Wednesday, April 3, 2019

OSR Parasite Challenge

This post is made for the parasite contest hosted on the OSR Discord server. The other participants, and their blogs, are:
Micah, RTXAmbnz, Lexi, Type1Ninja, wr3cking8a11, Oblidisideryptch, Wizard, and James Young.

The challenge was to make a GLOG class in a week for a parasite race-as-class. I know many of the participants went for something unique, but I decided to go for something classic. I was mostly inspired by the Venom symbiote, but this old flash game from newgrounds kept coming to mind as well. In The Visitor, you play a tiny worm-like alien thing, hopping from body to body and mutating into their forms to solve puzzles. I liked the idea of a class that can hop bodies and use them as they see fit, so I tried to mechanize that and make it fairly simple. Then I added some higher level stuff like Venom-style body mutations to give it some depth.

The adaptations list is where I think some changes could be made, but I figure it could be tailored however the GM sees fit. The adaptations listed down there are just an example.
Related image
Remember this guy?


PARASITE

Starting equipment: Human Host Body (1 HD, Morale 9)
Skill (1d3): Biology, Seduction, Alien

A Symbiote, Hijack
B Adapt, Total Loyalty
C Simultaneous Adaptation
D Fast Adaptation OR Master of Evolution

Symbiote
You are an alien parasite that controls bodies. Your true form is a small worm-like blob of viscous material. Unless in a host body, you have no hands, cannot wear armor, and move at a base speed of 10ft per round.
Notes: I figured this class should probably have some downsides, so the parasite is incredibly fragile outside of a host. They should want to keep their host alive until they can find a new one.

Hijack
To attach to a new host body the creature must either be willing, unconscious, or restrained in such a way that you can enter their body through an open cavity, and cannot have a number of HD greater than the HD of your current body+1. The new host body can make a save to avoid being controlled, but will take 1d6 damage on a failure. If the strain of the process does not outright kill them, you now have a new host and can use their physical body as if it were your own. Use the host’s physical stats (STR, DEX, CON) and their HP and equipment. While attached to a host your presence is only apparent as a small pulsating black wart at the base of their neck, right between the shoulder. If your host is killed, save or die from the system shock feedback. You don’t have complete control, however, as any action that you command that would be obviously suicidal provokes a morale check from the host. On a success they can make a save to break free.
Notes: The actual mechanics for hijacking a new body ended up being a little complex, but I wanted to put some limiters on it because otherwise it's essentially a free mind control spell. It manages to break some of the limiters later on, but this means a level 1 parasite isn't completely OP.


Image result for abathur
"Better, Faster, Stronger"
Adapt
By mutating the host body’s natural form, you can make some improvements to their biology and apply one of the following adaptations to them. This takes a week of downtime to recover from the warped body, and permanently lowers the host’s HD by 1. If this would reduce a host to 0 HD, use your own HP, as you are now a hybrid body. In this case you cannot eject from the host until after taking a week to remove the adaptation and restoring the host’s body. Each host body can only have one adaptation applied at a time.
  1. Armored Carapace: The host grows an armored bone carapace, granting AC as plate.
  2. Bone Scythes: One or both arms are replaced with bone claws that cannot manipulate objects but deal 1d8 damage on a hit.
  3. Adrenaline: The host’s metabolism is maxed out, granting doubled movement speed and an extra attack every round.
  4. Wings: The host’s back sprouts leathery bone wings that grant a fly speed of 40 ft/round
  5. Unstable Chemistry: The host can be blown up as an action or on death, dealing 2d10 damage to all targets in a 30 ft range
  6. Amp Up: The host’s STR, DEX, and CON are increased to 18 through intense hyperactivation of muscles.
  7. Residual Budding: The host body remains under your thrall for 1d4 rounds after leaving it.
  8. Forearmed: The host’s arm splits in half at the elbow, creating a third hand. Can be combined with bone scythes
Notes: As noted above, the adaptations list is mostly examples. Feel free to add more or remove some for your own parasite. They might be too powerful, as they haven't been tested yet, but I think they should match well with some of the higher-powered GLOG classes out there. Don't forget to accompany these mutations by horrible impossible folding of the host creature's anatomy.

Total Loyalty
Your hosts now have 12 morale while attached.
Notes: This is where the ability gets to be much more mind-control-like. I still feel like the host should have some level of agency, but at level 2 this is probably fine.

Simultaneous Adaptation
You can now apply a number of adaptations to your host body equal to the number of Parasite templates you have.
Notes: Load up that host with wings, bone scythes, and armored carapace and turn them into a total monster.

Fast Adaptation
You can apply or remove an adaptation in 1 action rather than 1 week.
Notes: I intend to probably tweak the numbers on adaptation time. I don't know how powerful they are yet, but I know I want this thing to be able to adapt itself on the fly at higher levels.

Master of Evolution
Create a new adaptation or choose an adaptation, that adaptation does not count against your adaptation limit
Notes: Allows the player some leeway in making this parasite their own by giving them a signature mutation. Something like Venom's black suit appearance would be cool here.
Related image
More of a symbiote than a parasite, really...

Sunday, March 24, 2019

The Curious Collection of Colin Crowe

Image result for hall of curiosities
Skerples over at Coinsandscrolls is running a community project involving making carriages for a giant interdimensional train megadungeon and I've decided to participate because I've never really done something like this before, and the limited size of the map looked pretty easy to work with. Plus, it gave me a great excuse to learn GIMP finally because I'd been putting that off for ages. So I downloaded the templates and got to work. After many hours of swearing at pixels, accidentally deleting my entire image, and finally learning how to draw a straight line, I present The Curious Collection of Colin Crowe.


I'm pretty happy with how it turned out, and I'm probably going to make another one soon if I can work it into my schedule. Currently bouncing around in my head is a car with a giant kraken god in it, ala China Mieville's Kraken, and a natural greenhouse car.Related image

Tuesday, January 15, 2019

Session 25: BOSS FIGHT

Session 25: BOSS FIGHT
Image result for chromatic dragons art
Campaign Date: December 3rd, 1631
Date: December 20th
Moon Phase: Waning Gibbous

New Characters:
- Ruck Powder, Goblin Gambler
- Gorm Gorandiir, Stealthy Specialist with a whip

Enemies Defeated:
- 3 Big Clay men (150 xp)
- 32 Normal melee clay men (800 xp)
- 15 Ranged clay men (150 xp)

Total: 1100 xp

Treasure and Equipment:
- 8307 xp of loot from previous sessions (8307 xp)

Total: 8307 xp

Exploration:
- 1 Dungeon room explored (20 xp)
- Beat the Rune dungeon (400 xp)
- Unlocked Rune magic (1000 xp)

Total:  1420 xp

Events:
- The party took a quick backtrack to check out the exit to the dungeon, picking up two new adventurers along the way (50 xp)
- After resting for the night, the party descends the floating platform into a massive arena with a giant crystal in the center. (50 xp)
- BOSS FIGHT (50 xp)
- The crystal began to hum with energy as the party grew near, and runes began to appear on it and the ground. (50 xp)
- Ruck fired a laser at the crystal from the floating platform, removing one of its defensive shields as clay warriors began to pour into the room from one of the doors. (50 xp)
- Through a variety of clever combat tricks and quick analysis of exploding runes the party managed to clear all three phases of the boss, causing the crystal to explode! (50 xp)
- Out of the crystal emerged 5 dragons, who flew off through the roof of the dungeon. One of the party managed to catch a glance at one of their faces, which consisted of a single rune and no facial features. (50 xp)
- Packing up the loot they'd acquired, the party returned to the surface and to safety (50 xp)

Total: 400 xp

Misc:
- Balls to the Wall bonus (50 xp)
- Breach and Clear bonus (50 xp)
- Dramatic battle bonus (50 xp)
- Michael Bay bonus (50 xp)
- Monster Infighting bonus (50 xp)
- Tactical Fighting bonus (50 xp)

Total: 300 xp


Grand Total: 11527 xp

Party Roles and individual exp:
Alex W - Guard, Tracker, Mapper (300 xp)
Logan - Caller, Treasurer (200 xp)
Rory - Tracker (100 xp)
Irene - Caller, Remembremancer (200 xp)
Kory - Treasurer (100 xp)

Death Toll and Injuries:

Investments and Business Ventures:
- Uriel: Travelling to Loegria (11/63 days complete)
- Baral: 2950sp in bank
- RAT: 1600sp, 5cp in bank

EXP TOTALS:
Kal/Rionach, Level 3 Necromancer: 5321 (Level up at 9000)
LEVEL UP! | + 1d4 HP | +1 spell slot! | +1 random spell!
Logan/Chitter, Level 3 Ratman: 5344 (Level up at 6000)
Alex W./Kaoru, Level 2 Elf: 5291 (Level up at 6000)
Rory/Baral, Level 5 Dwarf: 20476 (Level up at 35200)
Kory/Ruck, Level 1 Goblin: 1746 (Level up at 2000)
Owen/Gorm, Level 2 Specialist: 1646 (Level up at 3000)
LEVEL UP! | +1d6 HP | +2 skill points!


On Leave:
Logan/Uriel, Level 4 Magic-user: 11387 (Level up at 18000)


Absent:
— The Voice, Level 2 Specialist: 1879 (level up at 3000) (somewhere in Austria)
Sam B/Branka, Level 2 Muscle Wizard: 6427 (Level up at 9000)
Siobhan/Alex E., Level 3 Specialist: 4412 (Level up at 6000)
Sam P/Joshua, Level 2 Cleric: 3151 (Level up at 3500)
Balric/Augusto, Level 1 Magic-user: 826 (Level up at 2250)
Goblin/?? (Sorry I didn't get your name), Level 1 Goblin: 163 (Level up at 2000)
Dan/Kaulder, Level 1 Barbarian: 719 (Level up at 2000)
Sean/Oswald, Level 2 Specialist: 1531 (Level up at 3000)
Dancin/Tarrus, Level 1 Muscle wizard: 315 (Level up at 2250)

Retired:Irene/Rowan, Level 5 Fighter: 22502 (Level up at 32000)

The halls of the Dead:- Key/Alex W., Level 4 Specialist: 10338 (Level up at 12000)
- Logan/Fulgrenth, Level 1 Barbarian: 1954 (Level up at 2000)
- RAT/Kal, Level 5 Ratman: 18451 (Level up at 24000)
- Logan/Raven-Daylight-Confident-Prophesy, Level 1 Goblin: 410 (Level up at 2000)
--- Easter-Happy-Identity-Citizen, Level 0 Goblin: 110 (Level up at 1000)
- Sam P/Gunther, level 1 Halfling: 0 xp
- Alex/Zed, Level 3 Elf: 6533 (Level up at 12000)
- Ulfric/Alex W., Level 2 Barbarian: 3807 (Level up at 4000)

Sunday, December 30, 2018

Session 24: Health packs and Ammo

Session 24: Health packs and Ammo
Image result for health packs and ammo boss meme
Campaign Date: December 3rd, 1631
Date: December 13th
Moon Phase: Waning Gibbous

New Characters:
- None

Enemies Defeated:
- 5 Wave elementals (100 xp)
- 4 Fire elementals (80 xp)
- 12 clay dudes (120 xp)
- clay mage (20 xp)
- Crystal Golems (80 xp)

Total: 400 xp

Treasure and Equipment:
- 3 Amethysts (300 xp)
- Big Ruby (500 xp)
- 8007 sp (In dungeon still. From session 23)
- Box of cigarettes
- Runic kitchenware

Total: Pending (8307) xp

Exploration:
- 18 rooms explored (360 xp)
- Secret door found (50 xp)
Total: 410 xp

Events:
- Beginning in the rune dungeon, party members tested out some new rune combinations for a while before delving deeper (50 xp)
- Rowan's shield was ornamented with some useful rune combinations for combat later (50 xp)
- Chitter created an enlarging rune to enhance combat potential (50 xp)
- The party wandered into a room with a broken mosaic design destroyed by the same machine that cut a path through the previous room. (50 xp)
- Continuing to the next room, they found a pool built into the next room, inhabited by some wave elementals. In the bottom of the pool was a disc with a change mass rune on it, which when powered sucked all the water out of the pool, taking the elementals with it (50 xp)
- The next room contained some chests with loot, but not much else. Going the other direction they found a kitchen with some fancy runic kitchenware. (50 xp)
- Both rooms were looted, and the party continued upwards to a room split in half by a large chasm, with space provided for drawing runes and fire elementals on the other side. (50 xp)
- While the fire elementals were dispatched with an ice rune, the chasm was crossed with a huge rock beam rune (50 xp)
- Continuing out of the room with the chasm, the party entered the first door on their left and were confronted with four classic adventuring classes as statues, frozen in fear at the massive ruby on a pedestal in the middle of the room. (50 xp)
- Understandably wary, the party checked the room carefully for traps, and found only fake traps that sounded dangerous but didn't do anything. They left with the ruby suffering no injuries. (50 xp)
- The next left contained a room with very deep pits. In reality, the two acted as portals, and were fiddled with for a while using a zeno's arrow. (50 xp)
- The last door in the hallway opened onto a room full of weird skeleton spawners, and a light system to disable them using a repel light rune.  (50 xp)
- After bypassing the room easily, Baral spotted a secret door at the end of the next hallway, and found a lab full of mysterious potions behind it. (50 xp)
- The hallway went around another corner and opened onto a massive open room. In the center of the room, clay homunculi chanted and prayed to a massive hulking clay figure bathing in the center of the room. (50 xp)
- These clay minions were made short work of with a combination of take water and make heat runes. The big guy exploded into clay everywhere. (50 xp)
- A door to the left contained some more clay minions which were easily dealt with, and a trapdoor in the bottom of the room led to a large central room. The floor contained a floating platform blocked by three layers of shields, and a platform that could fire lasers at the shields. (50 xp)
- The party got rid of a couple layers of shields, but realized that they needed more than the laser platform. (50 xp)
- Exploring the surrounding rooms, the party found some more lasers, with various associated puzzles to aim them at the shields, and unlocked the way down to what looked like a huge arena. (50 xp)
- Checking out the last room, the party found an obvious start to the boss fight below, with a safe place to rest containing soft beds and cleaning runes. (50 xp)
- All that was left was to rest up, shatter the crystal below, and return rune magic to the world above (50 xp)

Total: 1100 xp

Misc:
- Breach and Clear bonus (50 xp)
- Dramatic Battle bonus (50 xp)
- Next to Godliness bonus (50 xp)
- Puzzlemaster bonus (50 xp)
- Trapsetter bonus (50 xp)
- Tactical Fighting bonus (50 xp)

Total: 300 xp


Grand Total: 2210 xp

Party Roles and individual exp:
Alex W - Guard, Tracker, Mapper (300 xp)
Kal -  Cookiemancer, Treasurer (200 xp)
Logan - Caller, Treasurer, Guard (300 xp)
Rory - Super Cookiemancer, Chaffeur (I think?) (300 xp)
Irene - Caller, Remembremancer, Quartermaster (300 xp)

Death Toll and Injuries:

Investments and Business Ventures:
- Uriel: Travelling to Loegria (11/63 days complete)
- Baral: 2950sp in bank
- RAT: 1600sp, 5cp in bank

EXP TOTALS:
Kal/Rionach, Level 2 Necromancer: 3495 (Level up at 4500)
Logan/Chitter, Level 3 Ratman: 3298 (Level up at 6000) Got Leveled up already
Alex W./Kaoru, Level 2 Elf: 3345 (Level up at 6000) Got Leveled up already
Rory/Baral, Level 5 Dwarf: 18730 (Level up at 35200)
Irene/Rowan, Level 5 Fighter: 20656 (Level up at 32000)


On Leave:
Logan/Uriel, Level 4 Magic-user: 11387 (Level up at 18000)


Absent/retired:
— The Voice, Level 2 Specialist: 1879 (level up at 3000) (somewhere in Austria)
Sam B/Branka, Level 2 Muscle Wizard: 6427 (Level up at 9000)
Siobhan/Alex E., Level 3 Specialist: 4412 (Level up at 6000)
Sam P/Joshua, Level 2 Cleric: 3151 (Level up at 3500)
Balric/Augusto, Level 1 Magic-user: 826 (Level up at 2250)
Goblin/?? (Sorry I didn't get your name), Level 1 Goblin: 163 (Level up at 2000)
Dan/Kaulder, Level 1 Barbarian: 719 (Level up at 2000)
Sean/Oswald, Level 2 Specialist: 1531 (Level up at 3000)
Dancin/Tarrus, Level 1 Muscle wizard: 315 (Level up at 2250)


The halls of the Dead:- Key/Alex W., Level 4 Specialist: 10338 (Level up at 12000)
- Logan/Fulgrenth, Level 1 Barbarian: 1954 (Level up at 2000)
- RAT/Kal, Level 5 Ratman: 18451 (Level up at 24000)
- Logan/Raven-Daylight-Confident-Prophesy, Level 1 Goblin: 410 (Level up at 2000)
--- Easter-Happy-Identity-Citizen, Level 0 Goblin: 110 (Level up at 1000)
- Sam P/Gunther, level 1 Halfling: 0 xp
- Alex/Zed, Level 3 Elf: 6533 (Level up at 12000)
- Ulfric/Alex W., Level 2 Barbarian: 3807 (Level up at 4000)

Tuesday, December 11, 2018

Session 23: Ghouls and runes

Session 23: Ghouls and runes

Campaign Date: December 2nd, 1631
Date: December 6th
Moon Phase: Waning Gibbous


Related image
New Characters:
- None

Enemies Defeated:
- 8 Ghouls (200 xp)
- 1 Noble Ghoul (50 xp)

Total: 250 xp
Treasure and Equipment:
- Runic Hoverboard
- Opal Ring
- 8000 sp (In dungeon still)

Total: Pending (8000) xp
Exploration:
- Travelled 24 miles (80 xp)
- First party to visit The Veins of the Earth (500 xp)

Total: 580 xp

Events:
- Beginning in the frozen room from last session, the party cracked open the two treasure chests in the room. One was full of lots of cash. The other had a ring, some mind flayer digestive juice, and a runic hoverboard (50 xp)
- The body of RAT was stuffed into the chest with the money, and the chest placed on the hoverboard for ease of transport. (50 xp)
- The party of new arrivals then decided to go right back down the hole they came up through, entering the Veins of the Earth (50 xp)
- Travelled about half a day through strange caverns and tunnels before encountering a room waist deep with water. 9 ghouls on the other side of the room around a lamp (50 xp)
- The party decides to engage, fires on the ghouls' light (50 xp)
- Combat breaks out, the party almost drowns and dies due to ghoul paralysis but barely survives through some necromancy and the meeting of The Rapture (50 xp)
- Returned to the surface through sheer luck and scarfed down some food (50 xp)
- Began to test out every single rune combination they could think of (50 xp)


Total: 400 xp

Misc:
- I Immediately Regret This Decision bonus (50 xp)
- Monster Infighting bonus (50 xp)
- Pyrrhic Victory bonus (50 xp)
- Split the Party bonus (50 xp)
- What Could Possibly Go Wrong bonus (50 xp)
-

Total: 250 xp


Grand Total: 1480 xp

Party Roles and individual exp:
Alex W - Guard, Tracker, Mapper, Remembremancer (400 xp)
Kal -  Quartermaster, Treasurer, Caller (300 xp)
Logan - Remembremancer, Caller, Guard (300 xp)

Near Death Experience bonus (Everyone present, 100 xp)

Death Toll and Injuries:
- Rowan has severe third degree burns and cannot heal past 0 hp unless she gets medical attention

Investments and Business Ventures:
- Uriel: Travelling to Loegria (10/21 days complete)
- Baral: 2950sp in bank
- RAT: 1600sp, 5cp in bank

EXP TOTALS:
Kal/Rionach, Level 2 Necromancer: 2853 (Level up at 4500)
*DING!* Level Up! | +1d4 HP | +1 spell slot | +1 random spell
Logan/Chitter, Level 2 Ratman: 2553 (Level up at 3000)
Alex W./Kaoru, Level 1 Elf: 2653 (Level up at 3000)

On Leave:
Logan/Uriel, Level 4 Magic-user: 11387 (Level up at 18000)


Absent/retired:
Rory/Baral, Level 5 Dwarf: 17988 (Level up at 17600)
Irene/Rowan, Level 5 Fighter: 19914 (Level up at 32000)
— The Voice, Level 2 Specialist: 1879 (level up at 3000) (somewhere in Austria)
Sam B/Branka, Level 2 Muscle Wizard: 6427 (Level up at 9000)
Siobhan/Alex E., Level 3 Specialist: 4412 (Level up at 6000)
Sam P/Joshua, Level 2 Cleric: 3151 (Level up at 3500)
Balric/Augusto, Level 1 Magic-user: 826 (Level up at 2250)
Goblin/?? (Sorry I didn't get your name), Level 1 Goblin: 163 (Level up at 2000)
Dan/Kaulder, Level 1 Barbarian: 719 (Level up at 2000)
Sean/Oswald, Level 2 Specialist: 1531 (Level up at 3000)
Dancin/Tarrus, Level 1 Muscle wizard: 315 (Level up at 2250)


The halls of the Dead:- Key/Alex W., Level 4 Specialist: 10338 (Level up at 12000)
- Logan/Fulgrenth, Level 1 Barbarian: 1954 (Level up at 2000)
- RAT/Kal, Level 5 Ratman: 18451 (Level up at 24000)
- Logan/Raven-Daylight-Confident-Prophesy, Level 1 Goblin: 410 (Level up at 2000)
--- Easter-Happy-Identity-Citizen, Level 0 Goblin: 110 (Level up at 1000)
- Sam P/Gunther, level 1 Halfling: 0 xp
- Alex/Zed, Level 3 Elf: 6533 (Level up at 12000)
- Ulfric/Alex W., Level 2 Barbarian: 3807 (Level up at 4000)

Monday, December 3, 2018

Session 22: Have you seen the face of god?

Session 22: Have you seen the face of god?

Campaign Date: December 1st, 1631
Date: November 29th
Moon Phase: First Quarter



New Characters:
- Rionach the necromancer, Rat's former wife
- Squeak Winehouse, a new ratman brewer
- Kaoru the elven forester

Enemies Defeated:
- Lich (750 xp)
- 7 skeletons (70 xp)
- 4 paradox angels (3000 xp)

Total: 3820 xp
Treasure and Equipment:
- 0 Chairs
- Off by One
- Not-Bone
- Spellbook #211

Total: 0 xp
Exploration:
- 4 Dungeon rooms (80 xp)
- Secret door found
Total: 130 xp

Events:
- Picking up with the remains of a paradox angel on the ground in front of them, the party continues through to the next room, this one very similar to the last but half full of dirt (50 xp)
- After fiddling around with the runes in the room a bit, the party manages to clear out the dirt for a bit and continue down the corridor. (50 xp)
- The room beyond contained a bunch of wizard robes and hats on drying racks, and a cupboard in the middle of the room. (50 xp)
- Key opens the cupboard, and almost dies to yellow mold spores (50 xp)
- Baral drags him out and ignites the mold, incinerating the room. The party continues past it around a corner. (50 xp)
- Baral's amulet detects a secret door behind a wizard statue, and behind it is a spellbook on a pedestal (50 xp)
- Further down the path, the party finds a bridge across a rushing stream. There's not much else in there. (50 xp)
- They then go further south, and discover a room that has been dug through by some strange tunnel. In the room is half a lich, readying a spell and surrounded by skeleton guards. (50 xp)
- The party has a tense fight with the lich, continually managing to interrupt his spellcasting but triggering spell collapses. (50 xp)
- Suddenly, halfway through the fight, 4 paradox angels pop into existence after the party. The lich readies a cone of cold at them. (50 xp)
- A few things then happen (50 xp)
- Rowan charges the lich, causing his spell to release too early (50 xp)
- The spell collapses, targeting every creature in the room (50 xp)
- Baral is the only one left standing after the blast, faced by the four badly injured angels. Rowan is on the ground, but still breathing. (50 xp)
- Baral takes down the angels, as they struggle to get past his fireproof cloak. (50 xp)
- Baral and Rowan take some time to recover and search the dead bodies, but then the lich rises up again having absorbed the energy of the dead. He begins casting another spell. (50 xp)
- The remaining party members fight him off, but just before they slay the lich, he teleports away (50 xp)
- The three new characters came out from one of the tunnels, having been digging up from the veins of the earth (50 xp)
- Meanwhile, Baral fiddles with the strange disc dropped by a paradox angel, and becomes enlightened by the truths of the universe. As his eyes glaze over, his magical armor vanishes, and he takes a tear of time to reverse his actions. (50 xp)

Total: 950 xp

Misc:
- Best of Intentions bonus (50 xp)
- Dramatic Battle bonus (50 xp)
- Fame bonus (50 xp)
- Heresy bonus (50 xp)
- I Immediately Regret This Decision bonus (50 exp)
- Monster infighting bonus (50 xp)
- Poison is OP bonus (50 xp)
- Pundemonium bonus (50 xp)

Total: 400 xp


Grand Total: 5300

Party Roles and individual exp:
Irene - Remembremancer (100 xp)
Alex W - Mapper (100 xp)
Kal - Chaffeur,  Cookiemancer x2 (300 xp)

Rory - Guard, Tracker, Chaffeur (300 xp)
Logan - Caller (100 xp)

Rory - Horrifying Realisation bonus (100 xp)
Rory - Death's Witness bonus (100 xp)
Irene - Death's Witness bonus (100 xp)
Irene - Near Death Experience bonus (100 xp)
Kal - Badass Backstory bonus (100 xp)
Kal - Tragic Death bonus (500 xp to next character)
Logan - Awesome Death bonus (500 xp to next character)
Key - Amusing Death bonus (500 xp to next character)

Death Toll and Injuries:
- Fulgrenth, Key, and Rat all were horribly obliterated in a barrage of cones of cold.
- Rowan has severe third degree burns and cannot heal past 0 hp unless she gets medical attention

Investments and Business Ventures:
- Uriel: Travelling to Loegria (9/21 days complete)
- Baral: 2950sp in bank
- RAT: 1600sp, 5cp in bank

EXP TOTALS:
Rory/Baral, Level 5 Dwarf: 17988 (Level up at 17600)
*DING* Level Up! | +1d10 HP 
Irene/Rowan, Level 5 Fighter: 19914 (Level up at 32000)
Kal/Rionach, Level 1 Necromancer: 1960 (Level up at 2250)
Logan/Squeak, Level 2 Ratman: 1660 (Level up at 1500)
*DING* Level Up! | +1d6 HP | +3 Rats
Alex W./Kaoru, Level 1 Elf: 1660 (Level up at 3000)

On Leave:
Logan/Uriel, Level 4 Magic-user: 11387 (Level up at 18000)


Absent/retired:
— The Voice, Level 2 Specialist: 1879 (level up at 3000) (somewhere in Austria)
Sam B/Branka, Level 2 Muscle Wizard: 6427 (Level up at 9000)
Siobhan/Alex E., Level 3 Specialist: 4412 (Level up at 6000)
Sam P/Joshua, Level 2 Cleric: 3151 (Level up at 3500)
Balric/Augusto, Level 1 Magic-user: 826 (Level up at 2250)
Goblin/?? (Sorry I didn't get your name), Level 1 Goblin: 163 (Level up at 2000)
Dan/Kaulder, Level 1 Barbarian: 719 (Level up at 2000)
Sean/Oswald, Level 2 Specialist: 1531 (Level up at 3000)
Dancin/Tarrus, Level 1 Muscle wizard: 315 (Level up at 2250)


The halls of the Dead:- Key/Alex W., Level 4 Specialist: 10338 (Level up at 12000)
- Logan/Fulgrenth, Level 1 Barbarian: 1954 (Level up at 2000)
- RAT/Kal, Level 5 Ratman: 18451 (Level up at 24000)
- Logan/Raven-Daylight-Confident-Prophesy, Level 1 Goblin: 410 (Level up at 2000)
--- Easter-Happy-Identity-Citizen, Level 0 Goblin: 110 (Level up at 1000)
- Sam P/Gunther, level 1 Halfling: 0 xp
- Alex/Zed, Level 3 Elf: 6533 (Level up at 12000)
- Ulfric/Alex W., Level 2 Barbarian: 3807 (Level up at 4000)

Monday, November 26, 2018

Blood Mage Class

Disclaimer, this whole thing doesn't really work quite so well if you aren't using James' Death and Dismemberment rules. It requires at least the Death Spiral and So Much Blood sections of the system to work properly, but here's the important parts for this class:
  • Each Bleed Token is a type of Death Token that deals you a point of damage at the end of your turn unless you Stay Down and take no actions.
  • When at 0 HP, damage that would reduce you to below 0 HP instead causes you to roll all of your accrued Death Tokens (d6s), add the damage you took past 0 HP to the total, and compare that to his death and dismemberment table.
The whole system is really intricate and complicated, but plays well at the table once you get the hang of it. However the only class that really did anything with it was the Barbarian. I felt like it could be used for more though, so I made another class that is built to play with the system in neat ways. Without further ado, The Blood Mage.

(To my players, this is not playable yet, but if you want to playtest it, shoot me a message)
Blood mage by weremoon
Link to Artist


The Blood Mage

Base Class: HD, Saves and XP track of the Magic-User
Hemophiliac: Bleed dice take twice as much healing to remove from a Blood Mage.
Bleeder: Blood Mages cannot cast any spells that directly recover hit points.
Blood Magic: Blood Mages do not have spell slots, instead using their blood as a conduit for magic. Rather than preparing spells, they can cast any spell they know by gaining a number of bleed dice equal to the spell's level.
Blood Magic (Levelless): (For systems with scaling 1st level spells) This instead allows the Blood Mage to take a number of Bleed Dice equal to the level they want to cast the spell at, up to their own level.

Still a wizard: Blood Mages cannot double up on spells and may flip reversible spells upon casting. They spend the same amount of time on research and transcription as a normal wizard.


Hemophiliac is here to give the class a bit of a drawback to being able to potentially cast a lot of spells. Blood naturally flows out of them, and it can be difficult to keep it in.

Bleeder is another safeguard to keep Blood Mages from being able to infinitely cast spells. I might change this to make healing spells not work on them so they need food, but food heals so well in my game already that I don't think I'll need to.

Blood Magic I think still needs some sort of balancing, but that stems from how I'm still in the middle of flip-flopping between levelless and traditional spells in my system. Should be fixed if I rewrite the spell list, but it'll take a while.

Still a Wizard keeps this as an alternate wizard like muscle wizards or necromancers.