails?: At the start of each day, make a Save vs. Magic, on a failure you are completely insensate for d12 hours, lost in phantasmagoric visions. Without curative magic the best anyone can do for you is tie you up and pull you along on a lead until you calm down.
  3. The Shroom Doom: The wizard takes root and over the course of a day and a night transforms into a Brain Fungus. Sentient but unable to take any physical action other than shrieking incoherently and only able to sense moving objects within 30' by vibration. After each week the wizard must make a Save vs. Death or go completely mad, Brain Funguses in this state are incapable of rational thought and use their spells to attack anyone coming within their sensory radius.
Avoid your Doom by undergoing an Astral Quest into the centre of your mind, being crowned the Myconid King or gaining a new, better brain.

Sporulated Oddities
1. Can of Dwarf Yogurt:
Actually a kind of mold that converts leaves, twigs, moss and other random bits of organic matter into a nutritious but terribly sour brown yogurt-like slime. Allows you to live (poorly) on otherwise inedible plant matter, if not kept supplied with feedstock and water it dies after 3 days. 1 slot.
2. Portable 1-man tent: Very easy to assemble and disassemble, throw it out and peg it down. Folds up into 1 slot.
3. Bioluminescent Lantern: Not as bright as a normal lantern, illuminating out to a 20ft radius, but only needs a spoonful of fertilizer daily for fuel. Distinctive blueish light. 1 slot.
4. Long-stemmed smoking pipe: with a pouch of suspicious tobacco and a box of matches. 0 slots.
5. Six phials of antifungal powder: Gives an extra Save against the effects of fungal toxins and diseases. 1/3 of a slot each.
6. Big knife: It's just a big knife, as a short sword in combat, well made and maintained, has a little honing bar that screws into the handle. 1 slot.
7. Pair of knee-high waterproof boots: Absolutely essential for fungus-farming, made of one solid piece of alchemical faux-leather, sweaty. 1 slot, 0 when worn.
8. Long-handled tongs: Made of springy metal with wooden handles. 1 slot.
9. Spray Mister: Currently full of a fertilizer-water mix, could be filled with all sorts of things. 1 slot.
10. Spidersilk Scarf: Decorated with a fetching pattern. Wrapped twice around your face, gives advantage on Saves against airborne particles. 0 slots.
11. 50' of rope: Oddly organic in texture, like a spooled-up leathery tendril. 1 slot.
12. Quarterstaff: 6 foot of waxed oak, brass shoe, anything that you can't kill with a magic missile you can probably see off with a good whack. 1 slot.
13. Pack of mushroom-themed playing cards: A bit grubby, from your time hustling the other apprentices at Whist (at which you are Skilled). 0 slots.
14. Hammer and 10 iron spikes: When you don't have them you'll wish you did. 2 slots.
15. Thurible and 10 cones of incense: Covers up unpleasant scents. 1 slot.
16. Sack of fertilizer: If mixed with sugar, startlingly explosive. On it's own, smelly. 2 slots.
17. Bamboo Blowgun: A meter long, fires darts the length of daggers. A medium ranged weapon. Comes with 5 darts. 1 slot.
18. A jug of mushroom wine. Tastes like regular wine with a musty finish. 1 slot.
19. A farmer's almanac. For the current year, contains weather foreacasts, planting tables and assorted bits of useful knowledge. 1:6 chance once per session that it has advice relevant to a current problem that would also interfere with agricultural-types. Retains this property for 1 year, then it's good toilet paper. 1 slot.
20 a curious treasure;

  1. A pair of +1 scissors: Steel with an ormolu finish, as a dagger if used as a weapon. 1/2 a slot.
  2. Sapient Treefrog: Speaks common, mildly toxic skin - could be really toxic if condensed and mixed with pure alcohol. Used to be a mushroom-thief. 1 slot.
  3. Tin Bucket of Potion of Mushroom Growth: Makes regular mushrooms into giant ones, the whole bucket could make a toadstool you could hollow out and use as a house. Bucket has a lid held on with little clamps on the sides. 4 slots.
  4. Wand of Acid Arrow: One cubit of bogwood & verdigrised copper. Holds 1MD, regenerating at dawn. 1/2 a slot.
  5. Antishawl: Woven from brown-mold mycelium, eats heat - the wearer is immune to heatstroke in all but the most absurdly hot weather, and gets advantage on saves even in those cases. 1 slot, 0 when worn (but it would be chilly to wear it all the time).
  6. Jar of Adamant Glass: Looks like a regular glass kilner jar, actually made of transparent adamant - completely indestructible and seals spirit-tight. 1 slot.

Clerics as Prophets (Esoteric Lorebuilding)

 Clerics are odd ducks. Their classical image of the mailed crusader with a religious proscription against wielding bladed weapons deliberat...