Showing posts with label Psions. Show all posts
Showing posts with label Psions. Show all posts

Thursday, December 14, 2023

I HAVE LASER BEAMS COMING OUT OF MY HEAD - (GLOG Psychic Paths)

The common man has infinite options available to them, and like the diffuse rays of the sun their will presses itself only lightly upon the World. The true master prunes his will, aligns and collimates it, as a lens focuses light into a narrow point - and the World burns beneath it.

These being possible advancement paths for Locheil's psychic. Go read it first or little of this will make much sense.

MY FOCUS IS EXCHANGE

A: My Paradigm is... I will never go back on my word.
From it I gain the Power... Dis For Dat
I can trade anything for anything. The exchange doesn't have to be balanced, because value is subjective, but everyone involved has to agree it's worth their while. A rich man could buy a year of a bum's lifespan for a million bucks. A soldier could sell his marksmanship skills in exchange for a would-be terrorist's previously peaceful life. More prosaically, people within my Crown can swap places with eachother freely.

B: My Paradigm is...  I will never steal.
From it I gain the Power...  Here For There
I can trade the places of anything inanimate or consenting within my Crown, including myself. If I exchange the places of things that are of radically different mass they both create sonic booms, which can stun and deafen anybody nearby - including myself.

C: My Paradigm is...  I will never work for free.
From it I gain the Power...  Fuck You, Pay Me
Anyone who wishes to attack me or force me to do something I do not wish to must pay me for the privilege. The minimum payment is one gold piece, but each seperate act requires an individual payment - if the gnoll who wants to gut me throws a platium piece they get one attack, not ten. Payment can be in goods as well as legal tender, but the one-for-one rule still applies.

D: My Paradigm is...  I will never accept charity.
From it I gain the Power...  Equivalent Exchange
I can transform objects I own into other things. If exchanging goods for goods, some bastard cosmic exchequer taxes the transaction, meaning I can only transform it into something of half its market value or less. If exchanging legal tender (including gold and gems) for goods though, the transformation occurs at the market price. I can also combine the value of things with identical characteristics, like merging two 50' ropes into one 100' rope or a pile of small diamonds into one big diamond with the combined value of them all (this particular ability makes me incredibly popular with wizards). All coins are considered to have 'identical characteristics' for this purpose, so that giant mound of copper coins I found at the bottom of the last dungeon can be quite easily squidged down into a more manageable pocketful of platinum.


MY FOCUS IS ORDER

A: My Paradigm is... I will never enter a home unwelcomed.
From it I gain the Power... Inviolable Domain
I can exclude a broad or narrow category of things from the area of my Crown, one at a time. They simply cease to exist within it. Whatever I choose applies to me as well, but I can game it through specificity - if I choose projectiles then any bullets in my gun will dissappear, but if I narrow it down to bullets and use a crossbow, I'm good. The excluded things go back to existing once they leave the area of my Crown or I change it to exclude something else.

B: My Paradigm is...  I will never vandalise a work of art.
From it I gain the Power...  Crystalise
I can convert dead or inorganic matter within my Crown into a changeless crystalline form that is immune to the passage of time and back again. Living organic matter can be encapsulated within it but not converted. Beings that have been so encysted (they should probably get a Save to avoid it) remain alive, not aging and requiring no nourishment nor air and could be chipped out but outside my Crown crystalised material returns to its normal state in about 10 minutes in any case. Crystalised air has equivalent physical resilience to ice, but feels warm like polystyrene to the touch. Anything I Crystalise is vulnerable to a Shatter spell.

C: My Paradigm is...  I will never break a written contract.
From it I gain the Power... Indivisible
No part of my body can be separated from the whole, nor can my effects be removed from me against my will. I can still be poked full of holes and have my organs lacerated and bones broken, but I will never die of blood loss or being beheaded. Likewise I cannot be disarmed or pickpocketed, any attempt to do so finds the item held as firm as an immovable rod.

D: My Paradigm is...  I will never damage a work of artifice.
From it I gain the Power...  Pyramid Power
Things that spend time within my Crown subtly get better over time, slowly moving toward their ideal form. Entropy itself flees before my Crown; rust returns to healthy iron, cracks meld together, dirt sloughs like water from waxpaper, dull blades become sharp. The effect extends to living things; diseases halt in their progression and in time reverse their course, wounds never fester and heal at thrice the normal pace and never leave scars, people even age backwards or forwards at an accelerated pace until they reach the age where they are at their physical peak, though it is rare for someone other than myself to be within my Crown long enough to see such an impact. Given enough time, objects and even people might even become better than they were at their best; blades cut atomic-thin, silk ropes become as tough as carbon fibre, skin and muscle as clean and defined as marble statuary.


MY FOCUS IS IDOLATRY

A: My Paradigm is...  I will never take up arms.
From it I gain the Power... Stone Shadow
I can transform my body into a statue carved from solid stone of my choice. I can then step outside of the statue, leaving it behind - it is real and permanent, even if it leaves my Crown. If I grapple someone and leave them trapped in a stony headlock they're probably not getting out without help or a hammer and chisel. Given enough time I can create relatively stable walls or other structures out of interlocking statues of myself, mortared together with naught but handholds and embraces.

B: My Paradigm is...  I will never refuse an offering of food, drink or incense.
From it I gain the Power...  White Jade Shintai
By my will, as many statues created through Stone Shadow as I have levels can be declared Idols. Each Idol has its own Crown, I can see and hear through all my Idols and count as standing in their place for purposes of Telekinesis, Telepathy and Manifestation. At will I can dissappear from where I stand to step out of them. When I do so I cannot leave the area of the Idol's Crown, but I really have moved places and can take back anything I find there with me when I return. If I wish to declare a new Idol once I have reached my limit, one of my previously created Idols of my choosing crumbles to dust.

C: My Paradigm is...  I will never mistreat social outcasts or show unearned respect to the mighty.
From it I gain the Power...  Army of God
I can animate the statues created through Stone Shadow and control them as if they were my own body while they are within my Crown. All the animated statues are as subject to my Paradigms as I am, and so may not bear weapons, but their fists are still made of stone.

D: My Paradigm is...  I will never desecrate a sacred place.
From it I gain the Power...  Smoke of Sacrifice
I gain power from people who worship at my Idols. Any item left within my Idol's Crown as a sacrifice transforms into smoke and is inhaled by the Idol. I can summon to hand anything they sacrifice, and gain one point I can apply to any number on my character sheet for every magnitude of worshippers I have (10, 100, 1000, etc.). Finally, if someone prays before my Idol for a blessing I can bestow them a Power that fulfils their wish, along with a Paradigm of my choosing - as many such blessings as I have Templates can exist at any one time.

Friday, October 1, 2021

GLOGTOBER - These Truths We Hold To Be Self Evident - (BoB Class: Tinfoil Psychic)

 A class for ModronRPG's BUCKETS OF BLOOD



I may not know much, but this I do know;

The Moon Landing was Stanley Kubrick's masterpiece.

The British Royal Family have more genes in common with a Komodo Dragon than any branch of the Genus Homo.

There is a United Nations exclusion fleet surrounding Antarctica, to keep you from finding out that it's a wall of ice surrounding the world.

Australia doesn't exist, any "Australian" you have ever met is a NWO crisis actor.

Modern technology is purchased by the global elites from the clockwork elves that live outside our vibrational plane with the vital fluids of children as the tender.

... like I'm pretty sure, call it 60/40.

Fluoridated water calcifying your pineal gland? Now that's 1000% accurate. You can be certain about that. After all, I don't drink it and I have vast untrammeled psychic powers.

Class: Tinfoil Psychic
Odd Templates give you +1 to Sneaking, even ones give you +1 to Saves, every one gives you +1PD.

Starting Equipment: A big hooded khaki coat, military surplus clothing, a bugout bag containing; a taser, a jar of internet-purchased nootropics, a pen knife, 7 MREs, a nalgene bottle of filtered water, and a well-worn stress ball.
Starting Skill: 1. Internet Research 2. Pharmaceuticals 3. Neurolingusitic Programming 4. Cybersecurity 5. Alertness 6. Pattern-Seeking

A: Psionics, Greenpilled
B: Epistaxis Telepathica
C: Deeper State
D: Unstoppable Science Fiction Boy

A: Psionics
Clean living, constant heightened awareness and secret knowledge of the terrifying truth of reality has unlocked the psychic potential of your mind. You start with 2 psychic disciplines unlocked, gaining their latent and Operant functions. When you level up you can either gain a new discipline or unlock the Apex function of one of your already known disciplines.

Latent functions can be used at will, Operant and Apex functions require you to roll Pineal Dice (PD), they are d6's. On a 1-3 they return to your hand, on a 4-6 they burn out until you rest. Doubles cause psychic phenomena, triples increase your level of Scrutiny.

If you have unlocked the Apex level function of a discipline, you may voluntarily set your PD's to 6 instead of rolling, these count for purposes of triggering psychic phenomena and Scrutiny as normal.

One of your our PD also automatically burns out if you engage in any of the following;

  1. Drinking unfiltered fluoridated water or eating food boiled in it.
  2. Using a 5G enabled mobile device.
  3. Utilise FDA-approved pharmaceuticals.
  4. Have an RFID tag on your person for 30+ minutes.

A: Greenpilled
Your mind is unclouded by 5G signals and neurolinguistic programming. You have a Templates:6 chance to see through illusions, shake off mind control, spot hidden doors and items and you can see fnords.

Whenever you gain a Template in this class, tell the DM a terrifying truth that you believe. The DM then rolls a D6 in secret, if it gets under your current #Templates, it turns out to be completely true, even if it wasn't before.

B: Epistaxis Telepathica
You can add additional PD when activating functions, you take damage equal to the [sum] of each additional die, resulting from splitting migranes, bloodshot eyes, bulging veins, and bleeding from the eyes, ears and nose.

C: Deeper State
You have formed a psychic connection to a globe-spanning network of like-minded individuals. It's like having a hivemind of /x/-posters in your head, spamming infowars clips and spookypasta. You can ask the network questions by spending PD, you recieve [highest] answers of 'Yes', 'No' or 'Unclear', unless it related to paranormal, government, corporate or alien activity, in which case the answers can also be 'Yes, and what's more...', 'No, however...' and 'Don't know, but you can find someone who might at...'.

D: Unstoppable Science Fiction Boy
Whenever you are subject to an attack or undesirable effect that isn't a psychic phenomena or Scrutiny, rather than suffer it's effects you can instead flip a coin - on a heads you take D6 damage instead, on a tails you gain a random mutation for D6 hours, Save at the end or it becomes  permanent.

This is what you imagine you are.

DISCIPLINES

Below are the most common psychic disciplines, the ones that come the most instinctively, if you encounter others during your adventure you can unlock them when you next level up. Rumours abound of the legendary disciplines Lawnmower Man, Phantasm, and the terrifying Videodrome.

Carrie
On the astral plane emotion is analogous to energy; you can translate one to the other, converting intent into force.
Latent: Move light objects, like coins, pencils, or bits of paper, at a rate of 5' per round within your line of sight.
Operant: Telekinetically levitate [dice] human-sized creatures or objects, or the equivalent mass, at a rate of [dice]*20' per round, for [sum] rounds. Unwilling targets can Save when levitated, and again on each of their rounds, to struggle free of your mind-grip.
Apex: Create a blastwave of telekinetic force emanating outwards from your body to a range of 20', anyone in this area takes [sum] damage and are thrown back to the edge of the wave. If this would cause them to hit a solid obstruction, they take [sum]*2 damage instead.

Firestarter
Same as the above, but with anger into heat.
Latent: Light candles, cigarettes, paper and other such light combustibles by squinting at them for a round.
Operant: Set a lone motherfucker on fire, for [sum]+[dice] damage, no Save. Or all motherfuckers in a 20' cone, with a Save allowed for half damage. 
Apex: Transform your body into a humanoid pillar of psionic plasma for [sum] rounds. While in this state you are immune to fire, take half damage from conventional weapons, your hands hit as light weapons with a +[dice] bonus to damage, set flammable things you touch on fire and melt any substance less durable than tungsten just by walking through it. You also cannot wield any items that aren't at least that tough, and take d6 damage per bucket-sized quantity of water that hits you. Also, any equipment you didn't remove before transforming is destroyed.

Dreamscape
Every human mind plugs into the astral unconsciously, you can do it while awake.
Latent: You remain aware of your surroundings while asleep.
Operant: Leave your physical body behind while your subtle body moves through the astral realm for [sum] minutes. Your subtle body can teleport to any point within its line of sight and walk through walls as long as they aren't magnetic. While astral, you can also perceive the material world in greyscale and hear sounds from it as if from down an echoing hallway. If your subtle body is trapped (such as being caught in a magnetised cage) and unable to return to your physical body when the duration of this function expires, you are rendered comatose until it is freed.
Apex: While astrally projecting with your Operant function, you can take control of organisms and computer systems unless they Save to resist you (in the case of computers, their sysadmin makes the Save). You can operate the possessed as if their body belonged to you, and read files and operate any networked functions of possessed computers. PC's and named NPC's cannot be forced to perform suicidal actions, nameless NPC's just get an extra Save to resist or you can walk them off cliffs or into oncoming traffic if you wish.

Scanners
We know why you're here.
Latent: You can telepathically converse with someone as long as you are making eye contact.
Operant: For [sum] minutes you can perform a passive scan of the thoughts of any people you can see, hearing their internal monologue as if it was played in your ear and getting flashes of any emotionally charged mental images. You can swap targets during the duration of the function, moving your mental scanning beam from person to person.
Apex: You can perform an active scan, a much more invasive and dangerous form of telepathy. For [dice] rounds you can ask the subject's subconscious a question or to see a part of their memory and receive an answer that is accurate to the best of their knowledge and recollection. The subject can actively feel you rummaging around in their brain, and can attempt to Save to resist. If they fail a Save, however, they take D6+[dice] damage. Anyone who dies of this damage has the core temperature of their brain rise so fast it cracks their skull open like a firecracker in a melon.

Stargate
Distance is also a big government lie, the Buddha said that I'm pretty sure...
Latent: You can hide an object no larger than a doorstopper fantasy novel in an spatial pocket only you can access, taking a round to stow or retrieve. If you die, it appears within 5' of your body with a loud pop.
Operant: You can teleport one creature or object you can touch (yourself included) to any point you can clearly see within [sum]*10'. Unwilling teleportees can Save to shake off your grasp before the transmass field coalesces.
Apex: Punch a 2-way hole in reality to any place you can clearly see or have exact spatial coordinates for relative to your current position. The portal appears at any place within line of sight, and remains open for up to [sum] rounds and is up to [dice]*5' wide.

The Matrix
Sometimes called tactile telekinesis; none of the range, all of the power.
Latent: Your unarmed attacks deal d6 damage.
Operant: For [sum] rounds you can perform unfeasible physical feats; your speed and jump distance is multiplied by 1+[dice] and you can run on walls. If you rolled 2 or more PD activating this function you can also make an extra attack on your round.
Apex: While under the effect of this disciplines' Operant function you can automatically dodge [dice] ranged attacks each round.

Inception
Telepathic mind control is honestly verging on NWO darkside tactics, but hey, they started it.
Latent: If you spend an action performing a small personal ritual you can determine if you are currently hallucinating or being mentally influenced.
Operant: One creature you can see must Save or believe a statement or idea [sum] words long. They can Save again each time the veracity of the idea is contradicted but suffer a cumulative penalty equal to the number of times hey have failed. If this penalty exceeds their level they will permanently become dogmatically obsessed with the truth of it.
Apex: You can edit or erase the memories of others and even yourself. You can delete or alter [dice] facts from the targets' memory, who may Save to resist. With 1PD you can only alter memories that were formed within the past 10 minutes. If at least 2PD are invested this changes to [sum] days, at 3PD [sum] years. If 4PD are invested you can completely rewrite the subject's whole memory, effectively allowing you to completely alter their personality and install a new one of your design. That's super Illuminati though, and PD invested this way are automatically burned out.

Psychic Phenomena

  1. Microwave Auditory Effect: You start hearing voices in your head, transmitted there by the NWO using psychotronic warfare. Take D6 damage and are deafened for 1d6 rounds.
  2. Biofield Hacking: You are paralysed by morphogenic waves for [dice] rounds.
  3. Flamewar: You get into a telepathic shitpost contest with another psychic who is a FUCKING DOUCHE WHO KNOWS HE'S WRONG AND WON'T ADMIT IT, FUUUUUUU-, you cannot activate any more functions for [dice] minutes.
  4. False Flag: MKULTRA mind control momentarily assaults your senses to try to make you cause a diplomatic incident. Your function affects a random target instead of it's intended one.
  5. Satanic Panic: Luciferian forces engage you in spiritual warfare which drains your psychic reserves, your PD only return on a 1-2 for 24hrs.
  6. HAARP Strike: You've really done it this time, the Illuminati turn their geomanipulation weapons on your location. Everyone in the scene has to Save or lose their footing and take D6 damage - 2D6 if inside a building or cave - as a localised earthquake rips through the area.
Scrutiny
  1. A mind control satellite makes everyone irrationally hate you for 24hrs. Anyone who lays eyes on you immediately becomes hostile, PC's and friendly named NPC's get a save to resist.
  2. As many unmarked black vans full of stormtrooper looking motherfuckers as are necessary turn up, tase anyone who tries to stop them, and black bag you. After 24hrs of interrogation, mild to moderate torture, and a visit from your good buddy Sodium Pentothal, a black sedan screeches past the rest of the party's location and kicks you out on 0hp with all your PD burned out, and a note in your pocket that says 'BEHAVE'. 
  3. The New World Order have had enough of your shit. A Project Starwars orbital particle beam cannon from the Reagan administration is reactivated and targeted on your location. You have D6 rounds before it fires, destroying everything within a 3 mile radius of your location. If it fails to kill you, another shot will be scheduled aftet another D6 rounds as soon as you are next under open sky.
I was gonna put another Akira gif here but this is funnier.


Wednesday, September 8, 2021

Consider: there is no such thing as a sword. - Soulknife - (GLOG Class)

 The best warriors in the world are the yak herders of West Kikala. None deny this, though it shames the caste-nobles and their pretensions of martial excellence. But while these dusty herdsmen learn the art of cutting from a young age they carry no swords, for swords make a warrior lazy. If you cannot cut without a blade, can you in truth be said to have performed the cut or was it the World? Such is the koan by which they order their lives. The young and inexperienced are permitted to learn how to fight with knives of stone they have chosen and knapped themselves. This is mere training though, and they are not considered fit to join the other warriors in battle until they can cut with a splash of water flicked from their fingertips. When they can behead a mountain lion with a gust of wind slapped from their palm their family celebrate that they are now fit to marry. It is not until they have apprehended the way to cut with thought alone, proving they can cut without the permission of the World, that they may call themselves a king, teach a new generation of herdsmen and form their own herd.

In their own tongue these warriors call themselves Gircara. Belying their incredible  skills it means simply 'protector of yaks' - because even meaning itself they cut down to its essence, shorn of all ornament and pretence. Foreigners, who typically lack this wisdom, call them Soulknives.

- Heliormas of Emmanica, Historia Mundi

A warrior who can be unarmed is no warrior.

Class: Yak Guard

Each template gives +1 to Hit or +1 to Melee Damage and +1 HP. Yak Guard may not wear armour or use shields unless they have another class that allows it (though bear in mind that this will scupper your social potential among your people), and only risk fumbling with weapons they have not modified with their own hands.

Skill: Roll twice; 1. Animal Care 2. Alertness 3. Tracking 4. Fording 5. Mountaineering 6. Rope Use

Starting Equipment: 2d4 stone daggers, walking stick, warm homespun clothes, a knapsack, a week's yak-jerky and dried berries, waterskin, 2d6 tea bricks worth 1gp in trade each. One Memento of Home from the table below.

A: Soulknife, Lodge
B: Impossible Step
C: Unerring Cut
D: Knife to the Soul

A: Soulknife
When you cut you aim for it to be you that does the cutting, and not the World. You start being able to wield any solid object that has a discernible edge as if it was a medium melee weapon or light throwing weapon. A stone knife is traditional, but you could do the same with anything as long as you yourself have given it an edge.
You snap a chairleg over your knee and drive the point through your foe's breastbone. You scrape a flat rock along the cliff-face and swing its chipped edge like a hand-axe.

At Template B you can do the same with liquids, if you employ a liquid that has a special quality like poison or wine then your attacks take on that quality too. At this point onwards, your Soulknife attacks count as magical, for purposes of hurting things that can only be harmed by magic.
You dip your hand into a river and pull out a dagger of glimmering water. You spit a mouthful of tea through your betrayers' eye like it was a dagger.

At Template C you can cut with gases, vapours and fire, as with liquids your attacks take on the properties of whatever you draw them from.
Your seemingly wild haymaker misses your foe's face by several inches, but the gust of wind from your sleeve bisects their head. With a snort of contempt you pin the rat to the floorboards with an arrow of pipe-smoke shot from your right nostril.

At Template D you can cut with will alone, you can hit anything you can perceive out to the range of a thrown dagger - the sense doesn't matter, if you can hear or smell an invisible foe, you can cut them - and don't even need to be able to move to cut and parry.
Standing still as stone, the king parried every blow with rainbow-hued spars of light that flashed into being around him. With an angry word alone, your foe stumbles back, blood streaming from a dozen cuts.

Surprise! It's a heckin' Avatar class all along.

A: Lodge
You choose a Lodge to belong to, each Lodge teaches a different fighting style that incorporates special techniques called Sleights. To determine your starting Sleights roll a d6 twice and consult your Lodge's list. Each time you level up you roll again, if you roll one you already have go up or down the list until you get to one you don't. You also gain your Lodge's Mark and Vow.

You activate Sleights using your Soul Die. The Soul Die resets to a d6 whenever you take a rest. If you roll a 1 on your Soul Die or score a critical hit it increases a die size, to a maximum of d12. If you roll your Soul Die's maximum value it decreases by one die size, if it is already a d4 you lose your Soul Die until you rest or score a critical hit. You also lose your Soul Die if you break your Lodge's Vow.

When you deal damage with your Soulknife you can roll your Soul Die and add its [sum] to the damage. 

You can also do the same when you are attacked and add your [sum] to your Defence for the rest of the round, or until you roll again.

B: Impossible Step
You can run up and along vertical planes, though not ceilings, and along the surface of water. You have to keep moving every round or you fall. At Template C: you can also use fog, clouds, windblown leaves and the like as if they were valid platforms to run across.

C: Unerring Cut
You may now attack twice per round. Furthermore, even if you miss you may roll your Soul Die and deal its damage to the target.

D: Knife to the Soul
You apprehend the truename Blade. It should be impossible for you to be a Sorcerer if you have reached this Template but you can teach a Sorcerer the Name Blade if you wish. They will expect to have to pay you handsomely for the honour. 

You can now cut the soul of things, not just the meat which is merely a shadow of the truths and abstractions at their core. You can murder love, slit the throat of memory, or shank faith and leave it to bleed out. You can even use it in beneficial ways, as you can deal damage to possessing entities without harming their host or even cut traumatic memories from someone's mind. If the target doesn't want you to cut the targeted abstraction from them they may make a saving throw. You can only target things which inhabit the victim's mind and soul - memories, emotions, derangements, and demons (even spells, in a setting that has Wizards) are fair game, connections like kingship and property that exist outside the orbit of their soul are not.

Your Soul Die now defaults to d8 when you rest.

LODGES
All Yak Guard join a warrior lodge from a young age to start their education in Gircara martial arts and philosophy. Most villages have only one lodge, but some larger communities have two or more who all compete for students.

Cut what you will.


Lodge of the Red River
Mark:
 Red Sash
Vow: Never retreat from a fight.
A hardline lodge, known for their strict adherence to the principles of martial honour. Their adepts were always highly respected but never much liked until the invasion of the Ironmen, where they gathered themselves enough glory as to keep students flocking to their doors for a century since.

Sleights;

  1. Break Banks: On a successful soulknife hit, reduce your SD size by one step to deliver a bleeding cut, the victim bleeds for 1HP per round for a number of rounds equal to your SD's former [max] or until they receive healing. One victim can receive multiple bleeding cuts at once.
  2. Blood in the Water: When you roll [max] on your SD it explodes. You still only lower your SD size by one step, no matter how many times it explodes.
  3. Return to the Source: Lose d6HP, your SD increases by one size.
  4. Pirhana Devours Yak: Reduce your SD by one size to make an additional attack with your soulknife this round. You may do this as often as you are able.
  5. Flow Pure: Roll your SD whenever you must save against poison or disease and add its [sum] as a bonus.
  6. Frozen River: Reduce your SD by one size when you deal damage with your soulknife. Your victim must save or be stunned for a number of rounds equal to your SD's former [max].
Lodge of the Sun Calf
Mark:
 Orange Turban
Vow: Never initiate violence against the living.
One of the newer lodges, established by a group of converts to the faith of the Second Prophet. The faith had previously had little penetration among the Kikalese until an enterprising missionary realised that one of their core metaphors, "the lamb of G_d", had little purchase among animistic people who herded yaks, and promptly improvised.

Sleights;
  1. Truth Shines: Reduce your SD by one die size, you gain the ability to see through illusion and invisibility for a number of rounds equal to its former [max].
  2. Rays of the Dawn: Reduce your SD size one step. Make a thrown weapon attack with your soulknife against a number of different targets equal to your former SD [max]/2.
  3. Darkness Flees: Your SD damage is doubled against daemons, undead and other creatures of darkness.
  4. Noonday Brilliance: Reduce your SD by one size when you deal damage with your soulknife. Your victim must save or be blinded for a number of rounds equal to your SD's former [max].
  5. Armoured in Light: Your Defence gains a bonus equal to your SD's [max]/2.
  6. Darkest Before Dawn: When you take more damage than your SD's [max], increase your SD by one die size.
Lodge of the Rainy Mountain
Mark:
 Turquoise Armband.
Vow: Never refuse hospitality offered by someone who has never done you harm.
Celebrated rangers of the mountain passes, warriors of the Rainy Mountain lodge have a reputation for joviality, daring and free spiritedness. They are also known for ruthlessly hurling any who would threaten their herds from the mountainsides and laughing as their corpses dash against the rocks below. 

Sleights;
  1. Relentless Downpour: When you hit with a soulknife attack, you can choose to do [max]/2 extra damage with your SD instead of rolling.
  2. Fall Like Lightning: You can fall from any distance without harm, for every 10ft fallen you can roll your SD and deal the cumulative [sum] lightning damage to anyone within 10' of your landing spot.
  3. Howling Wind: When you hit with a soulknife attack, throw your target [sum] meters in a direction of your choice.
  4. Walk Between Raindrops: Reduce your SD size one step. You flawlessly dodge or parry the next [max] projectile attacks targeting you within the next turn. This includes magic attacks that require an attack roll, but not those that require a save or do not allow one.
  5. Raindrop Breaks Boulder: Roll your SD, your attacks ignore [max]/2 points of Defence for [sum] rounds.
  6. Mountain Anvil, Rain Hammer: When your SD and damage die roll the same value, both their [sum] are doubled.

d12 Mementos of Home

  1. An amulet of iron nails, counts as 1 inventory slot of iron for purposes of Sorcery.
  2. A brass teapot and cups, engraved with abstract depictions of mountain trees.
  3. A riding yak with saddle and blanket.
  4. A mouth-harp, believed to attract benevolent spirits when played well.
  5. A set of pigments and yak-hair brushes.
  6. D3+1 bundles of medicinal herbs, provide an additional save vs. poison and disease when drunk brewed into tea.
  7. An iron dagger, given to you as an insult by a rival.
  8. A waxed cloth tarpaulin, waterproof.
  9. An ancestor scroll, recording your entire lineage back 10+2d6 generations.
  10. A yak-hair rope, 50' long.
  11. A handheld butter-lamp, comes with 6 hours worth of yak-ghee.
  12. A tasseled rug, covered with intricate abstract patterns.
Edits:
  1. Changed the defensive Soul Die option to a Defence bonus instead of damage reduction, thanks to Vayra for that suggestion.
  2. Altered the mechanics for Armoured in Light and Walk Between Raindrops sleights to reflect above change.

Dungeon Stuffers - No more empty rooms!

I hate reading a dungeon and finding it full of empty rooms. It's a pet peeve; adventures should be full of adventure! Can you imagine t...