Saturday, 19 September 2020

Parson: GLOG Class

This is my attempt at a Cleric-type class. 

A Parson can fight, just like most classes in most GLOG hacks. The Parson has religious magic available to them. The Parson can be a powerhouse against undead, demons, or other unholy creatures. They fill a niche while still remaining generally skilled. 

I didn't want to rely exclusively on the Magic Dice mechanic for the abilities. I love spells but for my Cleric-type I wanted the feeling of miracles and prayers to come through, rather than spells like a wizard casts. I wrote this class for the fantasy medieval-esque GLOG hack I'm working on, which is heavily derived from Moonhop/Into the Odd, so the mechanics are geared towards ItO-style combat. This class is also aligned for a heavily dungeon-based campaign. An ability like Purify can be very valuable when managing food/water resources are an integral part of the game. Same for the Light ability, which is basically a free torch every day. Those kinds of things can be important in the dungeon, but totally limp when you're in civilization or a high-fantasy adventure campaign. 

A Parson worships the Lady of Light, or any other generic good-aligned deity. The Lady of Light loves life, light, family, nature, and appropriately-timed death. She is opposed to the Duke of Darkness, who loves darkness, solitude, machines, blood, and undeath. A Parson knows that the Lady of Light has many goals and desires, so no Parson feels obligated to follow some strict dogma set out by an organized church. Sure, some follow very clear scriptures and head out on adventures that explicitly further goals of their church. But many others have similar motivations as any adventurer—find treasure, get rich, seek glory. They just also like to think of their dungeon delves as bringing a little bit of light to the darkest places. And if they find a goblin cult worshipping the Duke of Darkness? Great! Time to squash some heretics. 


Class: Parson

You are a priest of the Lady of Light. You don’t necessarily need to follow the doctrines of a specific Church, but people recognize you as a holy figure. You love life, nature, light, family, and friends. 

Starting Equipment: Gambeson cloth armour, Hammer (d6 damage), Censer.
Starting Skill: Dogma, Literature, Medicine. 

You gain +1 HP for every two Parson templates you possess. 

A: Ordained, Light, Turn
B: Heal
C: Purify, Command
D: Greater Heal

Ordained. You can perform weddings, conduct funeral rites, bless holy water, give sermons, and other clerical duties.

Turn. Present your hammer or censer: all undead, demonic, or otherwise unholy creatures within 30’ of you are burned by holy light for 1 damage and repelled. After 1 round, you must save CHA to continue repelling them each round. You can Turn as many times per day as you have Parson templates.

Light. Once per day, your censer or hammer are blessed and shed light like a torch (Ud6). 

Heal. You or anyone in your party may touch an ally and roll 1d8, healing that many HP (or 1 point of STR). If the die shows 1-3 it can be used again later. If it shows 4-6 it cannot be used again until the next sunrise. If it shows 7-8, the prayer fizzles and has no effect, but may be cast again later.

Purify. Once per day, you touch spoiled, rotten, poisoned, or stagnant food and/or water, purifying enough to feed and water as many creatures as you have Parson templates. 

Command. Twice per day, you may shout a one-word command at a hearing person within 50’, who is compelled to obey. After 1 round they save CHA to resist on each of their turns.

Greater Heal. You gain a second d8 to be used for Heal. You may use both at once, but another member of your party casting Heal may only use one at a time. 

Friday, 11 September 2020

d12 Original Magic Items

The Horn of Diminishing Plasma

  1. Emperor's Topaz. When this fist-sized topaz gemstone is held it enchants all the holders' clothes and other held items to be invisible and immaterial. When the gem is let go all reappears. 
  2. Elephant Paperweight. Sextuples the weight of any object upon which it is placed. 
  3. War Banner. This finely wrought cloth has an embroidery depicting mounted men defeating a stone troll. Whatever this banner is draped over turns to stone. When the banner is removed, all returns to normal. 
  4. Window Shield. A square window with four panes which is worn like a shield. Once per day it can swallow an incoming missile attack, like an arrow or cannonball. Additionally, once per day the window can be placed against a wall or other solid surface, where it will meld into and create a real window. This window can be looked through, and opened to crawl through. When the window is first placed, any swallowed missile weapons will fire back out, straight into the one who places it, with no chance to dodge or block.
  5. Beef Scented Knock-Out Candle. Within one minute of lighting, this candle gives off a strong smell of cooking beef. Anyone breathing within 5 feet of the candle is knocked out for one hour. 
  6. Immovable Flute. When you play any note on this thin metal flute, the flute becomes fixed in place. Until someone blows into the flute again, it doesn't move, even if it is defying gravity. The flute can hold up to 8,000 pounds of weight. More weight causes it to deactivate and fall. 
  7. Levitation Staff. When this black ash staff is held in two hands, the wielder can command it with their mind to levitate straight upwards. The staff cannot levitate downwards, and you have to hold on really tightly or else you'll fall off.
  8. Person-Dog Hat. When you put this hat onto a dog it turns into a person. They cannot speak, but do know how to operate their human body (e.g. they can walk properly and manipulate objects). They have their same personality as before. 
  9. Sunflower Oil. This sealed glass bottle is mostly full—half with thick yellow oil and half with water. When allowed to sit undisturbed for a few minutes, the oil and water fully separated, and the oil glows like a torch. When the bottle is touched or moved, the oil and water begin to mix and the light goes out. If the bottle is opened the oil goes rancid and stops working. 
  10. Horn of Diminishing Plasma. All who hear this horn blown lose a dose of plasma from their blood. Dehydration, dizziness, and fainting can occur. 
  11. Runic Riprap. Throw this handful of engraved gravel and it enlarges into a pile of jagged boulders that take up 30 cubic feet. They fill the shape of the container they're tossed into—a pit, corridor, room, etc. One use only. 
  12. Glass Flowers. A dozen blown-glass flowers in a little porcelain vase. Crack one flower in your hand and the scent of you and all your companions (plus anything you carry) disappears for 24 hours. This destroys the flower.