Wednesday, July 20, 2022

Magic Item Shoppes

The Magic Item Shop seems to be an artifact of many people's teenage flounderings with the game, one that seems to be almost universally scorned in these Latter Days. A lot of campaign settings I own explicitly state that such a thing as a place where enchanted goods are freely bought and sold does not exist, often in an attempt to reinject mythic quality to these wondrous objects. It's a laudable instinct, but I prefer to rehabilitate ideas rather than exclude them. To whit, here's a couple of Magic Item Shops I think could be additive to the wonder value of their wares;


Penfold's Discretionaries is a family owned boutique that has - quite coincidentally - existed for almost as long as the Assassin's Guild. It is on the surface an invitation-only tailor and purveyor of gentlemens and ladies' appurtenances, and absolutely not a dealer in tools of covert murder. Every purchase at Penfold's is accompanied by an elaborate etiquette; there is no customer and salesman, only emptor and factor, money is rarely discussed openly and never to the emptor's face. Following a sit-down consultation over coffee with a member of the Penfold family, an itemised quote slipped discreetly to their valet is about as crass as the business' owners - twin brothers Silace and Linus Penfold (both illusionists), along with their sister Ambrosia (a necromancer) - can stomach without scandal. Buying from Penfold’s is akin to being tailored for a new suit or a piece of bespoke jewellery, full of consultations, measurements and adjustments to guarantee the emptor's complete satisfaction. The actual intended function of the device being sold is only ever skirted around in euphemistic terms, with discussion focusing on the workmanship and aesthetics of each piece. The results, however, are always satisfactory in the extreme. If one is ever in need of a way to place a half-foot needle of envenomed stygian steel through the eye of someone who has offended you with pinpoint accuracy from across a crowded ballroom without it drawing comment, accept no substitute.
Roleplaying: The three Penfolds speak in elaborate circumlocutions when it comes to their wares, accompanied with subtle sexual innuendo - the only form of risqué behaviour they allow themselves. Their snobbery is extreme - these are the sort of people who would consider the Queen of England common for using French loan-words - but so is their susceptibility to flattery, especially from those they consider the right sort.
“Would sir care to note the precision craftsmanship clearly visible on the arms and tensile elements? Would it be improper to mention that this item could place a projectile through the eye of a needle at twenty paces? That is, were the gentleman so inclined - and one could not possibly comment on whether he would be, ah-ha. And if sir would roll his sleeve down, he would note how this particular piece makes no impact on the shape of his cuff. Hardly noticeable, in fact. It is important that accessories not ruin the lines of one's ensemble. Such a crass bulge is an insult to the tailor.”
Specialities: Clothing, jewellery & light weapons, with enchantments that emphasise disguise, grace, protection and lethality. Many Penfold originals take more innocuous forms than usual, but are no less effective - a black pearl hatpin that functions as a Dagger of Venom, a Cloak of Invisibility in an elegant frock coat, a Staff of Withering in the form of a sleek ebony walking cane.
Prices: Very high, add 20-50% on to the market price. Try to haggle and you might get it lowered just because the Penfolds hate arguing over money (it's just so plebian), but will also be refused any repeat business. They may even send discreet letters of apology to any clients of theirs who were present for the unpleasantness (and they have a lot of professional assassins on their client list, all of whom would love to get on their good side). Emptors who show sincere and knowledgable appreciation for their craftsmanship receive better rates.
Quality: Impeccable. The Penfolds would rather drink poison than let a cursed or flawed item leave their premises, unless the emptor had specifically requested such - as a gift, perhaps? Items are often subtly superior to common examples of their kind, such as an invisibility granting device also masking scent.
Aesthetics: Penfold's distains chasing fashion, preferring timeless elegance that only the cultured eye can appreciate. Colours are muted, favouring shades of sable, argent, arsenic and midnight blues. Decoration is fine and understated; a delicate filigree of golden ivy, a cabouchon jet, a trim of finest lacework. Hard fixtures are in blued steel, brushed brass, ebony and bone. A discerning emptor will note an absence of anything that twinkles or catches the light.


Pecksniff's Relics is a dimly lit, cramped, dusty and haphazardly organized antique shop run by the titular Mr. Bladislav Pecksniff, an almost impossibly aged and wizened man of indeterminate species (stats as a lich, with cleric and druid spells and immunity to Turn Undead). Scuttlebutt holds that he was once a conman on the pilgrim roads, selling old bones and coffin nails to those with more faith than sense, until he came across the real thing in an ancient desert tomb while following a crusade, and realised that his theological specialty could be put to better and more profitable use. This dusty store holds some of the most holy relics in all creation. The original hand-penned epistles of St. Numbus to the Dendarians, the wooden skeleton of Archdruid Pandelmon, the golden thumbs of Sister Briaccus and other long-thought-lost items of reverence can be found here. Mr. Pecksniff himself tolerates idle browsing with thinly veiled suspicion, being quick to remind customers that his store is not a museum (he even has a sign indicating such, one of many) and will angrily swat the hands of anyone he deems unworthy away from his goods if they try to lay their grubby mitts on them.
Roleplaying: Once a cynical con-artist, long familiarity with objects of undeniable holiness has rendered Bladislav Pecksniff something of an omnitheist, though it has done little to improve his temper. He is almost resentful to part with items from his collection, doing so almost out of long habit than any real need (he's long since amassed a misers hoard), and will look for any opportunity to refuse service. Those looking to sell, on the other hand, can expect an unctuous greeting. Pecksniff is an unequalled expert in holy relics of all kinds, and is more than happy to wax on at length about the provenance, legends and powers of anything brought to him.
"Eh? What have we here...ohhh, the cloak of Adolphus the Tristylite, which sheltered him from the slingstones of the Nemerians and the fetid breath of Bendalaphon the Ochre, without interrupting his meditation. One second... Oi, I've told you lot before; you touch it, you bought it! Don't make me call your abbot! Fucking acolytes..."
Specialities: Pecksniff's stock is as eclectic as it is ecclesiastical. He carries few weapons - though there are one or two saint's swords and sacrificial knives about the place - but has umbrella stands full of holy staves, sandalwood cases full of vestments, robes and cloaks (and mothballs), and all manner of amulets containing fragments of saint's bone. He favours the relics of Lawful deities, but has a few eldritch artifacts of the primal gods of Chaos locked up in his basement for those who insist on such things.
Prices: Average, but increasing by 10% every time a party member does something to annoy Mr. Pecksniff. He is very easily annoyed, and careful attention to his multitude of signs ("Look, don't touch", "Silence is golden" , "No spitting, smoking or cats", "Wipe yer feet", among others) is essential in ensuring a good price. Part-exchange is also available.
Quality: Highly variable, some of the relics in Pecksniff's store are items of extraordinary power, on par with a Holy Avenger or Staff of Healing, but quite a few of them are variously cursed or function only for those of Lawful alignment (20% chance of either), and many are actively sought after by sanctioned relic thieves and iconoclasts (3:6 chance that the next random encounter a customer faces is a band of 2D4 Thieves with a zealous glint in their eye).
Aesthetics: While saintly incorruptibility goes a long way, dust and wear still means that much of the stock bears the stamp of its age. Most of them are of clearly archaic design, with bronze or plaited iron instead of steel and pennanular clasps instead of folding pins.

Saturday, April 9, 2022

My Only Teacher is Nature - Fighter Techniques (OSR/GLOG Compatible)

I rarely ever play fighters. Hybrids, sure. Gishes, paladins, monks, even barbarians, but seldom a farmboy with a sword and board and a yen for adventure. I've always just felt like I was missing out on half the system to play a character without any access to the kind of lateral advancement that spellcasters have. Part of this also stems from a conversation on the GLOG book club, specifically Spwack's idea that fighters need more options to do borderline 'impossible' things, because by standard OSR design philosophy anyone can attempt to do anything possible. There's a lot of wisdom in the old standby of letting fighters try this kind of thing just with a penalty to their attack roll, but I want a way of codifying it into something that feels like an actual way of improving your character. Wizards get the fun of collecting and crafting spells, I want that for fighter-types too. To whit, I have come up with the following rules that I am going to implement in my home OSE and GLOG games; 

Fighters can attempt to perform special techniques; they can try to pull off anything even vaguely plausible, even borderline impossible anime-tier stuff, using any resources available to them. If it's something you'd need a Feat to do in some editions or 10-year-old you believed people could do if only their kung-fu was good enough, a fighter can try it and have a reasonable chance of success. Furthermore, they can refine these attempts into polished techniques they can perform reliably.

This kinda stuff.

Fighters are not just simple warriors after all, they can endure enough damage to kill a normal man several times over, the mightiest of them can take blows from giants that by all rights should reduce them to a pulp. They are proficient with all weapons, a trait that on it's own was sufficient to elevate two members of the Suicide Squad to superhero level. Fighters are instinctual users of the same power that a wizard uses to turn invisible or rend a horde of goblins apart with killing incandescences. 

Here's how you do it;

  1. A Fighter can attempt 1 technqiue per day per level, demi-fighters like barbarians and rangers etc. can attempt 1 technique per day for every second level they have. A technique is always attempted as part of an attack roll, and must be declared before the attack.
  2. When they first attempt a new technique, the GM should assign it a difficulty out of 1-6. Base difficulty is a 5:6 chance of success, for each additional action's worth of stuff* a technique contains lower this by 1, for each really outlandish action reduce it by 2 or more.
  3. Truly extraordinary techniques may have a 0:6 chance of success. However, if they wish, the player may negotiate drawbacks to the technique to reduce the difficulty. Taking a fatigue level, losing a die or two's worth of hp, losing the use of a limb for a certain period, or expending a hard-to-procure resource like a potion are all good examples.
  4. If they roll under the success chance on a d6, they do the thing! They should also write down the technique and give it a name, so they can retry the same technique again.
  5. If it fails, they should still write it down anyway, except the next time they retry it the difficulty is lowered by 1 point. Every failed attempt in real combat (not sparring) lowers this difficulty. When a technique's success chance is reduced to 6:6 it is now perfected. A perfected technique can be pulled off automatically with a successful attack roll and an expendiature of a daily technique usage. It can even be used after the attack roll is declared successful or not.
  6. A character can have a number of techniques in their memory equal to their level. They can still learn new techniques once this limit is filled, but must forget one of their currently memorised techniques to make space. True masters write their perfected techniques into Manuals to avoid losing them permanently (see below).

*To illustrate: a lot of games have rules for sundering, disarming, tripping, grappling, etc. which all take up an attack action, with a technique you can do multiple of those things at once. Like disarming a person with a flick of your blade, grabbing their weapon out of the air, and hitting them with it all in one smooth move (base success chance 2:6).

Special techniques can include any resources at the user's disposal, but if it's tied to a specific weapon's magical effect the user needs that weapon to use the technique, or one with a similar enchantment. An example might be taking a swig of moonshine and spitting it through a flametongue sword. You're going to need at least some flammable liquid and a source of fire to do that.

Why yes, this is all an excuse to post Ranking of Kings gifs, thank you for noticing.

Training & Technique Manuals
A fighter during downtime can spend cash to improve their success chance with a technique, up to a maximum of 5:6 - only testing in the unpredictable nature of real life-and-death combat can perfect a technique. Everyone has a plan until they get punched in the mouth.

Such improvements require access to a training facility with dummy targets, wooden training weapons, and master tutors where the technique can be refined in a semi-scientific fashion. A "fighter's guild", knightly order, mercenary company or the like will likely have such a setup. Training costs a week of effort and 100gp x the chance:6 advanced into. E.g. advancing a technique from a 3:6 to 4:6 costs 400gp.

A technique that has been perfected can also be written into a Manual, which can be read by others to learn the technique. Such Manuals are highly valuable and sought-after, and become a new item of treasure akin to scrolls for wizards. With a Manual a character can freely commit the perfected technique it contains to their memory with only an evening's study.

End Him Rightly

Writing a Manual doesn't require magical ink and uncanny parchment like a scroll, but it does require illustrations. An artist must be employed unless the author is also proficient. It takes a month to write, 500gp, and a successful skill check both for the artist and the author. A failed check results in a flawed manual, with either obtuse language or hard to follow illustrations, reducing the base success chance for the technique learned from it by 1 for each failed roll. The author can of course retry, providing they have enough money and time remaining, and the technique still in their memory.

Example Techniques

Dance of Wrath
Three strikes executed in the time it takes a common man to make one against the closest 3 possible targets within 30ft of each other, friend-or-foe. This technique is so strenuous it costs the user a level of Fatigue.
(Three attacks in one (-3), uncanny movement speed (-2), Doesn't discriminate targets (+1), Fatigue gain (+1), base success chance 2:6)

Fightan.

Don Schiavona's Percipient Defence (I provided this one, but this whole post is mineable.)
Expend a technique use for the day as a reaction to be able to parry even attacks that you are not consciously aware of for the round, allowing you to keep your full Defence and make an opposed attack roll against the first attack made against you this round, negating it if you exceed the attacker's roll. This technique, once perfected, can be used even when unconscious.
(Uncanny defence (-2), one special action (-2), base success chance 1:6)

Shirasampe
A deceptive technique that appears to the untrained (non-Fighters) to be a seemingly supernatural ability to paralyse foes with a blast of chi from the user's palm. In actuality, it employs no magic, merely knowledge of the prana-bindu meridian system and a pebble hurled with supreme speed and accuracy. The victim must Save vs. Breath Weapons or be paralyzed for d6 rounds, or until they take damage.
(Near-magical effect (-3), requires proficiency in medicine (+1), base success chance 3:6)



Friday, January 14, 2022

Better Angels - Anticanon Spells of Kurtulmak

It is well known that spells employed by wizards are a form of semi-sentient solar spirit, somewhat less known is that the miracles called down by clerics are manifestations of the host of angels that invisibly accompany them.

The miracles employed by the vagabond adventurer-priests of Kurtulmak, god of buried treasure, hidden danger and underdogs follows the same vein, just somewhat less invisibly. Kurtulmak's spells are kobolds, spirits of the deep places that take the form of canine or reptilian humanoids, of varying but typically diminutive stature and cunning of hand and eye.

Be not slightly afraid.

Powerful clerics of Kurtulmak are accompanied by a procession of kobolds who, while lacking angelic supernal invisibility, are at least good at hiding. When invoked, kobolds will appear from behind doors or blind corners, jump out of cupboards, peek from under the cleric's robes or even from secret doors that weren't there before, and can't be found again. They do have a tendency to be curious and watchful even when not invoked and casual observers are often unnerved by the furtive whispers and peeking eyes that follow in the wake of a Kurtulmak priest.

Clerics of Kurtulmak might be Magoi. If they are they might be skilled in gem cutting, wear robes of rusty orange and viridian, perform auguries by throwing knucklebones, carry cubit rods and wear red gold rings on every finger. Dungeoneering is not a means to an end for these strange souls, but a form of communion, a pilgrimage that reveals Kurtulmak's mysteries. Perilous, yes, but they are never alone.

This is your life now.

A note on spell spirits: One of the things I most like about Magos-style spells is that by giving them a form and a personality they become as much allies as powers. In addition to their spell effect, consider allowing a the priest to spend an MD or two to have their kobolds do any mundane thing a small pack of stealthy, agile munchkins with knives could achieve. 1MD per kobold needed to get the job done is about right. Assume they have physical capabilities of a level 1 commoner or an unseen servant. You don't need a special kobold whose name means "Rope" in badly transliterated Icelandic to tie a rope around something at the top of a cliff and throw it down, they're all smart enough to do that, they just need your MD to manifest physically in the world. They can't carry physical objects through wherever it is they go when they disappear into cupboards or run into the trap doors only they can find - only Rán can do that, as her spell effect - but can otherwise teleport at will to wherever you need them to be. This is effectively a Kurtulmak priest's cantrips and perk rolled into one.

1. Blasidd (Bladed)
A verdigris-scaled drakobold, clad in spiked gladiatorial half-armour, bearing a different type of sword every time he is summoned. Disconcertingly terse, it's hard to have a conversation with him without feeling like he's waiting for an opening.

Will fight a specified opponent for [sum] rounds, appears next to them when called. Makes attacks with a [best]+[dice] bonus, dealing d8+[dice] damage on a hit, attempting to flee from him grants him an attack of opportunity. Has Defence as if wearing light armour. Hits scored against him take d6 rounds off his remaining summoning time. If his original target is killed within his summoning time, he can be commanded to attack another. If summoned with 2MD or more, he counts as wearing Medium armour, and Heavy armour at 4MD+.

Swolebold

2. Hylari (Concealer)
A sable-coated dogkobold in a highwayman's mask and tricorn. Steps out of a shadow when summoned. Likes to imagine himself a dashing rogue but is too much of a wallflower to make much of an impression.

Renders [dice] people or equivalent volume of objects imperceptible as long as they remain immobile. Fidgeting and breathing is okay, as is being transported in a wagon or such like, but the spell is broken as soon as they move or are picked up. The priest who summoned Hylari can see through the concealment.


3. Brynvaris (Armoured)
A bronze drakobold, though hard to discern beneath the full plate armour and tower shield they carry. Alternately cringingly timid and filled with braggadocio.

Creates an ablative shield around the target, with [dice] hardness and [sum] HP. Any incoming damage is reduced by the shields' hardness, what remains, if any, is divided between the shield and the target. [sum] can be split between multiple targets, if desired.

4. Bruggari (Brewer)
A muscular hazel-brown dogkobold, carrying a firkin barrel on one shoulder, with a string of wooden and pewter tankards hanging by hooks from a rope belt and a wreath of braided hops around his neck. Thinks you need to relax more.

Can purify [sum] inventory slots worth of water of any diseases or toxins by transforming it into small beer or watered wine. If 2MD or more are spent, Bruggari can instead create strong ale or wine if desired. If 4MD are spent, he can instead transform the contents of a waterskin into the mythical Hesperidean Cider which can cure any mundane illness, allow a new save against a magical one, and cease the imbiber's aging process by D4-1 months. All these transformations last [dice] hours before reverting to their former state.

5. Rán (Robbery)
A tawny dogkobold in a nondescript brown hood and mask, easily mistaken for a child or halfling at first glance. Steps out from behind things, especially things that should be too narrow to hide them. She is suspicious of new things, but too curious to stay away from them for long.

Can move an object or objects of up to [dice] equipment slots up to [sum]+[dice] meters, ignoring intervening space. The cleric doesn't need to be able to see the affected objects, and can give Rán any instructions a sensible person could follow (e.g. "Go to room 23 of this hotel and if you see any papers bearing the Marquisa's sigil drop them out the window for me to catch"). Rán is light-fingered enough to pick pockets, victims save with a bonus or penalty equal to the difference between their HD and Rán's MD to notice and grab on to their stuff.

6. Varddeldur (Campfire)
A robust coal-black dogkobold with shockingly thick fur and a bedroll and travel pack upon his back. Talks in a yokel drawl, appears dopey at first but is highly perceptive.

Creates a roaring campfire in the space indicated by the priest. It is a real and solid fire, and able to burn and cook as normal. It will remain burning for 8 hours, and anyone resting in the circle of its light finds their wounds healing at an accelerated rate, multiplying their natural healing speed by [dice]+1. Furthermore, the fire keeps away hostile monsters, giving a [dice] or [sum]% bonus to whatever wandering monster system you're using to avoid ambushes in the night. If cast with 4MD, Varddeldur will physically manifest and wrestle any attacker for 1 round, barking loudly to alert any sleepers all the while.

7. Gildra (Trap)
A copper scaled drakobold laden down with leather toolbelts and bandoliers, appears from trapdoors that cannot be found before she is invoked or after she returns to whence she came. A consummate craftsman, who takes pride in her work.

Creates a trap on a lock or corridor space that deals either [sum] damage in a '10 area or [sum]+[dice] damage to a single target when triggered, save for half. Trap is concealed but possible to find if actively searched for. Choice of poison, piercing, slashing, fire or electricity damage, if it matters. In addition, Gildra can be called to inspect any specified target (a door, a hallway, an idol, etc.) for traps, with a [dice]*2 bonus to her roll.

8. Myrkva (Darken)
A black drakobold, androgyne and mysterious, often visible only by their eyes gleaming red in the shadows. Likes to make sinister pronouncements and chuckle malevolently.

Myrkva's breath extinguishes all flames and darkens all light sources in a [dice]*20' radius area. Myrkva can see in darkness and can tell the priest of events occurring within the gloom, if asked to. For 4MD Myrkva instead breathes forth True Darkness, which suppresses all magic within it like an antimagic field - opposing any magical effect with Myrkva's MD, and rendering even darkvision blind.

9. Grafa (Burrow)
A common drakobold in a miner's helmet with a pickaxe and shovel in hand. Comes with an entourage of subkobold miners he calls 'the lads'. Serious and no-nonsense, prone to giving hard back-pats and painful handshakes. 

Grafa and the lads will dig through one '10×'10 cube of earth, clay, loose rocks and sand per MD spent, setting up buttresses and joists as they go to keep the tunnel stable. For 2MD or more they can do the same to brick and artificial stonework, for 3MD solid natural stone, for 4MD Grafa will get out the thermal lance to handle any normal metal that gets in the way. For a 1MD surcharge Grafa will collapse any tunnel they have created.

10. Auddkenna (Identify)
A rusty red drakobold, with thick milk bottle glasses and laden down with tomes and scrolls. Fidgety and excitable.

Reveals [dice] traits about an object or location, in the following order; origins and history, major magical properties, minor magic properties, curses.

11. Diefissu (Dungeon)
A golden furred dogkobold, jolly and rotund, wearing rich raiment, coins and jewels positively drip from his pockets. Carries a wriggling sack over one shoulder and has a cunning, sinister gleam in his eye.

When invoked, Dieflissu appears and sweeps his sack over the target, which vanishes into its depths. If targeting unattended objects, this affects up to [sum] inventory slots. A living target whose HD exceeds the MD used to cast the spell can Save to struggle free before Dieflissu carries them off. Vanished targets are placed in an extradimensional dungeon complex by Diefissu, the layout of which is his to decide, though the priest may offer counsel. They can be summoned back into the material world with another casting, and can potentially free themselves or be freed by allies if they have any plane walking capability. On the priest's death, the extradimensional dungeon and all its contents is pushed into the physical world in a subterranean location. Thus it is ensured that there will always be dangers and treasures hidden beneath the earth.

12. Dreki (Dragon)
A regal red drakobold of almost mannish stature, arrayed like a queen in silk and gold, claw-tipped sceptre in hand. Haughty and imperious, treats priests like courtiers.

Projects a cone of fire 50' long and 30' wide at its end. Fire so hot and projected with such force it's almost solid. Stone walls shatter before they melt, foes are briefly transformed into blackened skeletons before those too are consumed. The priest who invokes this kobold takes [dice] damage, anything in the area takes [sum]*2, save for half. A 1 die casting will demolish a hut, a 3 die casting will gut a brick townhouse, a 5 die casting will bring down a castle wall.

Tuesday, December 28, 2021

For hate's sake I spit my last breath at thee - Bloodhunter (GLOG class)

It's a story as old as the mountains; one day, something foul and poisonous, many-headed and mad from birth, came upon your village with savage hunger. The screams, the stench, the swift, fanged horror in the darkness. It should have been enough to break you. And perhaps it did, in a way; broke you right, broke you sane. After all, if humanity was so great it wouldn't be torn limb-from-limb by nameless terrors in the night. Better to leave it behind, become something stronger; the stalker in the night, the tale that trollmaids tell their bairns to make them fear, that the manticore and the hydra smells on the wind and goes the other way. They won't catch you unprepared this time, you're not prey any more. They are.

Class: Bloodhunter
You are quite tasty in a fight, being proficient with your choice of three weapon groups out of swords, spears, axes, clubs, crossbows and firearms. You are also proficient with nets, bolas and poisons. You can only wear leather armour, but it can be weird leather (see Skinning below), and can wield shields.

Starting skill: 1. Normal Leatherworking 2. Animal Handling 3. Trapmaking

Starting Equipment: Boar spear, messer or hand axe, cudgel, 50ft of rope, crocodile leather armour (light), bucket, bonesaw, saddler's needle and strong thread, stack of pelts and ivory worth 3D6 gp, 1 item of choice or 2 rolls from the list of Hunting Gear.

A: Skinning, Teratology +1 HP
B: Pugnacious, Slayer Tactics +1 attack/round
C: Medusa Head +1 Saves
D: Become Monster, +1 HP
+
Δ Nightmare
Δ Teratovore

A: Skinning
You can convert monster body parts into useful equipment. A monster carcass that is in reasonable condition (not burned to a crisp,  shredded or flattened) yields usable parts equal to its HD/2, rounded up. If you have multiple carcasses of the same species available, combine their HD to determine the number of salvageable parts. With a few hours' work these parts can be converted into weapons and armour. If you have multiple carcasses from the same species to work from, you can total them up to determine the usable parts available to you. 1 monster part takes up 1/2 an inventory slot. You can maintain up to your Templates (including deltas) in slots of monster parts at a time (make a note of what creatures they come from), any in excess of this rot into uselessness at the end of a the session. All parts included into a single creation must come from the same species.

If a creature has a natural attack, you can create a weapon that has the same damage and effects, this requires 1 part per size rating of the natural weapon, plus 1 more for each special effect (poison, etc.) the attack form has. Special effects have a usage die of d6, and can be refreshed by expending a part from the same creature that originated it.

If the creature has natural armour, you can create leather armour that has the same protective value by expending 1 part per weight rating of the equivalent armour (light, medium, heavy). If the creature had any special resistances then these may also be incorporated into the armour for 1 extra part. Like weapon special effects, resistances have a usage die and can be refreshed in the same way.

Note on usage dice: Usage dice is a mechanic that originates with The Black Hack, for simplicity's sake in this class usage dice always start as a d6 that is rolled whenever the item it is attached to is used, drop to d4 on a roll of 1-2, on a second 1-2 roll the trophy or weapon/armour special ability cannot be used again unless refreshed.

A: Teratology
You have a Templates:6 chance to know a useful fact about any given monster you encounter. If you fail this roll you may retry after you have had time to examine the body of one. If the creature has any special vulnerabilities or resistances, you know that first, followed by special attacks, then behaviour patterns.

B: Pugnacious
NPC's can sense, and will fear, the aura of dread violence that hangs over you, one who wears the skins of nightmares. NPC townsfolk and the like can surround you or bar your way, but you always win initiative against them, and they roll morale tests against you with disadvantage.

B: Slayer Tactics
When you succeed in an attack against a non-human foe you can immediately employ a followup maneuver against the target, once per round. E.g. applying a torch flame to cauterize a hydra's neck-stump, attaching a limpet mine to a gorgon's back, tripping up a charging minotaur, etc.

In addition, you can fight a target you can see in a mirror as well as you could looking straight-on. When you do so you are immune to any cognitohazards and gaze attacks the target can employ.

C: Medusa Head 
There is powerful magic in skin and bone, equal to any. You can now use skinning to create mixtures and trophies that replicate monster abilities, or build them into weapons and armour by spending extra parts as normal. This costs 1-3 parts, depending on the strength of the ability (DM decides) and has a d6 usage die. If the ability is passive, it lasts the usage die's roll in minutes.

You can even replicate spellcasting abilities of magical monsters by converting them into a trophy. Such a trophy holds up to the creature's former MD, costing its MD value in parts, and has all their known spells. You suffer any mishaps and Dooms resulting from its use. In this case the usage die is rolled once a day at midnight to regain an expended MD. Liches, immortals and wizards on their 3rd Doom are monsters.

D: Become Monster
You can graft monster organs onto your body, up to the equivalent of your Templates (including deltas) worth of parts. The usage dice of grafted organs refresh whenever you get an uninterrupted rest. The grafting process requires a place to work uninterrupted for 8 hours, surgeon's tools, a big bottle of strong alcohol, and deals you 1d6 damage per monster part used in the graft.

Δ Nightmare 
Stitch together the parts of 3+ different monsters, at least 2 of which must be capable of quadrupedal locomotion, convince or force the spirit of a dead horse to inhabit it.
You have a monstrous steed, a stitched-together chimera animated by the power that comes from the joining of unlike things. It counts in all respects as a warhorse, except two of the following are true;
  • It always comes when called, no matter the distance between you, even across planes.
  • It only falls when it wants to - if you ride it off a cliff, you can keep going at the same elevation, but if you descend lower it needs a slope to climb higher again.
  • It has a power possessed by one of its component monsters, with a d6 usage die that resets at midnight.
Δ Teratovore
Live on monster flesh as your primary source of calories for a month.
Your unnatural diet has taken a toll on your physiology, for better or worse. You can no longer eat normal food, it's like forcing down mouthfuls of ashes and vinegar if you try, so unappealing is it in comparison to the sublime sweetness of monster flesh. On the upside, you can consume Parts to heal yourself by d6 hp, and increase one physical stat that the monster had higher than yours by 1, up to a maximum total bonus across all stats equal to your Templates. These bonuses last 8 hours. One monster part is enough to sustain all your dietary needs for a full day, but you'll want more.

Example Trophies;
Trollskin Duster: A green-grey leather coat with an oddly rough, knobbly texture, studded with bony dermoliths. The leather is still, in some way, dimly alive despite the tanning and curing it has endured. When the wearer is injured their blood enlivens the coat, which sweats a froth of trollish regenerative hormones and complex proteins, sealing the wound and any damage to the coat. Regular infusions of trollfat-based polish are necessary to keep it in condition if regularly damaged. (3 parts - light armour plus limited regeneration)

Destrachan Horn: Something of a misnomer, as destachans don't have horns. Rather, it is an instrument made from the creature's mummified vocal organs and bone sounding chamber, resembling a pungi snakecharmer's flute. A skilled destrachan hunter who has studied the way they control their breathing to produce constructive interference waves within their resonating chamber can play the horn to produce the destrachan's famed sonic blast. Some of the delicate inner components of the sounding chamber tend to break or have their cartilage dry out and must be replaced from time to time. (2 parts - good attack with a rare damage type)

Rust Monster Essence: A canny teratologist can use some very simple alchemy and an ample supply of rust monster glands to separate out the active element in rust monster saliva that produces incredibly fast oxidization. The creature's mandible itself provides the ideal applicator, and can be fashioned into a squirt-bottle with ease, though some prefer to just keep the stuff stored in ceramic phials for throwing. (1 part - a useful but circumstantial effect)

Bulette Plate: The metalic chitin of the land-shark can be fashioned into excellent plate armour, once its digestive juices have been used to soften the shells for reshaping to a humanoid form. Expert armourers can even incorporate the complex subdermal intercostal muscles that produce the harmonic resonance that allows the bulette to "swim" through the earth. Wearers are advised to use this sparingly, as the muscles quickly lose their stored chemical energy and once exhausted the user risks being left entombed underground. (5 parts - heavy armour, plus a decent special effect)

Beholder Wand: Pristine Beholder eyestalks can be fashioned into wands if submerged into mixture of blood and the creature's magically-charged vitreous humour. The optic nerve can be triggered by applying a mild acid (human saliva will suffice - just lick your fingertips and pinch!), to produce the eye's beam on command. Unlike a living Beholder's eyestalk, the magical charge does eventually wear out.unless immersed in more liquid vitreum. (2-3 parts, depending on the eyestalk)

Hook Horror Sword: The gigantic bony blades of a Hook Horror make ideal weapons once they are mounted on a hilt and the excess connective material pared away. Counts as a tiger hook sword, grants the ability to rend if you hit with two of them in the same or sequential rounds, causing a third automatic hit. (3 parts - medium weapon + special effect)

Myconid Necrospore Dust: Some older myconids have the ability to infect corpses with a fast-growing extension of their own mycelial biome that reactivates parts of the deceased's nervous and musculoskeletal systems, and replaces others. A bit of quick-and-dirty bioalchemy can recondition the spores so that the fungi that grow from them respond to the hunter's pheromones with the same defensive behavior as they would from their originator. (2 parts, good but circumstantial effect)

Nothic Monocle: Mummify a nothic's eye (it shrinks down to the size of a tangerine) and poke a hole in the back where the optic nerve used to be, scour the lens with some rough astrological sigils and bathe the thing in the creature's blood. Look through it at someone to learn something important about them, manifesting in visual hallucinations of their past. Only works once per person, and eventually the magical charge dissipates unless the eye is anointed in fresh nothic blood. (1 part, useful investigative power).

Hunting Gear d20
1. Collapsible gastraphetes (5 minutes to assemble, 2 rounds to reload, hits as a light siege weapon) and 5 bolts. (4 slots). Takes a full grown man leaning his whole weight on it to cock the mechanism.
2. Large-bore Arquebus and 20 measures of powder and shot. (2 slots).
3. A sensibly sized crossbow and 20 quarrels. (1-2 slots).
4. A convincing fake sheep (hollow). (1 slot when packed up).
5. Silvered steel dagger, with hollow handle to be fitted on a pole as a spear (1/2 a slot).
6. Utility harness, makes an extra 2 of your slots quick access (0 slots when worn).
7. Thighbone flute (1/2 a slot).
8. Tower shield with a personal blazon (3 slots).
9. Flask of whiskey cut with troll blood, restores 1hp per swig, contains 10 swigs (1 slot).
10. Two bear traps, deals 1d8 damage and immobilises on a failed save. Strength roll with disadvantage to break free (1 slot each). 
11. Harpoon with rope-loop, heavy weapon, on hit target must save or the harpoon embeds and can only be removed by doing its damage again (2 slots).
12. Spool of strong brass wire, about 50 meters of the stuff. (1/2 a slot)
13. Almanac of Teratological research, gives +1 to first Teratology roll for a given monster species (1/2 a slot).
14. Jar of peppermint oil, extremely strong smell. (1/3 a slot)
15. Camouflage cloak (+2 Sneak in a specific terrain). (1 slot, 0 when worn).
16. A folding treestand, lets you camp up a tree. (2 slots).
17. A gallon jug of refined alcohol (1 slot).
18. A large dog with baggy skin, trained to kill lions. (0 slots unless you carry it, then... I dunno, 4?)
19. A box of 2d6 dynamite sticks. Old, 1d4 weeks away from starting to sweat nitroglycerin.
20. Something stranger;
  1. A Gullet Harness, leather strapping covered in spikes. Creatures that swallow you whole take d6 damage per turn and have to save every round or spit you out. Gives you disadvantage on most checks related to agility.
  2. NO WAY BACK, a +1 Bastard Sword of acid-pitted steely iron. Terse, violently bigoted, sentimental.
  3. A lich's skull, long drained of its magical power but the spirit still stuck around for some reason. Has a 3:6 chance to know any given thing related to magic. Answers to Zarzak.
  4. A music box. Once, ever, you can play it to a formerly human creature to paralyze them with the painful recollection of their lost humanity for 1d6 rounds.
  5. 3D6 gold pieces worth of assorted silver holy symbols. Makes great bomb shrapnel when hunting unholy monsters, doubling the damage against such prey.
  6. A Bane Dagger, a kind of trophy made from the rib of a dead Bloodhunter who became a monster from their own obsession. Pick one specific monster - a monster of that species wounded by this dagger must Save or die, after which the dagger turns to ash.

Thursday, October 28, 2021

GLOGTOBER - Collab with theisticGilthoniel - Spell Charms

Here be a selection of spell charms for theisticGilthoniel's Hypogeum magic users, in turn inspired by my old post of MtG: Arena wozerd-duellists. Spells being tangible items is cool and fun and you should use it wherever possible.

MtG Piracy Charm

  1. An arrowhead crafted from transparent aluminium on a delicate silver chain (magic missile).
  2. Feathers of an eagle, a raven and a hummingbird, bound together at the quill with a gold-set aquamarine (flight).
  3. An ouroboros carved from jadeite on a leather thong. (raise dead).
  4. A tiny articulated marionette of rosewood with silver wires connecting to its crossbar. (animate object)
  5. A thumb-sized polished pewter bell with no clapper (silence).
  6. An orb of quartz carved with intricate abstract striations, pierced by a silver nail (read minds).
  7. A sunburst amulet of red gold (fireball).
  8. An onyx pendant carved in the shape of a bat (darkness).
  9. A platinum coin etched with a smiling face on one side and a snarling one on the other (control emotions).
  10. A leather pouch containing a number of small figurines, each carved from a tooth in the form of the creature of origin (summon monster).
  11. A thimble-sized iron cup (shield).
  12. Two seated figures like chesspieces, carved from ivory and ebony, bound together with a copper wire (telepathy).
  13. A silver phylactery containing a scroll scribed with 101 blasphemies (lightning bolt).
  14. A blocky, almost cubic fist carved from a piece of magnetite (telekinesis).
  15. A lamp with an age-blackened patina of soot and oil, hardened to a lacquer (grease).
  16. A turquoise flute, carved with depictions of birds in flight (gust of wind).
  17. A bracelet of beads carved from human finger bones (chill touch).
  18. An obsidian disc polished to a mirror shine, in a gold frame (scrying).
  19. A leaden hand-stamp bearing the Adamic character for "acquiescence" on one side and "denial" on the other (open/close).
  20. An ostentatious vermeil ring inset with a cabouchon sapphire (elemental blast: cold).
  21. A set of cloisonne nesting dolls (shrink/grow).
  22. A stylus made from a spar of fulgurite (explosive runes).
  23. A perfectly symmetrical and unadorned cube of black basalt (dispel magic).
  24. A corked silver tube containing a stick of glimmering gypsum chalk (circle of protection).
  25. A plumb line with a bronze bob engraved with dwarves runes (wall of stone).
  26. Anointing oil in a green glass phial, moulded with intricate patterns of coiling serpents (cure wounds).
  27. Two full-finger rings of black-lacquered copper with sharpened nails (spider climb).
  28. A short chain of five silver wire links; a circle, a triangle, a square, a pentagon and a hexagon. (intangibility).
  29. A black half-mask with a mirrored interior (disguise).
  30. A large ruby surrounded by pearls, meant to be worn over the ajna chakra (burning ray).
  31. A green jade needle, capped by a gold lotus finial (restoration).
  32. A crystal alembic the size of a chicken's egg (distill magic).
  33. A wand crafted from braided spars of copper, black iron and tin (sorcerous blast).
  34. A circular amulet bearing the relief of a three-headed hound (barrier).
  35. A mummified firefly, encased in a tubular glass reliquary the size of a man's smallest finger (create light).
  36. A two-sided mirror, one side silvered, the other gold (illusion).
  37. A signet ring with a blank iridium coin as its face (mark).
  38. A polished orb of tigers-eye in a maroon velvet pouch (arcane eye).
  39. A tangerine-sized spherical brass censer on a chain, the smoke holes of which are in the shape of Adamic characters (conjure).
  40. A crystal phial of anointing oil, despite its clarity the oil smells discernibly of blood (magic weapon).
  41. A purple ribbon embroidered with golden runes of nobility and uprightness (regalia).
  42. A small silver aspergillum and aspersorium set (enchant).
  43. A hollow teak figurine of a carrier pigeon (message).
  44. A necklace of hard animal remains - claws, skulls and fangs on a rustic leather thong (beast form).
  45. An anthracite figurine of a crusader knight (set ablaze).
  46. The fossilised larynx of a prehistoric lion-analogue, painted with red lacquer (beast speech).
  47. A brass amulet with a gurning, oddly lifelike human face (anthropomorphize).
  48. A chisel blade, intricately engraved with stylised vines and leaves (woodwork).
  49. A copper rooster charm, depicted mid-crow (control weather).
  50. A set of miniature pan pipes, each pipe carved from a different bone (call to animals).
  51. A cartouche containing a crude clay face, with polished stone eyes and teeth (mouth of the earth).
  52. A steel square-rule, with the measurements marked with giantish characters (giant growth).
  53. A doeskin pouch of assorted seeds marked with a symbol that could be a downturned sickle or the curve of a pregnant belly (fertility).
  54. A brasse-taille locket containing a depiction of an enthroned Emperor on one side and a cutting from his cloak under glass on the other (glory).
  55. A tuning fork that resonates with human speech (reveal falsehood).
  56. A bracelet of antique gold, dotted about its circumference with enamel eyes (angelic form).
  57. A river pebble polished smooth in a waterfall plunge pool, carved with a lighting bolt rune (voice like thunder).
  58. A dagger of purified silver, every millimetre of its blade inscribed with exhortations against unclean forces (banish).
  59. A maroon silk napkin embroidered all over with the hieroglyphic depictions of servants cooking (miracle feast).
  60. A black velvet bag containing two large silver coins with a death's head on one face and an hourglass on the other (fear).

Thursday, October 21, 2021

GLOGTOBER 2 - SLEB

Gonna be real here - this is basically a shitpost to get this subject over and done with because trying to come up with something interesting to do with slime makes me want to scream. I have spent three weeks gurning at a blank document trying to muster up the will to write. This is what I got.

 Sleb is an artificial mucoform god made by some fucking wizards to avoid damnation for all the fucked up shit they did, like making slime gods.

You want to be a worshiper of Sleb? Be my guest, you sick fuck. Here's how you do it;

Step 1: Find a Slebbite Church, you can usually tell them by the malachite and basalt facias.

Step II: Convince the priest there that you're totally into Sleb and his message, about $50 should suffice.

3rd Step: Said priest will then perform a holy rite known within the Church as the "Opening of the Mind" and outside it as "Amateur trepanation without anesthesia.", followed by a very touching, moving ceremony where he'll remove a piece of your grey matter about the size of a grape, dissolve it in a font full of green stuff (the body of Sleb) and then pour it back in your skull.

Step the Conqueror: Congratulations! Your soul is now safe in the care of a giant dungeon slime that some weird old fucks poked with magic sticks until it started thinking. Don't you feel blessed?

Effects of being a Slebbite: The most immediate effect is permanently losing a point from one of your mental stats, decided at random. You can request whether you want to give up intelligence, wisdom or charisma before undergoing the rite, and the slebbite priests will oblige as best they can, but they're not really skilled brain surgeons, they just do the equivalent of following a youtube instructional video - 50% chance they get the right part, otherwise roll at random.

Here's the upside;

First, you get free telepathic communication with all other slebbites; through the medium of Sleb's sacrament you are all now part of the whole that is Sleb. You know each other's thoughts the way you know where your foot is and what it's feeling.

Second, your soul is protected from interference. Any attempt to possess, trap, obliviate or torment your soul results in the attacker rupturing their own soul in the process, usually this just means that all magic dice they used in the attempt automatically burn out. You also get to go to slebbite heaven when you die. It's kinda shit by standards of most heavens, like a ratty motel compared to the Hilton, but it is guaranteed; there is no slebbite hell.

Third, once per day you can gain a new Skill in any subject of your choice, as long as another slebbite possesses it. The knowledge of the skill is lost after 24hrs. There is a 1-25% chance that no slebbite possesses the skill you desire, depending on how obscure it is.

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.


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...