Tuesday, August 31, 2021
They have no gods. They work magic, and think they are gods themselves. - Secrets of the Schools (GLOG Sorcerer extrapost)
Friday, August 20, 2021
Ironman (Human Race-As-Class)
| Companion piece to the sorcerer for a slowly gestating setting. |
| Thissen brande sowithe yitt we shalle reyn yron dartes thereon the heddes of otheren kinde |
Behold the Ironman, wielder of the Last Form and the First Truth, breaker of thrones and trampler of banners. Nameless daemon of the uttermost north, who chokes the songs of sorcerers with blood. He who has dipped his iron in many hearts, to whom the stench of bloodied fields is sweetest perfume.
You can wear any armour and wield shields, and are proficient with all weapons that have metal striking surfaces.
You gain +1 to Hit or Defence per Template and +1 to Critical Hit Range at 2nd and 4th Templates.
Skill: Blacksmithing and one other; 1. Pillaging 2. Riding 3. Tactics
Starting Equipment: Steely iron laminar armour, shield & helmet, 2 steely iron weapons of your choice, a small but tough riding pony and tack, 4d6 gp worth of trade iron and easily traded plunder (cheap jewelry, spices, salt, ivory, furs and silks) & a red-dyed coif.
A: Trothed-To-Iron, The First Truth
B: Ironward, +1 Attack per Turn
C: Breaker-of-elves-and-beasts
D: The Riddle of Steel, +1 Attack per Turn
A: Trothed-To-Iron
Iron is your god, all gods are jealous and miserly with their love. You suffer a penalty equal to your number of Templates on attack rolls with weapons that do not have iron striking surfaces, and reduce the benefit to Defence from any non-iron armour by the same amount.
A: The First Truth
'That which does not exist is less valuable than that which does, to end the existence of others thus proves your existence is more worthy than theirs.'
Make a tally mark on your character sheet for every kill you make of a foe that was either putting up a meaningful fight - defined here as one that has the capacity to deal you more than 1HP of damage - or had offered you insult. You have a separate track of HP, equal to 1 times the number of full tallies (5 marks) you have. These do not count for purposes of determining your maximum possible HP (usually 20), and only heal through rest - i.e. if you drink a healing potion or receive sorcerous healing (you unutterable milkblooded cur) it only applies to your base HP.
B: Ironward
When wielding an iron shield, you may choose to allow it to become mangled to negate the damage of one hit completely or automatically pass a save against a damaging effect. A mangled shield is useless until it is hammered back into shape, requiring an hour's work by a blacksmith with access to a forge and metalworking tools. At Template D you can also mangle a shield to automatically save against non-damaging magical effects.
C: Breaker-of-elves-and-beasts
Subdue a foe in honourable battle, employing no poison or sorcery, bind them in fetters of iron you have crafted with your own hands and extract an oath of fealty from them. As long as they remain fettered in your iron and their HD do not exceed your Templates they must Save to disobey your commands. Elves and other beings vulnerable to iron don't get a save. This works on beasts too, but you don't need to get them to give fealty if they can't speak.
This might seem like sorcery, your eyes are deceiving you due to your weak constitution and lack of moral character.
D: The Riddle of Steel
You know the true name of iron. As a result, you can replace any part of your body with iron armour that would cover the lost region; an iron gauntlet moves its fingers as you will, even if you have no hand to fill it. This even applies to lost or damaged organs; a blind ironman sees as clear as ever when his visor is down, an ironman whose lungs were ruined by pneumonia breathes freely when his breastplate is on, even a brain-damaged ironman suddenly finds his thoughts sharp and memory long when an iron war-cap is placed atop his head. Ignore penalties resulting from injuries in locations that you wear iron armour on. If clad wholly in iron you cannot die of natural causes, even if your mortal body dies and withers to dust your armour keeps on walking and talking, albeit devoid of human passion for anything but war, spending the rest of its time silently waiting for the next opportunity for bloodshed. Some ironmen have been known to practice self-mummification within their armour, drinking a slow poison of oak galls, rowan berries and hemlock that preserves their flesh.
Okay, this is technically sorcery, shhhhh, don't tell anyone.
Thursday, August 19, 2021
Man is an invention of recent date - Archaeologist (GLOG Class)
Sunday, August 8, 2021
Sorcery Thrives on Success - Sorcerer (GLOG Class)

- Sorcery cannot affect iron directly in any way. You cannot transform it, destroy it, move it, if there's any ambiguity the answer is no. The only sorcerous technique that works on iron is Sense.
- An iron weapon cuts through anything created by sorcery like it was mist and shadows, even the most powerful manifestations take maximum damage from iron weapons, and sorcerous bonuses to Defence are useless against iron weapons.
- Every inventory space of predominantly iron objects a person carries forces you to roll 1 Iron Die when trying to perform an Evocation that targets them, Iron Dice only count for determining doubles and triples.
- Iron deals you 1 point of damage per point of Hubris (highly hubristic sorcerers have been known to instantly sublime into pillars of salt on contact with iron), per round of contact or per attack.
- Iron armour subtracts the wearer's Defence score from any sorcerous damage, even if it doesn't normally allow a save. Indirect damage resulting from sorcery, such as a natural fire ignited with sorcery or falling rocks loosened by sorcery, deal their full damage but usually allow a save.
- Daimos: You may sing down daemons from the outer dark. You may summon any extraplanar entity whose name you know and whose HD does not exceed your SD*2 to perform [dice] tasks for you. When its final task is complete roll its HD and your SD and compare [sum] - if you get the higher it departs without any further fanfare, if it gets the higher it may remain in the world for a number of rounds equal to the difference. When you choose this Secret you gain knowledge of a daemon's name of HD equal or below your current number of templates in this class, additional names must be acquired through hunting down secret tomes, interrogating cultists and the like.
- Calling: You may roll your SD send messages to anyone whose true name you know across any distance, the message may be up to [sum]+[dice] words long. It may also contain images taken from your memory or imagination at a cost of 3 words each. If the target is asleep when the message is sent they receive it in their dreams.
- Chorus: You can harmonise your voice with others, allowing you to add half your number of templates rounded up in SD to another sorcerer's Evocations. Multiple sorcerers with this secret may all contribute, any Hubris incurred from the Evocation is divided between all in the chorus.,
- Skin Wards: You may roll SD and gain a personal magical shield of [sum] HP in strength, any effect that would damage you subtracts its damage from these HP first. It manifests when you are attacked as your Names leaping to defend you - wind blows away arrows, spars of stone block blows, your skin turns to bronze, etc. Iron deals maximum damage against Skin Wards.
- Witchfingers: You are proficient in a system of pressure point based martial arts that let you rend flesh and disrupt vital processes with seemingly impossibly light touches. It looks really weird, like you just poke someone in the neck and their carotid artery explodes, what the hell. Your fingers and toes count as light weapons that can deal piercing, slashing or poison damage, and if you hit someone with a critical hit or catch them unawares you can paralyze them for as long as you remain touching them with at least two digits. You can also do neat but useless martial arts tricks like balancing upside-down on one finger or breaking bricks with your nuts.
- Vox Dei: You can speak in a sorcerous language that every conscious being understands, even animals. This does not allow you to understand them if you don't know their language.
- Namesight: You can choose whether or not to see things whose Name you know. If you know the name of Stone you can choose for stone walls to not obscure your sight (though you might bump into walls if you're not careful) or clearly survey the sea and its life by choosing not to see Water.
- Commune: You can perform a ritual divination, rolling as many SD as you choose. You may ask [highest] questions, and receive answers of ‘Yes’, ‘No’, or ‘Unclear. If asking questions about something that you know the Name of, you may instead receive the answers: ‘Certainly’, ‘Possibly’, ‘Unclear’, ‘Consider Further’, ‘Unlikely’, or ‘Impossible’.
- Reconstruction: Requires Empower. You can restore creatures and objects to their intact state by repairing their Name. Roll as many SD as you wish, you restore [sum] HP of damage to the target. If you roll at least 2SD you can restore the target the use of a damaged sensory organ or mangled limb, and undo the effects of corrosion and decay on natural items (you can't reverse rusting for obvious reasons). If you spend at least 4SD, you can restore missing limbs and organs, even those that are missing as a result of a birth defect, and turn even an object burned to ashes back to its former state.
- Fidelity: Requires Manifest. At your choosing your manifestations no longer appear unreal and ghostly but are as solid-seeming and indistinguishable from the real thing as if they were created by G_d himself.
- Man: Immunity to involuntary transformation. Heal back to your perfect form unless killed.
- Animal: Assume the Named animal's form at will. Gain Named animal's physical capability relative to human size.
- Fire: See heat as well as light. Read piles of ash as easily as the text it once was.
- Iron: In every generation there's someone who tries to apprehend the truename of iron, the last guy had everything above the mandible instantly turn to salt, but maybe you'll get lucky.
R: [dice]*50' T: 1 [name] creature or object D: [dice] hours
You shout a single-word command to your target. If the target is sentient or under a force that is acting against your command (e.g. if you command a boulder rolling down a hill to STOP) it gets a Save to resist. If the command lasts more than a single round, the target gets a new save at the beginning of each of its rounds. You can spend additional [dice] to increase the effects.
+1 SD: Affect +2 targets.
+1 SD: You may increase then length of your command by +2 words.
+1 SD: You may increase the duration between checks by +2 rounds.
R: [dice]*50' T: 1 [name] creature or object D: 0
Target take [sum]+[dice] damage. Save for half damage. This represents any command that deals direct damage (explode, die, split, tear yourself to shreds, etc.)
Instead of adding a SD to the [sum] of this spell, you can instead assign an SD to increase the number of targets by +2.
2SD: Ball, deals [sum] damage to everyone within a [dice]*10' radius of the landing point, or half damage on a save.
3SD: Either;
- Blast, deals [sum]+[dice] damage to everyone within a 50' cone, save for half. or;
- Barrage, deals 1d10 damage to [dice] targets, no save.
- Lance, deals [sum]+[dice]*2 damage to one target, save for half. or;
- Cloud, deals [dice]*d6 damage each turn in a [dice]*10' radius for as long as you maintain singing your Evocation. While preoccupied with your song you suffer disadvantage on all other actions and cannot perform any other Evocations, you may however move the cloud at a rate of your own walking pace as long as the endpoint of its movement is in range.
- Inside a geode, humming in resonance with sorcery, crack it and hold the hollow to your ear.
- Woven into the strands of a spider's web, visible only in the new morning's dew.
- Carved into a cliff face by repeated lightning strikes.
- In the freckles on the back of a harvest fayer's prize pig.
- Scored on the inside of the skull of the last sorcerer to know it, at the bottom of a mineshaft.
- Hidden in the background of a mad painter's last work.
- In a group of unusually lucky street children's nonsense-rhyme.
- Written on a parchment in the mouth of a desiccated corpse that walked out of the desert.
- In a set of chalk geoglyphs that can only be observed from above.
- In the cracks left in the side of a temple by an earthquake.
- In the blood splatter left on a wall by an infamous serial killer.
- In the heartwood of a tree split open by a wildfire.
- Read from the entrails of a two headed calf.
- In a birthmark on the inner thigh of the most expensive prostitute in the land.
- In a flaw at the heart of a gemstone.
- In the pattern of barnacles on the hull of the most feared pirate ship on the sea.
- Entwined in the mycelium beds of a fairy ring.
- Trapped, echoing around the bottom of a lightless chasm.
- Whispered once a century by a comatose giant.
- Inscribed upon the eye of a sun-blind stylite.
- A collar that prevents the wearer from performing magical feats.
- A stone that glows in the presence of the Holy, and also on really hot days.
- Scarf treated with poison-neutralising alchemy.
- The tongue of a dead Sorcerer, scored with Names, allows an Evocation to be cast with +1SD 3 times, but attracts the presence of all undead within a 10 mile radius for 24 hrs when used.
- Sealed beaker of liquid crystals, can foretell the weather with 50% accuracy, denatures after 2D6 months unless refreshed.
- SUNK COST FALLACY, a medium (+1) khopesh of immaculum, hilt bound in gazelle hide. Has a 2:6 chance to know a factoid about any ruins its blade is tapped against.
Sunday, July 25, 2021
And they brought their god with them - Priest (GLOG Class)
(stolen from Skerples)
Everything in a 30' cone takes [sum] slashing damage. This spell leaves dozens of deep cuts. It shreds clothing, paper, and other fragile items. At 2MD it also shreds dry wood, bone and other brittle materials, at 4MD it will bore a [best]*2 foot deep hole through a brick wall and skeletonise anything slain by it.
(also stolen from Skerples)
Target made more beautiful. Dirt falls away, pimples disappears, teeth whiten, lice vanish, gouges fill in, and varnish looks new again. This automatically makes anything it is bestowed on saleable for its maximum possible sale price. It will also restore 1d4 points of Charisma if damaged, to former max. If cast with 4MD this Miracle instead can invoke the Pavilion Divine, its target changes to an area of [best]*10 foot radius and can create decorations, flowers, brightly coloured tents and sweet scents throughout the area (incidentally banishing anything foul or noxious).
- A writ of indulgence entitling the bearer to perform 1 mortal sin, damnation free. Can also wipe out 5 Hubris, once only.
- Trick glove, thumb is connected to a tarred cloth hose that goes under your robes, behind your back and out your other sleeve. Pack the end of the hose with a tube of poison powder, make an appropriately mystical gesture and blow into your thumb to spray a ruffian. 1 slot, 0 when worn.
- PRAISE BE-, a broken takoba, dagger-sized. Amnesiac, but eager. If reunited with the rest of its blade - currently occupying the gullet of a sea monster - becomes a +3 medium weapon.
- Box of Blessed Salt, place a pinch on the tongue before quaffing a potion to ignore any negative effects or curses. 2d4-1 pinches. 1/3 slot.
- A Staff of Office, rosewood with an ostentatious finial, undead and unholy things have to save to get within 30ft of it, and if they do it counts as a blessed weapon.
- An Archpriest's seal, will open a lot of doors and impress important people with the seriousness of your mission. Roll a d6 when you select this item - on a 5-6, you shouldn't have this.
Saturday, July 3, 2021
Harder, better, faster, stronger - Gene Soldier (GLOG Class)
The Occult Secret Agent was originally intended to be a one-off, but Spwack suggested making it the "caster" of a traditional adventuring trio in an occult technothriller setting. Here's the fighter, based off the prompt "biological weapon";
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| Helix Warrior by Joel Thomas, from d20 Future |
Lurking within the human genome is an ancient secret, traces of a nonhuman bloodline that has been preserved since antiquity. Annunaki, Nommo, Atlanteans, Nephilim, every conspiracy has a different name for the gods that myth and scripture say once took human spouses. With gene therapy these ancestral variances can be exaggerated, made more pronounced. The results speak for themselves, producing operatives that are simply more than human..
Class: Gene Soldier
Every template you have in this class gives you +1 To Hit and every odd level also gives you +1 Defence. You can wear any kind of armour and cannot fumble with natural weapons and your choice of five other weapons.
Starting Skill: 1. Athletics 2. Medicine 3. Philosophy 4. Survival 5. Literature 6. Tactics
Starting Equipment: Cool black-pleather ninja suit (no armour, but +1 to Sneaking), tactical webbing, wraparound sunglasses, suppressed submachinegun or pair of mini-uzis and 5 magazines, carbon-black ninja-to, wrist-mounted computer, well-thumbed copy of Thus Spake Zarathustra, 1 item from equipment table below.
A: Hardened, Augment
B: Determinator, +1 Augment
C: Tyger Tyger, +1 Augment
D: Apex, +1 Augment
A: Hardened
You count as wearing light armour even when bare naked and your fists count as light weapons. Your not-entirely-human nature is detectable to an X-ray scan, blood test, or by someone trained in Medicine.
- You gain a venomous spur at the base of your thumb, it is invisible when not deployed. Your unarmed attacks now count as Medium weapons and if you catch someone when they are unaware or can't fight back you can render them unconscious unless they save against your venom.
- You can quadruple your jump height and distance.
- You can see as well as an eagle, including having telescopic vision.
- You have a supercharged adrenal gland. You can take 1d6 damage to perform an additional action on your turn.
- You gain access to the memories of your genetic ancestors, allowing you to become proficient with any skill that was invented before your birth with a minute of meditation until the next time you sleep. You can only have 1 skill per level of Nerve active at a time.
- You can read the emotions and surface thoughts of others. This isn't a psychic effect, you are listening to their subvocalisations and heartrate, watching microcues, and Sherlocking their personality. If someone knows you can do this they can save to try to hide their true feelings.
- You can decode any cypher with d6-Nerve hours of study (min. 0) and have Nerve-out-of-6 chance of successfully intuiting any password.
- You can read as fast as you can flip pages and retain everything you see. Given the necessary implements you can recreate anything you have ever seen or read from memory in photorealistic detail.
- A bright red card that has a 4:6 chance to hack any card reader.
- A bright blue card that will extend unlimited credit, has a 3:6 chance of attracting unwanted attention.
- A bright green card that can scrape ice off windshields and instantly open poor-quality locks.
- Experimental vibroknife, deals damage as a medium weapon and counts armour as 1 grade poorer (heavy to medium, medium to light, light to nothing). Jams up on a fumble and becomes a regular knife until repaired.
- Atlantean healing sarcophagus, reverses progression of illnesses and quadruples natural healing. If used on a normal person, 10% chance they must save or acquire a permanent mutation every 24hrs of use.
- Soliton radar. Detects position of living beings of dog-size or larger in a 10-meter radius. Ordinary comms chatter will make it fritz out.
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