Wednesday, September 29, 2021

You Will Return With a Steel Mask Instead of a Face (GLOG Class: Specialist)

Starting Equipment: Any four items from the mundane equipment list, a double-action revolver with 6 rounds or a sword (probably a smallsword, backsword, or saber) and a parrying dagger, and a minor magical item (see the table at the end of the class).

Skills: Any two of your choice.

A: +2 Specializations
B: +1 Specialization, +1 Expertise
C: +1 Specialization, +1 Expertise
D: +2 Specializations, +1 Expertise
Specialization: At A template, you gain two Specializations. You gain a further one at B and C templates, and two more at D template. When you gain a Specialization, you gain it as a skill with all that implies in addition to gaining the first ability listed for that Specialization below.
Expertise: You gain Expertise in one Specialization at B, C, and D templates. When you gain Expertise in a Specialization, you gain the improved ability for that Specialization listed below. You also increase your score for that skill by 2.


  • Acrobat:
    • Ability: Treat any falls you take as 20 feet shorter. You can jump twice as far or high as you normally could, or can wall-run four times as far. Gain +1 Defense if your inventory is less than half full.
    • Improved: You can escape from any bonds or imprisonment given ten minutes, or any grapple given one round. Gain +1 Defense if your inventory is less than half full.
  • Archaeology:
    • Ability: You have a 3-in-6 chance of detecting traps immediately before activating them, although the nature and exact location of the trap is not revealed to you. You get a general sense of the meaning of any art you see.
    • Improved: If you see a ruined product of artifice, you know what it looked like when intact. When you enter an abandoned building or other construction, the DM gives you a flow diagram* of it (assuming it is of sufficient size to justify the effort).
  • Crime: 
    • Ability: You always know someone in the criminal underworld for a certain task. Depending on the difficulty and danger involved, they may hate you, they may require exorbitant payment, and they may be a hundred miles away, but they always exist. They have a 2-in-6 chance of owning you a favor, and there is an additional 1-in-6 chance that you owe them a favor.
    • Improved: 2d4+2 level 0 criminals (thieves, thugs, and the like) have heard of your prowess and enter your service. Any local crime bosses will probably take offense to this. Alluding to your criminal empire will intimidate people in proportion to how impressive it is (not very, to start).
  • Dueling:  
    • Ability: You have 2 weapon skill with melee weapons. When dueling a single foe, your melee attacks have +1 wound modifier and you gain +1 Defense.
    • Improved: If you win initiative in the first round of combat, you have +2 attack during that round. Gain +1 (unconditional) Defense.
  • Espionage:
    • Ability: As long as your face is covered by at least a mask covering the eyes or mouth, you cannot be recognized. If you talk with someone in polite company for ten minutes, you can ask 1d4 questions which they must answer truthfully and will not realize they have answered, and can automatically insinuate yourself into a stranger's good graces with a one minute conversation.
    • Improved: No one will ever suspect that you are lying or deceiving them unless presented with incontrovertible evidence, nor will they question any false identity you assume, as long as you apply more than a minimum of effort.
  • Exploration: 
    • Ability: Your group is slowed by natural obstacles half as much as they would otherwise be while traveling over land or water. You can see to the horizon with a telescope regardless of the air quality. Gain +1 inventory slot.
    • Improved: You know the location of all significant features within a mile of your location, and can remember precisely the locations of all major landmarks relative to yourself. Gain +1 inventory slot.
  • Forgery:
    • Ability: Your forgeries are so perfect as to count metaphysically and magically as the original. They cannot be detected as forgeries by any means.
    • Improved: You have a 2-in-6 chance (rolled secretly) of being able to forge things without seeing the original, improving by +1 for each of the following: you've met the creator, you know the creator personally and well, you possess bodily matter (hair, fingernail clippings, blood, flesh, etc) of the creator, you've seen other objects made by the creator.
  • Linguistics: 
    • Ability: You speak an additional two languages, and can gain working knowledge of any spoken or written language in a week of intensive study.
    • Improved: You have a 3-in-6 chance of knowing the meaning of any given short phrase of speech or writing in any language.
  • Medicine:
    • Ability: Given the proper supplies, those under your care regain lost Strength at twice the usual rate. With 50 sp of chemicals, a hypodermic needle, and an hour of preparatory time, you can prepare a serum that, when injected, restores 1d4+1 lost Strength. Each time after the first that it is injected per week, the chemicals also cause a permanent loss of 1 Coordination and 1 Observation.
    • Improved: Your serum now restores 1d6+1 Strength. If you tend to a character who was instantly killed within one round of their death for one minute, there is a 1-in-10 chance you can revive them, unconscious and with a permanent serious wound of the DM's choice.
  • Natural Philosophy: 
    • Ability: You can identify any creature, mineral, or other natural object or phenomenon that might plausibly have been written about in a scientific journal, and know one fact about it. If you catalogue new creatures, minerals, or other natural objects or phenomena and publish the information, you'll be paid 10 sp per fact published and will gain reputation among other natural philosophers quickly.
    • Improved: You can collect the body parts of magical creatures, then expend them to create a magical effect based on that creature. See table at end of class.
  • Thievery:
    • Ability: Gain +2 Stealth. Gain +2 inventory slots, the contents of which cannot be found by even the most thorough search. When you leave a room, you can choose to do so with up to 1d4 small items that won't be immediately missed in your pockets. You can climb any artificial structures without difficulty.
    • Improved: Gain +2 Stealth. If pretending to belong in a location, you will never be suspected of being out of place.  If in the dark and wearing dark clothing or are hiding in other concealment, you cannot be seen while standing still.
  • Tinkering: 
    • Ability: Provided the requisite materials, you can create small mechanical devices that do exactly what they are preset to do (i.e. a spring, 10 small gears, 6 small sticks, a compass, and a revolver can create a little device that walks 30 feet forwards, 20 feet left, and then fires all the chambers due north).
    • Improved: You always have a small supply of springs and gears on your person, regardless of whether you've been searched or anything else that might prevent you from carrying them. Upon touching a mechanical device, you intuitively know how to operate it, render it inoperable, and subvert its functioning to your purposes.

*More commonly known as a Melan diagram, but Melan is a gross bigot so fuck that.

Minor Magical Items (d6):

  1. Treasure Map: A sheet of worn paper that shows the location of all precious metals within 50 feet but nothing else. (Credit to CyberChronometer.)
  2. Magic Bag: Roll on this table. (Stolen shamelessly from Udan-Adan.)
  3. Bound Spirit: A small near-invisible spirit (can carry at most 5 lbs) bound inside a cigarette case; will perform one task you request before being unbound. (Credit to Gorinich.)
  4. Master Key: Will open any lock, but breaks and jams the lock upon opening it.
  5. Black Box: A little black box that can take any piece of soft metal less than 5 inches across and reshape it into whatever shape you want.
  6. Alden's Gift: A gilded midshipman's dirk (as a shortsword), can cut through 6 inches of any material once per day.

Magical Animal Parts (d6):

  1. Fairy's Wings: Gain a flight speed of 60 feet per round for 10 minutes, as long as you are carrying no more than 3 slots of gear.
  2. Phase Spider's Book-Lungs: Phase out of existence for 1d6 rounds, during which you cannot interact with the physical world and it cannot interact with you (allows you to walk through walls, etc.)
  3. Wyvern's Tooth: Stab a creature with the tooth; in addition to wounding as a knife it instantly deals 3d6 Strength damage.
  4. Giant Bat's Tongue: Gain (very loud) echolocation for an hour.
  5. Dragon's Heart: Permanently learn the language of the birds.
  6. Cockatrice Eye: One target who can see the eye must make a Luck check or die instantly.

Monday, September 20, 2021

The Thunder of the Guns, the Thunder of the Hooves (GLOG Class: Soldier)

You were once a servant of the great states of the exiled west, fighting in their wars and killing their foes. Now, for whatever reason, you've left that service, whether retired in honor and glory, wounded too badly to be of further use, expelled in ignominy, deserted in disillusionment or the heat of the moment, or even simply abandoned now that the need for bodies is past. With a tide of other rejects and drifters, you journey to the distant east to begin a new life away from that overpowering thumb of banners, uniforms, and bugles.
Starting Equipment: A leather duster and a bandanna or an old uniform, a bottle of whiskey, 50 "silver" pieces (counterfeit), and a tattoo with a minor magical effect (see table at end of class or make up your own along those lines), as well as whatever equipment your Archetype grants.
Skills: Marching and 1d3: 1. Digging, 2. Escaping Notice, 3. Logistics

For each template of Soldier you take, gain +1 weapon skill and +1 inventory slot. (Weapon skills are basically +1 to-hit for a certain type of weapon, i.e. Pistols or Swords.)

A: Archetype
B: Seasoned Campaigner
C: Take No Shit
D: Indomitable

Archetype: Pick an Archetype from the list at the end of the class, and gain its ability as well as its starting equipment.

Seasoned Campaigner: You can fall asleep anywhere at any time, and will always awake instantly any time a conscious person on watch would notice something awry, but only if it's actually dangerous. Once per day, taking a nap of at least 30 minutes reduces the healing time of a wound by one day.

Take No Shit: Your force of personality, when unleashed, is utterly overwhelming. You can cut through bureaucracy, snap raw recruits out of shock, and scare the hell out of just about anyone by yelling at them for a minute.

Indomitable: If reduced to 0 Strength by wounds, you can Save to remain conscious rather than being knocked unconscious. If you do so, you take another persistent wound and must Save again every time you take a wound while still at 0 Strength.


  • Artillerist: 
    • Starting Equipment: A single-action revolver with 6 rounds, a shortsword or a hatchet, a Gatling gun with 100 rounds and a horse to pull it, a bag of oats.
    • Ability: You get a Gatling gun, I think that's plenty.
  • Brawler:
    • Starting Equipment: Brass knuckles, a big-ass knife and a broken table leg or a break-action shotgun with 2 rounds, a two-shot derringer with 4 rounds.
    • Ability: You have 2 skill with Improvised Weapons (not otherwise a weapon skill you can take) and can improve it as usual. Your unarmed attacks can be as deadly and effective as a knife, if you choose, and any melee weapon you use can be as deadly and effective as a sword.
  • Cavalry:
    • Starting Equipment: A cavalry saber, a trapdoor carbine or a single-action revolver (12 rounds for either), a horse with tackle, a bag of oats.
    • Ability: You have the Horsemanship skill and can train horses to do simple tricks with a week of training, and your penalties for firing from horseback are reduced by two.
  • Grenadier:
    • Starting Equipment: 3 black powder grenades, a rifled musket with 10 rounds and a bayonet.
    • Ability: When you throw explosives, they always go exactly where you wanted them to.
  • Gunslinger:
    • Starting Equipment: Two single-action revolvers and a quick-draw revolver, each with 6 rounds.
    • Ability: You don't need to roll to perform regular trick shots (throwing a card in the air, drawing a gun, and shooting it before it comes down; shooting through a noose) without a roll and absurd, impossible trick shots (shooting a coin dead center at a hundred yards between your legs) with a roll. You have advantage on Quickdraw rolls and your first attack roll with a gun in a fight.
  • Infantry:
    • Starting Equipment: A trapdoor rifle with 30 rounds and a bayonet, a portable moonshine still.
    • Ability: You can fit your entire body behind any piece of cover bigger than a small dog.
  • Officer:
    • Starting Equipment: A saber, a single-action revolver with 12 rounds, a horse with tackle, a bag of oats.
    • Ability: People will always listen to you unless they have a very good reason not to, and soldiers will follow your orders by reflex. Your side has a +1 to initiative rolls.
  • Pioneer:
    • Starting Equipment: A shovel, a pickaxe, a lever-action carbine with 12 rounds.
    • Ability: You and anyone working under your direction can dig trenches and tunnels, build earthen ramparts, lay or cut barbed wire, set or destroy stakes or abatis, and otherwise fortify the landscape three times as fast as usual. You can see normally within 10 feet of you in the darkness even with no light at all.
  • Scout:
    • Starting Equipment: A lever-action rifle with 12 rounds, a tomahawk, a compass, a telescope.
    • Ability: You have the Scouting and Stealth skills, and have advantage on all rolls to search, hide, or conceal in the wilderness. If traveling alone, you aren't impeded by any natural obstacles.
  • Sharpshooter:
    • Starting Equipment: A falling-block rifle with 10 rounds, a knife, a telescope.
    • Ability: You suffer no penalties for range up to the absolute maximum range of your gun.

d20 Magical Tattoos:

  1. Campfire: If you would be on fire, burns instead of you. After 5 cumulative minutes of being on fire, it burns up completely, leaving a permanent red scar.
  2. Anchor: You cannot be moved against your will.
  3. Pinup: You become more attractive to people you are attracted to the more intoxicated you are.
  4. Mug of Beer: You can't overdose or suffer injury as a result of overindulging in drugs. Does not prevent you from passing out, blacking out, or making terrible, horrible, awful decisions.
  5. Eye: Commanding officers and others with authority over you won't notice you incidentally. They'll still see you if you're attracting attention or if they're actively searching for you specifically.
  6. Ex's Name: Gives you a tingly feeling when you're about to do something really fucking stupid (read: once per session, your DM will warn you if they think something you're about to do is a catastrophically bad idea).
  7. Scripture: If a wound to the body part this tattoo is on would instantly kill you, you make your Luck check against instant death with advantage.
  8. Barbed Wire: Small stabby objects (barbed wire, thorns, needles) don't hurt you, although they can still catch your clothes.
  9. The Sun: Hostile supernatural creatures will attack you last, after any and all of your allies.
  10. The Moon: You can see in starlight as in moonlight and in moonlight as in torchlight.
  11. Teapot: You can heat liquid-containing vessels (and only those) in your hands, all the way to boiling if desired.
  12. Skull and Crossbones: You know the most valuable thing in the room you're currently in, but not necessarily its location or its actual worth.
  13. Tree: You can climb trees like a squirrel if carrying nothing heavy, or like a leopard carrying a dead impala if laden. 
  14. Raven: You have a perfect memory for faces.
  15. Cat: Your attacks have +1 to their wound severity rolls if your target is surprised.
  16. Dolphin: You can hold your breath for five minutes.
  17. Raccoon: You have an extra inventory slot which can only hold non-preserved food.
  18. Map: Provides a constantly shifting map of the area within two miles, poorly detailed and without labels or key.
  19. Cattle Brand: You can tell how any scar on any person or other creature you can see was caused.
  20. Occult Symbol: Once ever, summon an otherworldly being of 2d4 HD. This being rolls reaction as normal (not automatically friendly or hostile). Once used, turns into a permanent red scar. Will probably get you run out of town if seen.

Sunday, August 29, 2021

The Dragon of Umbros: a Short OSR Adventure

The great hundred-headed dragon Ladon was the protector of the Grove of the Golden Apples, where the nymphs known as the Hesperides tend the golden apple trees of the gods. Now, however, he has begun to assail the people of the island of Umbros, on which the grove stands, and none know why. The Tyrant of Umbros and the High Priestess of Theia are offering a high bounty for his death.Will you take on the ferocious dragon, or will you try to resolve the situation peacefully? Perhaps there is more going on than meets the eye...
I wrote an adventure! It's based on Ancient Greek myth, and should work with any system that has hitpoints, spells, ability scores, and Hit Dice without any adaptation. Fair warning, I never got around to playtesting it, but it should take 1-3 sessions. If you do end up using it, please let me know how it goes!


Friday, July 30, 2021

I Come From the North and the Sea, From the Land Behind the Sun (GLOG Class: Mage)

This class draws heavily from the Mage class in the Old School Essentials zine "Carcass Crawler Volume 1", as well as, you know, Gandalf. 

Magic has long been tamed. Gone are the days of binding unruly spirits to your will, of spell failure and horrible accidents, of Doomed sorcerers laying waste to entire nations. You weren't apprenticed to a tower-bound recluse; you studied for years in a state-sponsored school designed to produce high-functioning servants of the empire. Now your allegiance has faltered, for whatever reason, and that reliable, standard magic you were taught may prove essential in your journey. Perhaps you'll unearth older, freer arts of magic along the way, and bring them to light.
Starting Equipment: A staff inlaid with runes in bronze wire or a bronze ritual dagger, fancy robes, a two-shot derringer with 4 rounds, a notebook, a pen that writes in your blood without requiring an open wound (just takes it straight from your veins), and an addiction to nicotine or laudanum.

Skills: Arcana and 1d3: 1. Research, 2. Occultism, 3. Tinkering

A: Dependable Magic
B: +1 Magical Talent, +1 Improved Talent
C: +1 Magical Talent, +1 Improved Talent
D: State Truth, +1 Magical Talent, +1 Improved Talent

Dependable Magic: You are possessed of various magical abilities, which you can perform reliably and at will. Gain 3 Magical Talents from the list below. To use these abilities, you must have a magical implement in your hand (your staff or ritual dagger, for example) and the ability to speak freely. You gain one additional talent and can improve one talent you already possess for each template of Wizard you take.

State Truth: You have a pool of 15 words, with which you can make statements that will become absolute truth. Every word you use in these statements is subtracted from your pool, which can never be refilled. The DM should be charitable with their interpretation of the truths and consider your intent. The truths you create do not necessarily persist indefinitely or apply universally, depending on the magnitude: if you say "The Sun is gone," the Sun will only disappear for a few minutes and the effect will be confined to your local area, but if you say, "I am holding a magical sword," the materialized sword may well be permanent. Exceptionally powerful creatures and sorcerers may attempt to defy your truths. You and they both roll a Charisma check, and the winner's view of reality prevails.

Magical Talents

First, a digression: many of the below abilities refer to more and less powerful magic than your own. Generally, the power of any given magic is the level of the caster plus the number of MD used, if any. If the DM doesn't have any clue what that might be, they can roll (probably on 1d3 or 1d4, maybe higher for particularly powerful effects). If there's a tie, unless there's a specific edge case (as with Antimagic below), the casters should roll opposed Charisma checks to see who is more powerful.
1. Detect Magic: 10 minutes of searching allow you to detect any magic within a room or a 50' x 50' area, whichever is smaller. You can see invisible spirits and creatures as indistinct shades. 
Improved Detect Magic: You can see magic and spirits with the naked eye.
2. Hold: You can seal any door, lid, or other object that can be opened and closed for [template] minutes. For this duration, it can only be opened with magic more powerful than your own or by completely destroying the affected object. 
Improved Hold: If you choose, the duration of your Hold on objects is indefinite. You can also Hold creatures with less HD than your templates in this class for [template] rounds, and they can Save to escape every round.

3. Open: You can instantly open any door, lid, restraint, or other object that can be opened, even if it is locked or sealed. Magic more powerful than your own can prevent this. 
Improved Open: You can attempt to open creatures. They must Save, taking 2d6+[templates] damage on a failure and half as much on a success.

4. Mantle: Your allies have +2 to Saves and Morale when within 30' of you. When you want to, you bring a sense of lightness and purity wherever you go. When you are cloaked, you are unidentifiable to anyone who doesn't succeed a Save. 
Improved Mantle: You may take 2d6 damage to cause [template]*2 creatures you can see with no more HD than [template] must Save or become terrified of you for 1d6 minutes.You may also attempt to use this on a single creature with more HD than [template].

5. Antimagic: You may attempt to cancel any magic you are aware of. You have a 5-in-6 chance of defeating magic weaker than your own, a 3-in-6 chance against magic roughly equal in power to your own, and a 1-in-6 chance against magic stronger than your own. This takes an instant for immediate effects, or an hour for permanent enchantments. Temporary effects are immediately ended, while permanent effects are suppressed for 10 minutes. 
Improved Antimagic: You may take 1 damage to automatically succeed on Antimagic rolls against weaker magic, 1d6 against equal magic, and 3d6 against stronger magic.

6. Staff: If using a staff created specifically for your use as a mage's tool (the one from your starting equipment counts), it deals magical damage. It can also radiate light in a 30' radius for [template] hours per day. 
Improved Staff: Your staff has +2 to hit and +1 damage. Supernatural creatures that bear you ill will take 1d6+[template] damage and must check Morale when they enter the light of your staff.

7. Fire: You may light fires by touching your magical implement to flammable objects. This fire is unnaturally virulent, spreading quickly and easily lighting things not usually easily burned (such as creatures). 
Improved Fire: You can take 1d8 damage in order to light an area as large as 20' x 20' on fire. 

8. Suggestion: You may give a creature who can understand you a command, which they must Save against or follow for [template] rounds. They have a bonus to this Save equal to the number of words in the command. This command cannot be directly harmful to them. Regardless of whether they Save or not, they are aware that you attempted or succeeded to magically compel them. 
Improved Suggestion: When you use your Suggestion on a creature with less HD than [template], they either do not get a Save or must obey your command for [template] hours (your choice).

9. Locate: If you have a map of an area, you may perform a 1 hour ritual to pinpoint a specifically named object or creature on that map. Magic more powerful than your own may hide your target, unless you possess a fragment or bodily material from it. 
Improved Locate: The regular Locate ritual only takes you 10 minutes. You may perform the full hour-long ritual to also highlight the fastest (but not necessarily safest or most practical) route to your target.

10. Obscure: You can create thick fog banks that block all sight around anything you can currently see, which dissipate in [template]*10 minutes, or faster in strong wind. Any creature you do not specifically exempt has a 2-in-6 of becoming lost inside the fog, unless they know the terrain well or it would be an impossibility to get lost. 
Improved Obscure: You can perform a ritual to protect a person, place, or object from detection. Performing it on a person or object takes 10 minutes, and they are either unable to be detected by magical means for [template] days or have a 4-in-6 chance to avoid unwanted notice for [template] hours (your choice). Performing it on a place protects it from magical detection for [template]^2   years, and anyone who seeks it or would stumble upon it have a 5-in-6 chance of getting lost and missing it, unless they are specifically exempted by name during the ritual.

Thursday, July 29, 2021

One-Roll Mass Combat, and Some Other Warfare Rules

I've been wanting to write mass combat/warfare rules for a while, and here they are!

They include a mostly one-roll system for resolving battles and various rules for marching, feeding your troops, paying your troops, and attrition. They also include maybe more percentages than would be strictly desirable from a math front, but it's an easy solution.

Tuesday, July 27, 2021

And She Was a Radiant Blaze Flooding All of the Void (GLOG Classes: Paladin and Thief)

This post steals heavily from Vayra and Vulnavia's paladins.
You have been blessed by the valorous Sun or the all-seeing Moon. It was evident from the very moment your eyes first opened and scintillated as radiantly as light pouring through a bright topaz or pale aquamarine. Why, then, being holy to the G-ds who govern us all, are you not perched on a mahogany throne in a cathedral being fed sweetmeats and grapes by silken-robed attendants? Indeed, many Sun-Kissed and Moon-Kissed are doing so at this very moment, but you are stronger than they, and braver. The Church claims to be the source of all moral authority. You know better. Go forth into the world, and shed light where e'er you go.

The Sun-Kissed

Starting Equipment: Two gilded double-action revolvers with 6 rounds each or a gilded greatsword, a brass gorget in the shape of the sun's rays, a vial of laudanum, 3 gauze bandages, and an amber lens through which souls can be seen.
Skills: Passionate Heroism and 1d3: 1. Theology, 2. Horsemanship, 3. Wrestling

For every template of Sun-Kissed you have, gain +1 Save.
A: Her Chosen Soul
B: Beloved of the Innocent, +1 to-hit
C: Healing Tears, Molten Blood
D: Mantled With Divine Flame, +1 to-hit

Her Chosen Soul: You were selected and marked by the divine Sun, She Whose Light Burns Evil. While you are conscious, your golden eyes glow unless you actively suppress it, providing light in a 10' cone. You can choose to extend this to a 60' cone at the cost of 1 Fatigue per hour. Your Charisma score is 16 if it wasn't already higher. If you truly believe that an action is right and perform it in the coolest, most badass way possible, you can choose to use Charisma for the roll (if any is required) rather than whatever the relevant skill or ability score would have been.

Beloved of the Innocent: Children and animals adore you and will not attack you under any circumstances. The truly pure-hearted will always recognize you, and you can recognize them.

Healing Tears: If you weep on a wound, illness, curse, or other affliction, it will be healed instantly. If you don't think you have the emotional connection to justify natural tears, you can make a Charisma check to cry at will.

Molten Blood: Literal molten gold flows through your veins. If you are wounded in a way that would draw blood, the cause of the wound must Save or be sprayed (1 wound at -1 severity, automatic blindness if it hits the face). If you deliberately draw your own blood, every coin's worth of gold acts as a wound of 1 severity.

Mantled With Divine Flame: You can, at will, summon a crown of flames to grace your brow. This provides light in a 30' radius and gives +2 to reaction rolls, -2 to enemy morale rolls, and +2 to allied morale rolls and Saves.

The Moon-Kissed

Starting Equipment: Three silvered throwing knives or a silvered sword-cane, a two-shot derringer with 4 rounds, a grappling hook and 60' of rope, a pouch of lockpicks, a silver-gray cloak that's only shiny when you want it to be, and a glass orb filled with shadows that will fill a 50' by 50' area when the orb is smashed.

Skills: Thievery and 1d3: 1. Theology, 2. Climbing, 3. Arcana

For every template of Moon-Kissed you have, gain +1 Stealth.

A: His Chosen Soul
B: Hands of a Tinker, +1 to-hit
C: All-Knowing Eye
D: Cloaked in Divine Shadow, +1 to-hit

His Chosen Soul: You were selected and marked by the divine Moon, He Whose Light Reveals Truth. Your silver-blue eyes glow at will, providing light in a 10' cone. You can choose to extend this to a 60' cone at the cost of 1 Fatigue per hour. Your Charisma score is 16 if it wasn't already higher. If you truly believe that an action requiring subterfuge, finesse, or cunning is right, you can choose to use Charisma for the roll (if any is required) rather than whatever the relevant skill or ability score would have been.
Hands of a Tinker: Upon touching a mechanical or magical device, you intuitively know how to operate it, render it inoperable, and subvert its functioning to your purposes. You can do any of the above expertly.
All-Knowing Eye: When your eyes cast light on an object or person, you know the following: 
  • Whether it is magical or not.
  • The nature, effect, and function of any magic affecting it.
  • The meaning of any text on it, regardless of language and script.
  • The cultural significance of any relevant symbolism.
Cloaked in Divine Shadow: You can, at will, summon a cloak woven of shadow from the æther. While in this cloak, you are completely invisible except for your shadow, even to effects which detect magic. Anyone other than you who touches this cloak must Save vs Magic. On a failure, if they have less HD than your level, they fall asleep for 1d4 hours or until roused. If they have more HD than your level or HD equal to your level, they instead become drowsy and disorientated for 1d6 rounds.

Thursday, July 8, 2021

Magic Weapons as Poems

THREE WORD NAMES for swords have become quite the fashion (the original post, although there have been quite a few since). As people have been experimenting with similar topics, I thought that it might be interesting to try magic weapons as short verses in meter, rather than with pithy names. As the poems aren't the most informative beyond the broad strokes, I've also included prose descriptions. However, in-game, identifying the weapons might only yield the poem, not the full description.
Three scores and more
Her long blade cuts;
Of forgéd ore
With gem at butt.
A sword-staff with a diamond set at the butt of the haft. She may cut out to a range of 60' or may attack three times, each dealing one half of regular damage on a hit.
Revolving barrels spin,
and forth jet bullets bold,
his sights a precise fin,
each shot a bite of cold. 
An ebony-handled revolver chambered in .44-40. His precise sights grant a +1 to hit at ranges greater than 50', and the bullets freeze and shatter objects and armor they hit.

Flourishing flashing and whirling bright,
Their cuts will set your wounds all aright.
Confident thrusts are another matter,
They will your foes' chests break and shatter.
A gold-chased late medieval arming sword. Their cuts heal 1d8 damage in addition to dealing their regular damage (assuming 1d6 for a one-handed sword), while their thrusts shatter the target on a modified attack roll of 20 or above for an additional 1d8 damage.

So her THREE WORD NAME titles her;
Such doom will her baring confer.
Drawing this bronze estoc from her scabbard will begin an apocalypse that destroys the world (1d6):
  1. By fire
  2. By water
  3. By disease
  4. By earthquake
  5. By cold
  6. By jaguars
A broad dao flashes below the cold moon,
His silvery sheen should not shine so soon.
For when his blade cleaves foes asunder
They need not be buried six feet under.
A plain, undecorated dadao that glows faintly in the moonlight. When he slays a foe, there is a 50% chance the body is finely splattered across all nearby surfaces and a 50% chance they rise as a zombie or other undead (hostile to everyone, including the wielder).

Mothers scream to hear their cursed name,
Fathers wail at the whirring blade.
What causes such dismay? A fame
So dire, their weight in the fray.
The cause is this: there's no reason.
Magic lends a fear sans treason.
A butterfly knife of gold with ivory and copper handle scales. Despite being completely useless as an actual weapon, when opened and whirled around, every nearby creature (including the wielder) must Save vs Fear or flee screaming.