I have been running a Silmarillion inspired play by post game all of this year, where the players take on the roles of creator spirits and then the leader of a mortal/immortal race of beings.
Soon, a regularly party based adventure roleplaying game will take place in that world we have created.
Here are the rules and one of the player character factions for that game!
Creating a character:
Pick a faction, class and skills/magic if your class gets any.
Roll a 3d6 (or less or more depending on your faction/class for each Attribute (Of the body and Of the spirit). Minus the result you roll from 22 to get your value for each attribute.
NOTE: On 3d6 attribute rolling, 6s explode (add 6 roll another d6)! And a 1 removes the next lowest dice roll! (Attribute values Max = 19 Min = 1).
Character’s start with possessions appropriate for their faction/class.
The referee will inform players when their character has leveled up (normally by completing important actions within the game world).
Attributes:
Of the body:
Weakness
Clumsiness
Frailty
Ignorance
Stupidity
Repulsiveness
Of the spirit:
Rynnery (Passion)
failure = lose your agency to your emotions
Ghussness (Madness)
failure = do something unexpected, novel, and disastrous for those around you - normally combining two forces in a chaotic and dangerous manner
Greemight (Desire for justice)
failure = lose your agency to ensuring justice is inflicted most forcibly unto the wicked
Attunement (Susceptibility to songs/pheremones/etc)
failure = lose your agency to the mesmerising song/smell of an another
Vadrlure (Susceptibility to the dream realm)
failure = become detached from the physical world and enter the overwhelming realm of dreams - your body becomes limp and your mind confused
Milkdoom (Fate/Doom/Unluck)
failure = the worst thing, that also most simplifies the situation happens to you
How to play:
Create a character.
Tests = d20 roll on or above the attribute tested for success. The referee will often modify the roll (add/minus to the result, roll more than one die, etc) to reflect the difficulty of the test. The referee will determine what happens on success or failure.
Skills/Magic = What can be achieved using these is determined in discussion with the referee. Do a test to determine if the use of Skill/Magic is successful.
Combat = the referee will inform the players the order in which each entity in the combat acts. On their turn an entity can move an appropriate distance and attack/take an action appropriate to the situation.
Attacks = d20 roll on or above the target’s AC for success. The referee will often modify the roll (add/minus to the result, roll more than one die, etc) to reflect the difficulty of the attack. If an attack is successful, a damage die is rolled for the attacker and the number rolled is deducted from the target’s health.
If an entity has 0 health they are dead.
Monsters / NPCS = HD (+1 to hit per level / dX HP per hd where x is number appropriate. Roll attributes with dX when needed for tests. Use an AC appropriate for the entity)
“No time for a history lesson, fotystos! Infinigrad is the only city, and the world is nothing but this city! I need those Rhadamantian Holders killed yesterday! I would do it myself, but that would be a sin against the curse, and to sin against the curse means I’ll be removed from the city, and being removed from the city means being removed from existence itself! Get me a Guild Dog law-dammit! Get me as many as you can find!” - Aurt Chaingrower, Exalted Conspiracy Weaver of The Guild, Ojan of Fates.
Widespread and destructive conflict between guilds has led to the “Curse of the Law” being instated.
If a guild member commits a violent act against another guild, they will be annihilated by Cursite monks and their guild will face severe repercussions.
Guild Dogs, an under class not associated with any guild, take dangerous jobs to overcome the curse of the law. They are considered infinitely expendable.
Guidelines for play:
The referee presents a shared imaginary world to the players. In this case, the neverending fantasy city of Infinigrad. The referee is a player who, generally, controls and presents all other aspects of the shared imaginary game world that are not a player character (PC). PCs in this case are known as Guild Dogs.
The players tell the referee what they want their Guild Dog to do (perhaps explaining why they may be successful in such an endeavor). The referee will resolve that action, then tell the player what happens!
Methods for resolving what happens:
Actions: For non-combat actions that are not guaranteed success, and have a risk associated with their failure, the player rolls a d20. A roll under (not equal to) the value of the Attribute (deemed appropriate to be tested for the action by the referee), equals success (this is sometimes called an Attribute Test)! A roll equal to or above the Attribute equals foul and deadly failure! Failure of an action can result in loss of Health Points (HP).
Combat: When things in the game world are fighting one another, the referee determines the order in which each combatant will get a turn. On a turn a combatant can move a distance deemed appropriate by the Referee and take an action or attack. To attack, the combatant rolls a d20 and adds any appropriate bonuses to their roll (To Hit - normally determined by the weapon used). If the roll is above or equals their target’s Armour Class (AC) the attack is a success. If successful, the combatant rolls for damage (the specific die determined by the weapon used) and the result is deducted from the target’s HP.
The referee resolves actions and combat for non-player character/the environment/etc (using the methods above). Non Player Characters (NPCs) have Levels, Attributes, HP, AC, Skills, Spells and Possessions determined by the referee.
Simple NPC combat: NPCs get + Level To Hit and Damage, regardless of weapon. Their AC should reflect the armour they are wearing and their ability to avoid attacks.
Notes to the referee:
Attribute Tests can be used to gauge the success of actions taken by the non-player character/the environment/etc. Give an appropriate value and roll a d20!
“A day” is a period of time between rests (it could also be an entire PC level or a gaming session). Finding a safe place to rest is an important goal for a Guild Dog - doing otherwise may result in the encountering of something dangerous!
You are the ultimate arbiter and demiurge of this world, resolve and rule as thy see fit!
Guild Dogs Player Character Class:
Roll 3d6 for each Attribute:
Strength, Dexterity, Constitution, Wisdom, Charisma and Intelligence.
You have 8HP, it goes up by d8 + 1 for each CON value above 16, each time you Level Up.
Pick a weapon and an armour (and/or shield). You have those.
Pick a number of skills deemed appropriate by your referee. You have those. You may get more as you Level Up.
You have 3d6 x 10 coins.
Refer to the player appendixes below for details regarding weapons, armour and skills.
Leveling Up:
Level 0, To get to next level, do something mildly interesting
Level 1, To get to next level, do something interesting
Level 2, To get to next level, do something that changes a small group
Level 3, To get to next level, do something that changes a large group
Level 4, To get to next level, do something that changes a whole building/structure
Level 5, To get to next level, do something that changes a guild
Level 6, To get to next level, do something that changes a suburb
Level 7, To get to next level, do something that changes a number of suburbs
Level 8, To get to next level, do something that changes the whole city
Level 9, To get to next level, do something that changes reality
Appendixes for the player:
Weapons:
Fists: d4 + 1 for each DEX AND STR value above 16, +Level To Hit, can attack twice in a combat turn. Successfully attacking a target in Heavy armour causes you d4 damage.
Dagger: d4 + 1 for each DEX value above 15, +Level To Hit, can attack twice in a combat turn.
Sword: d6 + 1 for each DEX AND STR value above 15, +Level To Hit, +Level damage to targets in armour lighter than medium.
Mace: d6 + 1 for each DEX AND STR value above 15, +Level To Hit, +Level damage to targets in medium armour or heavier.
Spear: d6 + 1 for each DEX AND STR value above 15, +Level To Hit, can attack targets from a distance deemed appropriate by the Referee
Axe: d8 + 2 for each STR value above 15, +Level To Hit, 1 snail
Flail: d6 + 2 for each DEX value above 15, +Level To Hit, +Level damage to targets in medium armour or heavier.
Rapier: d6 + 2 for each DEX value above 15, +Level To Hit, +Level damage to targets in armour lighter than medium.
Great Sword/Mace/Spear/Axe/Flail: Same as above but + 2 to damage, both hands used, 2 snails
Bow: d6 + 1 for each DEX value above 16, +Half Level To Hit, can attack targets from a distance deemed appropriate by the Referee, Reloading requires a successful DEX action.
Crossbow: d8 + 1 for each DEX value above 16, +Half Level To Hit, can attack targets from a distance deemed appropriate by the Referee, Reloading requires a successful STR action.
Armour:
An alert and unarmoured humanoid has a base AC of 10.
Snails: Generally the less armour worn, the further and faster something can move. Referees will need to consider this (and the attributes of the wearer) when determining in what order combatants act, and how far they can travel in a combat turn. To simplify this, a snail rating is provided for some weapons and armour. Those wearing the most snails will have their turns last in combat, and be able to travel the least distance.
Armour levels:
None Whatsoever: No impact on speed or movement. May take an additional action or attack in a combat turn. +1 AC for each DEX value above 16.
Shield: +1 AC. Requires a free hand. No impact on speed or movement. +1 AC for each WIS value above 16.
Great Shield: + 2 AC. Requires a free hand. 2 snails. +1 AC for each WIS value above 16.
Light: +2 AC. No impact on actions. +1 AC for each DEX value above 16. 1 snail.
Medium: +4 AC. Will have a moderate negative impact (determined by the referee) on DEX/STR tested actions . 3 snails
Heavy: +5 AC. Will have a severe negative impact (determined by the referee) on DEX/STR tested actions. +1 AC for each STR value above 16. 5 snails.
Skills:
For combat purposes using a skill is an action but its success is guaranteed.
Dodge: Avoid an instance of physical damage, level times a day.
Venom Immunity: Neutralize a poison within your own body, level times a day.
Solid Aura: Resist a magical spell/effect, level times a day.
Insight: Find something hidden, level times a day.
Swift: Have your combat turn first, level times a day.
Resourceful: Rummage up a specific, mundane item, level times a day.
Bland: Cause a sentient being to forget they interacted with you today, level times a day.
Double Jointed: Escape from confinement, level times a day.
Terrify: Scare someone equal or + 1 your level, level times a day.
Second Wind: Regain d8 HP, level times a day.
Banish: Remove d6 magical beings less than your level, level times a day.
Unlock: Unlock a lock, level times a day.
Creep: Move silently and unseen, a distance approved by the referee, level times a day.
Insight: Work something out intuitively, level times a day.
Pickpocket: Take something from someone else's person, level times a day.
Disappear: Disappear from view of all nearby equal or + 2 your level, level times a day.
Impossible Climb: Climb sheer surface a distance approved by the referee, level times a day.
Face Hedgic: Change your face to a new one, level times a day.
Kinesis Hedgic: Move an item, size approved by the referee, with mind, level times a day.
Crack Shot: Automatically hit and do full damage with a ranged weapon, level times a day.
Crack Swing: Automatically hit and do full damage with a melee weapon, level times a day.
Foulness: Fill room with gas, choking those less than your level, level times a day.
Astral Hedgic: Your spirit leaves your body for about a minute, level times a day.
Prediction: Know a sentient being’s next action, level times a day.
Shadow: Fill a room with shadows, level times a day.
Aural Hedgic: Summon a specific (and non deafening) noise, level times a day.
Smell Hedgic: Summon a room filling, non harmful, smell, level times a day.
Dead Whisperer: Talk to the spirit of a corpse within the same roomish, level times a day.
Plant whisperer: Talk a plant within the same roomish, level times a day.
Beast whisperer: Talk to a beast, within the same roomish, level times a day.
Vibe Hedgic: Fill a room with a non deadly emotion, affecting those equal/under your level, level time a day.
Charm: Give a sentient being (equal/under your level) a simple, non deadly command, level times a day.
Centering: Regain total composure and self control, level times a day.
Luck: Reroll an attribute test/attack roll, level times a day.
Elemental Hedgic: Imbue your weapon with a certain element, for a minuteish, level times a day.
Lethal: Kill a target, half your level or less, with a single, automatically successful attack, level times a day.
Impossible Leap: Jump an impressive distance, approved by the referee, level times a day.
Sprint: Swiftly run impressive distance, approved by the referee, level times a day.
Play Dead: Appear medically dead, for up to an hour, level time a day.
Berserk: Gain +d6 To Hit and Damage, for d6 turns, then take 2d6 HP damage, level time a day.
Haste: Gain two turns in a combat turn, level times a day.
Beast Empath: Give a beast (equal/under your level) a simple command, level times a day.
Curse: Visible target has minus d6 To Hit/Damage/Test, for d6+level turns, level time a day.
Bless: Visible target gains + d6 To Hit/Damage/Test, for d6+level turns, level time a day.
Sunder: Wreck armour in melee range, causing it to drop a level of protection, level times a day.
Plant Hedgic: Grow a plant in size approved by the referee, level times a day.
Shape Wood: Warp the shape of wood in a way approved by the referee, level times a day.
Shape Stone: Warp the shape of stone in a way approved by the referee, level times a day.
Shape Metal: Warp the shape of metal in a way approved by the referee, level times a day.
Summon Wind: Summon a wind, approved by the referee, level times a day.
Summon Door: Summon a door, approved by the referee, level times a day.
Heal: Increase a target’s HP by d6 + level, level times a day.
Hush: Remove all noise in a room, level times a day.
Light: Fill a room with light, level times a day.
Poison: Produce a small vial of deadly poison, level times a day.
Stabilise: Restore a target with negative HP to 1 HP, if approved by the referee, half level times a day.
Stun: Cause a target, equal or below your level, to lose consciousness for d6+level combat turns, or a length of time approved by the referee, level times a day.
Vision: Transfer your vision to something else that sees, and back, level times a day.
Know Secret: Learn a secret about a target, level times a day.
Entertain: Be enthrallingly entertaining for about half an hour, level times a day.
Appendixes for the referee:
Economy:
Infinigrad is a big place and it would be impossible to document all of the items available for purchase there, nor provide each with an accurate price. Here is a method for generating prices for items as they are needed.
Each d10 represents a digit in the final price (i.e. 3d10 means rolling 3 d10’s and using the three results to get a 3 digit number). Example: a result of 3, 9 and 6 is 396 coins.
Mundane and everyday items: d10 coins
Tools and speciality equipment: 2d10 coins
Mundane services: 3d10 coins per day
Basic weapons: 2d10 coins
Basic armour: 3d10 coins
Small trained beasts: 3d10
Magical tools and speciality equipment: 4d10 coins
Magical services: 4d10 coins per ritual
Magical weapons and armour: 5d10 coins
Beasts of burden and travel: 5d10 coins
Carts, carriages and the like: 5d10 coins
Spell laden items: 5d10 coins
Magical augmentation purchase and installation: 6d10 coins
Apartment: 5d10 coins
Sailcraft: 6d10 coins
House: 6d10 coins
Spells:
Spell laden Items allow spells to be cast level times a day. Spell laden items will generally require a minimum INT, WIS or CHA to be used. Spells are very similar to skills, but break reality even more so.
An example:
Ring of Magic Dart: If INT above 14 allows wearer to launch a ball of plasma at a target, causing d8 + 1 for each INT value above 16 damage, level times a day.
I have included some very basic guidelines on how each of these classes correlates in general to a more 'traditional' OSR class for those interested!
The psychedelic art was made using https://neuralblender.com/?s=09 (Taking the images created and collaging/editing them to clarify the vision of the class).
Aristocratic Moon Gladiator
From the satellite world far above, where the art of dueling with both tongue and sword are the highest artform of the royal families. Wears gleaming arms and armour - both most elaborate and decorative. Fights and speaks as if dancing, a scintillating sight and experience to behold - can swiftly cut down a foe with a few strokes of the blade or lasing barbs of wit. Has graced the muddy world below with their presence to train in the harsh, heavy gravity.
(As a Fighter type class with the skills of speech and rhetoric a Specialist class may have)
Ghostly Flesh Archer
An escapee of the vat pits, where monsters are torturously grown and sold. A life of the fugitive, and a need to stay distant from those disgusted by their roiling flesh, has enforced the need to hunt from afar. But the ghosts of those they kill and eat leak from their pores! To cleanse themselves the archer must whisper the spirits into their arrows, empowering them with the likeness of the slain! And then, the cycle continues. The archer wishes nothing more than to have their form to become static and for the hauntings to stop!
(As a Thief/Rogue type class with the ability to once per level per day imbue an arrow with magical powers [As an appropriate level spell caster singe use spell])
Resourceful Star Assassin
Delivered to earth from the outer void by a great metal machine. Creeping, deadly and encased in a vacuum sealed suit wrapped in dark, synthetic cloth. Can easily disappear from view, even in the brightest of locations - the technological magic of their garb shimmering them into nothingness. They have a wide array of beyond sharp blades and foul alchemical poisons on their person. They have traveled to the earth to slay a target of astrological significance.
(As a Thief/Rogue type class with additional expertise in Hide and Poison related skills)
Enormous Vermin Tamer
A scavenger and survivor from the deep, vile warrens beneath the earth. Ragged and unassuming in costume, drab and crass in character, but accompanied by oversized vermin who love and adore their trainer! They are easily able to communicate with and control verminic creatures large and small - and their troglodyte upbringing means they are most adept at surviving in dark, subterranean environs. Rumors of huge and majestic beasts having brought them to the surface, taming such a creature would bring the tamer much kudos and statues beneath the earth.
(As a Druid type class with their domain being subterranean and cave environments)
Mutated Mind Lancer
A mercenary from the guild wars of Infinigrad, escaped from the walls of the conflict locked city to stalk the clean mud of the countryside. A body warped and empowered by bio enhancements associated with their trade, along with a mind physically sharpened to the status of weapon. The lancer is able to wrench the senses from their enemies or fire spears of sheer thought shards to rip to ribbons less powerful minds. Through brutal unarmed martial arts, or insidious telepathic attack - the lancer is a disciple of war. They travel the earth in search of blood soaked glory.
(As a Monk (unarmed combat specialist) class, with access to Enchantment (or mind control focused) spells)
Tenacious Vine Wizard
A graduate of one of the many magic schools of Infinigrad, with a particular focus on the manipulation of vegetable matter. Ever accompanied by several weedy, rooty plant servants and wrapped in invigorating robes of green silk. The Vine Wizard can speak to plants of all types, or warp, edit and employ them for nefarious means as needed. Tangling and choking those that bother them with endless green tendrils, the Vine Wizard simply seeks to continue their research into all the wild and unusual flora that inhabits the earth.
(As a Spell Caster or Druid type class, granted bonuses to the casting of any plant related spells [More cast per day or more impactful per cast]. Accompanied by Level x 1HD per Every 2 Levels weed servants: AC12, vine whips for d4 damage)
If you are interested in playing, join the discord! (Link should be on the side of the page some where).
Player Character Generator:
Players are either a local citizen of Chorospyrog or an outsider. Roll on the appropriate generator below to get your character. Either you can fill in the details, or I can do that for you.
Or
Local or outsider all characters also have a minor magic item. Generate the details below. Again, you or I can work out the details.
NPCs/NPC Groups: Here are the major groups and entities present in the city of Chorospyrog.
Revolutionaries: The Horned Teeth Brotherhood. Made up of an alliance of discontents: The Teeth Brothers, The Bloodsuckers, The Maggotkin. Dissatisfied with the rules of the Star Judges. In contact with and believers in the mutative clergy of the Rainbow Heart Priests. All for change and warping. Mostly ex miners and jelly crop workers, but some ex members of the historians, city guard and wormling princes.
City Guard: The Pick Watch. Horned helmets, shirts of squares of copper and gold. Silver pick axe blades.
Star Judges: Purple robes and horned maskethelms of gold. Hold star maces of silver. Always accompanied by silver Pick Watchmen. Always have a servant carrying a book of rules, star movements and predictions.
Water Monks: Silvery blue robes. Silver and gold jewellery in abundance. Tools, daggers. Carts of water. Very knowledgeable in the realm of engineering and devices.
Wormling Princes: The Elite of Worm Head Row. Have teeth removed and replaced with metal fangs – very expensive procedure. Artificial horns and shirts of squares of metal. Boots and knifes and fancy silk shirts.
Rainbow Diamond: The still beating hearts of the crystal tower worms. Huge diamonds, floating, crystal tendrils, shimmering and prismatic. Can be used to warp the architecture of Chorospyrog. Can cause mutations.
Rainbow Heart Priests: The Warping Clergy. Wear robes of white and red. All severely mutated. Spend decades listening to the Rainbow Diamonds and attempting to enact the will of the Worm Kings. Worships the towers as gods.
City Historians: Silver robes and white horned masks. Reclusive, often mute. Record the movements of the towers architecture.
Rot: Spined globules of mercury. Sharp, spiky and creeping and spreading. Is in fact Obsidian Beetle eggs.
Obsidian Beetles: Dog sized beetles with metal mandibles that can remove a person’s arm. Eat everything.
Gilded Maggots: Man eating maggots. Huge and slimy and will continue to grow the more they eat. Teeth of metal. Veins of gold. Effuse a stinking gas that can induce stupor.
Eaglemite: Bear sized beetles with beak like mandibles of metal. Enormous wings. They can float in place and delicate nibble stone into the most ornate of patterns.
Eaglemite Trainers: Suits and thick gloves of maggotskin leathers. Boots and metal tipped whips.
Miners: May work the earth beneath the city, smash the ancient architecture of the towers, or hunt gilded maggots in search of ore.
Workers: Tend jelly crop, support water monks in the use of their devices, transport refuse, clean out eaglemite roosts.
Outcasts and Outsiders: Adventurers from beyond the mud plain who explore The Lost Tower and The Library Tower in search of treasure.
Worm Kings: The gods of the city. They watch from within the walls of all the towers. They cause miracles to happen.
Merchants: Sellers of water, jelly crop, ore, bones, rare mud, books, rare dust, teeth, weapons, armour, general supplies.
Referee details! Please do not read on if you intended to play in the game!
Further Tower Details: What follows is a stream of consciousness list of all the things that could be encountered within each tower. An overall atmosphere/vibe/feeling for each. I intend to run the game using Generic Room Stocker and The Infinigrad Weird City Toolkit to generate locations on the fly.
1. The Tower of The Older Brother: Factories producing teethed armour and pickaxe weapons. The mud of the plains creeps into the tower here and swirls across the walls. Many residents are beset by clanging sickness and sleep in beds of mud.
Kilns, hammers, factories, burning, workers, mud, mud huts, sickness, disorder, maggots, poverty, despair, mines (gold, copper) beneath the city and in the mud, miners.
2. The Lost Tower: Overrun with gilded maggots and obsidian beetles. Teams of paired horned pickaxe wielders are here to reclaim the tower.
3. The Tower of The Pump: Monks of a mud and water based cult work water catching devices that run along the walls of the tower. They also operate mud filtering devices that procure clean water from the mud field of Fosmuck. The monks of Mud are richly adorned as their services are valuable. They are close allies of the Star Judges.
Monks, temples, devices, water jugs, flooding, blue, judges, guards, mud filtering devices, opulence, material wealth, decadence, corruption.
4. The Market Tower: This area serves as the foreigner quarter - An abundance of inn and markets. The tower has a somewhat abandoned feeling too it, locals fear the ire of the Star Judges for interacting with outsiders.
Inns, bars, dancers, exotic materials and supplies, markets, emptying, abandoned, too many guards, revolutionary recruiters, judge spies, paranoia, foreigners, distrust.
5. The Tower of The Younger Brother: Many farms and training grounds for eagle mites. The exterior walls are exquisitely detailed from eons of eagle mite working. The breeders are very pushy in trying to sell their eagle mite stock.
Eaglemites, roosts, trainers, judges/guards/monks/revolutionaries all trying to get eaglemites, nests, feeding carrion, flying, poles, industry, hope, art, violence, complicated architecture.
6. The Muck Tower: All the unwanted refuse of the city is stored, treated, thrown away, here. A high pile of foulness in the mud beneath the tower. Rumours of revolutionary anti Star Judge groups (The Teeth Brothers, The Bloodsuckers, The Maggotkin) dwelling here. The walls are engraved with anti Star Judge sentiment.
7. The Forgotten Tower: The Worm King/Diamond Heart in control of this tower locked it away from the rest of the city long ago. Its dark crystal walls are all closed. Windows and doors filled in.
9. The Hive: The pleasure quarter of the city. Filled with eagle mite fighting pits, slime bars and jelly banquets. Foreigners barely tolerated. Awash with conspiracy, adventure and dodgy dealings.
Slime and jelly in abundance, decadence, waste, fighting, drunkenness, inebriation, betting, gambling, simmering tension, blood and carapace, eaglemite fights, secret operatives for the star judges/revolutionaries, guards looking the other way, wildness, pleasure, terror.
10. The Records Tower: A store of food and water for the entire city. Heavily guarded by pickaxe wielding guards accompanied by trained fighting eagle mites. The upper levels are devoted to Chorospyrog's city historians, who sit in mirror filled rooms wearing cloths of shimmering silver.
11. The Tower of Asteria: House the council halls of the Star Judges, rulers of the city. They live, study and preside in the highest levels of the city - watching the stars all evening long and deducting the right and moral actions to take from their movements.
12. Houses of the Diamond Hearts: 6 of the 10 Diamond Hearts have been recovered and put on display in temples here. Being in their presence is purported to have mutative effects. Heavily tooth armored guards protect the temples. All of the priests that tend the crystals are in a conspiracy to attempt to over throw the Star Judges. The conspiracy refers to itself as The Way of The Worms.
13. The Library Tower: At some point in history this Worm Towers Diamond Heart was destroyed. The tower is crumbling, falling apart. Dust storms from the plains whips into the wide open holes of the walls. A library of public record was once housed here - but it has largely fallen into ruin. The most important books were moved to the Records Tower. It is very likely the floor or walls will collapse while travelling here.
Wreck, ruin, collapse, wind, dust, dust piles, sand piles, dried mud, beetles, rot, husks, bones, loose pages, abandoned devices, pages blowing in the wind, ancient books.
Super secret referee details! Definitely do not read on if you intended to play in the game!
Chorospyrog Doomsday Clock: As I want to keep this a short game, the city of Chorospyrog will be inexorably crawling towards wreck, ruin war and chaos. These events will be happening around the players during their two week visit to Chorospyrog
Day:
1. Rot outbreak in The Market Tower (4). Malaise.
2. Clanging sickness outbreak in The Tower of The Older Brother (1). Malaise.
3. Gilded maggots seize The Tower of the Pump (3), cutting off water supplies for the rest of the city. Panic.
4. Rot outbreak in The Tower of the Younger Brother (5). Malaise.
5. Assassination of Diamond Heart Priest in The Houses of the Diamond Hearts (12). Outrage.
6. Revolutionaries seize The Tower of The Older Brother (1). Panic.
7. The Library Tower (13) collapses. Utter panic.
8. City Guards seize The Market Tower (4) on behest of the Star Judges, foreigners arrested, martial law instituted. Outsiders no longer allowed in. Outrage.
9. The Forgotten Tower (7) opens up. Endless dark labyrinths are inside. All those who visit are lost forever… Panic and curiosity.
11. Assassination of more Diamond Heart Priest in The Houses of the Diamond Hearts (12). Outrage.
12. City Guards seize The Houses of Diamond Hearts (12) on behest of the Star Judges. Martial law instituted. Priests tried and killed for sedition. Rainbow Diamonds in The Houses of Diamond Hearts (12) moved to The Tower of Asteria (11). Outrage and panic.
13. The Horned Teeth Brotherhood and the City Guard begin warring in The Hive (9) – both groups attempting to seize control of the tower. War.
14. The Market Tower (4) and The Tower of the Younger Brother, explode with Rot and are lost to obsidian beetles. Refugees are crammed into The Tower of the Older Brother (1). Fighting continues else where in the city. Panic and war.
Bodifcation wizards are essentially the Fantastic Four as one person.
Important: Each time a
bodification wizard gains access to a new level of spells (getting a spell slot
in this new level due to a character level up for example), a randomly
determined spell from the previous level spell list is permanently applied to
the bodification wizard. The exact effects of this are determined by the GM.
1
Lengthen limb: Target set of caster’s own limbs
increases in length up to 2 feet per level for 1 hour.
Detach eye: Caster’s eyeballs detach from head
and float independently for d6 rounds per level.
Keratin overload: Target’s nails and or hair grows up
to a foot per level.
Mould hand: Caster’s own hand can be moulded
into any shape, retaining the same amount of mass. Lasts caster level hours.
Shed skin or hair: Caster sheds entirety of current
hair or skin. This grows back instantaneously as a colour of caster’s choice.
2
Elemental hands: Caster can transmogrify their own
hands into any element they have experienced damage from. This lasts d6
rounds times caster level.
Enlarge body: Caster increases their own overall
mass by 10% per level. Caster can determine the distribution of this new
mass. Lasts caster level hours.
Shrink body: Caster decreases their own overall
mass by 20% per level. Lasts caster levels hours.
Exaggerate features:
Caster increases a
distinct and specific region of their own face by 20% per level, generally
accompanied by biological improvements such an increase would bring.
Lasts caster level hours.
Mould body: Caster’s own body can be moulded
into any shape, retaining the same amount of mass. Lasts caster level hours.
Empower hands or
feet: STR or CON
tests involving own hands or feet (caster chooses at casting) rolled with
Double Advantage for d6 x caster level rounds.
Shed limb: Caster painlessly sheds an own limb
of choice, it grows back in 10 days minus caster level.
3
Strengthen limb: STR or CON tests involving own legs
and feet or arms and hands (caster chooses at casting) rolled with Double
Advantage for d6 x caster level rounds.
Flatten: Caster’s own body mass is flattened
out, resembling an inch high pancake. This form can creep along flat and
vertical surfaces. Lasts caster level hours.
Fatten: Target’s body is burdened with
ungainly fat stores. An additional mass of 20% per caster level of pure lard
fills the target’s body for d6 x caster level rounds.
Summon limb: Caster grows a fully functional
additional limb of choice on their own body. Lasts caster level hours.
Change visage: Caster warps, transforms and
changes own facial features (eyes, fur, teeth, shape, etc). Can change 2
features per caster level, lasts caster level hours.
Change skin: Caster permanently transmogrifies
own skin to a material of choice. Must have a handful of said material which
is consumed in the casting. Appropriate advantages and disadvantages of the
skin applied by the GM.
Mould other: Target’s body can be moulded into
any shape, retaining the same amount of mass, by the caster. Lasts half
caster level hours. Target must be willing or retrained for this process to be
effective.
4
Limb Morph: Caster transforms own limb of choice
into inanimate object of choice. Object must be held during casting, and is
consumed in doing so. Transformation lasts until dispelled by caster.
Elemental body: Caster can transmogrify their
own entire body into any element they have experienced damage from. Lasts d6
rounds times caster level.
Detach hand or
foot: A target’s
specific hand or foot is removed from their body for d6 x casters level
rounds. Target still has control of removed appendage. Caster may remove
their own hand or foot, having remote control over the appendage for caster
level hours.
Harden skin: Increases AC of target’s skin by d6
for d4 x caster level rounds. Does not stack with armour.
Regrow lost limb: Target painlessly regrows a lost
limb that is fully functional.
5
Multiply body: Caster summons half their level
rounded down copies of their self for d4 x caster level rounds. They are in
complete control of each copy and can operate each copy in unison.
Full contortion: Caster’s body takes on the aspect of
an incredibly durable and flexible rubber like material. They may stretch
themselves up to d6 x caster level body lengths in distance and gain caster
level bonus to AC.
Summon extraspecial
limb: Caster grows
a fully functional additional limb or appendage, alien to their natural body
form. This may be a wing, tail, antennae, claw, etc. Caster must be holding a
severed example of this limb or appendage which is consumed in the casting.
Lasts caster level days.
Creeping form: Caster’s body transforms into
thousands of grains of flesh that bubbles along like slime for caster level
hours. Even if an abundance of flesh grains are destroyed, as long as one
grain still survives the caster will return to their regular form when the
spell expires.
Shed sentient limb: Caster sheds own limb to summon an
independent homunculus. Caster has full command of the homunculus
for caster level days (at which point it withers and dies). homunculus takes
on aspect of limb shed and has attributes equal to d8 + caster level.
6
Liquefy: Caster’s body transforms into a
controllable liquid, of a viscousness malleable by the caster. Damage may
come to the liquid but as long as one drop still survives the caster will
return to their regular form when the spell expires. Lasts caster level
hours.
Detach head: Caster’s own head detaches from neck
and floats independently for caster level hours.
Full morph: Caster can visually transform their
own body into to take on the appearance of something else that they have seen
in their lifetime (may require a WIS check to properly recall the form). The
spell’s effect is purely visual. The spell does not affect size, so whatever
form is chosen will appear as generally the same mass as the caster. Lasts
caster level hours.
Gastric laboratory: Caster may reproduce any biological
matter they have eaten at least a handful of in their lifetime. This material
is regurgitated from their mouth but will be of a clean and pristine
condition. Material is produced instantaneously and at a volume equal to
caster level stomach fulls.
Absorb ability: Caster may permanently steal an
inherent ability from a dead creature. Only a single distinct ability is
stolen and the creature must be of a lesser HD than the caster’s level. New
ability is finalised with GM. Casting this spell permanently reduce the
casters HP by d4.
7
Gas form: Caster’s body transforms into a
controllable cloud of gas. Gas may take on additional properties that have
been personally experienced by caster (damage, inebriation, hallucination,
etc). The caster is invulnerable (other than damage from flame) in this form,
but is somewhat limited in their ability to interact with the physical world.
Lasts caster level hours.
Army of 1: Caster summons caster level plus d10
copies of their self for d6 x caster level rounds. They are in complete
control of each copy and can operate each copy in unison.
Gastric mine: Caster may reproduce any mineral
matter they have eaten at least a spoonful of in their lifetime. This
material is regurgitated from their mouth but will be of a clean and pristine
condition. Material is produced instantaneously and at a volume equal to
caster level handfuls.
Permanent parasite: Caster permanently sacrifices 1hp to
summon a parasitic worm from their own flesh. This worm can attempt to
install itself within a host (requiring the host to fail a CON test). Once
the worm is installed within a host, the caster may freely siphon HP from the
host to restore their own current HP pool. The parasitic worm has 1HP and
can easily be killed.
Clone self: Caster permanently sacrifices
d6hp to summon a level 1 clone of themselves. This clone has d6 +
caster level for all attributes and is under the direct control of the
caster. It can grow in experience and levels the same as any other PC.
Roll stats as normal (3d6 for STR, DEX, CON, WIS, CHA, INT).
You have 8 Hit Points and get d6 additional Hit Points each level.
You do d6 damage.
You have + 0 To Hit (Increases by +1 every 2 levels).
You can only wear light armour.
Roll a random raceoid:
1.Human, get two extra random starting items.
2.Scrabman, brown chitinous skin formed into organic
plates, carapace gives +1 to AC.
3.Whiskered Man, long whiskers on face, feline features, soft
fuzz of hair over body, Roll with Advantage when testing DEX for falling
damage (or similar catlike feats).
4.Scaled Man, silver scaled skin, webbed fingers, has gills
and can breath under water.
5.Horned One, goat like features, covered in fur, cloven
hooves for feet, horns on head that do 1d8 damage.
6.Feral, wild eyed, upper torso covering beard,
covered in tattoos, hardened claws on hands can scratch for 2d6.
7.Slobberer, massive blubbery head that fuses with upper torso
without a neck, enormous pink mouth housing a 3 foot long tongue that can
manipulate object like a prehensile tail.
8.Twinkler, body made of brittle crystal, speak through
telepathic communication.
9.Freed Golem, determine construction material used and add +1
to Stat of choice to reflect material, creator may attempt to reclaim or
destroy you.
10.Giant, 8 to 12 foot tall, very thickset, exaggerated
features and hulking hands and feet, very loud, rumbling voice. +2 to
damage, STR and CON. Always Roll with Disadvantage when attempting
anything delicate or sneaky.
11.Black Eyes, huge black eyes, you can see perfectly well in
the dark.
12.Rock Gut, enormous distended belly, skin constantly sweaty
and covered in warts, can eat anything for sustenance. Roll with Advantage
when testing against harm coming from consumed substances.
13.Hogman, bristly hair in patches all over body, small
tusks (do 1d6 damage), warty and immensely fat, can double their STR for
purposes of encumbrance.
14.Elfin, hypnotizingly beautiful, Roll with Advantage on
any CHA test where opponent can see you.
15.Fairen, 2 foot tall, incredibly slender, sometimes
flowers and grass grows on you. Roll with Disadvantage on any test involving
STR and CON, and - 4 to all damage. Roll with Double Advantage (roll 3 dice,
use the best result) when attempting anything delicate or sneaky.
16.Demonoid, Red skin, smouldering with heat, fangs and
claws (Unarmed damage is same as normal attack damage), Roll with Advantage
when testing CHA for any means of intimidation.
17.Apeish, furry, long limbed, hand-like feet (tested at
half DEX or STR) and leathery skin. Roll with Advantage when testing DEX for
climbing related feats.
18.Cacti, thickset, green plant man, covered in thorns (1d4
damage), no need for food but must see flames for 6 hours every 4 days or
drop unconscious for d12 hours. May regrow lost limbs after 1d6 continuous
days of rest in firelight.
19.Angelic, annoyingly good looking, with contemptuous
features that enrage most that look upon you, small wings that allow you to
jump/glide to a range of nearby.
20.Leatherman, brown, tough, incredibly wrinkled and aged skin.
This gives you the Armour Points of leather when naked and adds + 2 armour
points to any worn armour.Your facial orifices and features are
also nearly covered by flaps of leathery skin, allowing you to Roll with
Advantage on tests that would benefit from this.
You start at level 0, with 1 random “life goal” (table below), once you achieve that life goal you hit level 1.
Level 1: Now you receive a new random life goal plus a random complication for that life goal.Once you get that done you hit level 2.
Level 2: Now you receive 2 x random life goals.
Level 3:2 x life goals, 1 x life goal complication.
Level 4:2 x life goals, 2 x life goal complications.
Level 5:3 x life goal, 2 x life goal complications.
Level 6: 3 x life goals, 3 x life goal complications.
Etc.
Each life goal is associated with a specific Guild Dog skill. When you level up from 0 to 1, you gain the skill associated with your life goal. For each additional level, you make pick 1 of the skills associated with all of the life goals you achieved that level.
Guild Dogs start at level 1. With 1 x Random Life Goal. They progress through Life Goals and acquire Skills as above but Life Goal progression does not affect Guild Dog level.
HP, To Hit and Skill/Ability level based bonuses are all dependent on gaining levels through the Level Up Point system. The gaining of specifc skills and abilities is granted through the Life Goal system.
It may be worth giving only the single life goal plus a complication to make the acquiring of Skills easier (but I will test this!)
Random Life Goals and Associated Guild Dog Skills Table:
Life Goal
Associated Guild
Dog Skill
1. Stop someone near death from dying.
2. Provide someone important with shelter.
3. Guide someone important through a dangerous area.
4. Receive a benediction or sacrament from a
religious organisation.
5. Cease the expansion of the forces of chaos or disrupt
the control of the forces of order.
6. Fully explore or recover something of value from
somewhere dark or deep.
7. Consult a venerable wise one for guidance.
8. Bring light to a place that was once in total darkness.
9. Create a concoction of a healing or calming nature.
10. Explore the inner depths of your own psyche.
1. Poultice lore.
2. Resourceful
3. Nimble.
4. Diving spellcasting.
5. Mutation resistant.
6. HP die increase.
7. HP die increase.
8. Insightful.
9. Poultice lore.
10. Astral traveller.
11. Secure a sample of a particularly exotic or magical
creature.
12. Make yourself be forgotten about by a group or someone
important.
13. Commune with the dead.
14. Gain ownership of a magical garment or armour.
15. Acquire a servant or slave from the spirit realm.
16. Gain ownership of an at least semi magical charm or
piece of jewellery.
17. Acquire a shipment of Dust.
18. Be taught a new fighting style.
19. Conduct an impressively profitable business deal.
20. Acquire a beast used for transportation.
11. Wyrdling Hedge Magic
12. Faceless
13. Dead Whisperer
14. Shadowcloak
15. Astral Traveller
16. Increase attack damage.
17. Increase attack damage
18. New weapon specialization.
19. Armour training
20. Fleet footed.
21. Complete a ritual or test conducted by a religious
organisation.
22. Train an animal.
23. Drink from a magic pool.
24. Deploy strategically a dangerous slime or jelly.
25. Harvest or acquire a crop of magical herbs.
26. Close or travel through a magical portal.
27. Construct a disguise and fool an important person or
group with it.
28. Learn a new language.
29. Lose a limb and have it replaced.
30. Hold a public feast or festival.
21. Solid aura.
22. Beast empath.
23. Bodification spellcasting.
24. Vodyanoy Melding Hedge Magic.
25. Venom immune.
26. Solid aura.
27. Flesh Mask Hedge Magic.
28. Mountebank’s Whispered Hedge Magic.
29. Mutation resistant.
30. Aura vision.
31. Securely bank next level x 1000 coins.
32. Steal something valuable from an important person or
group.
33. Acquire a new piece of valuable jewellery (Worth next
level x 1000 coins).
34. Learn an esoteric secret from a venerable occultist.
35. Acquire a treasure of learning from a library or
similar structure.
36. Defeat a demon within your own mind or of your
own making.
37. Complete a sacrificial ritual to sate some hungry
deity.
38. Have internal workings thoroughly examined by an
appropriate professional.
39. Acquire a custom made set of armour.
40. Have copy of yourself created.
31. Resourceful.
32. Thieving.
33. Mystically beguiling.
34. Banish
35. Distractionary hedge magic.
36. Fearless.
37. Terrifying.
38. Indomitable.
39. Armour training.
40. Bripaula’s Double Hedge Magic
41. Have a major surgery conducted on self (most likely
for augmentation)
42. Receive a major blessing from a religious
organisation.
43. Retrieve something valuable from the sewers, or from
deeper beneath the streets.
44. Sign a life changing contract.
45. Collect an overdue debt.
46. Take a blood oath or an oath of similar consequence.
47. Have a bounty placed on your head or claim a bounty on
someone else.
48. Employ a powerful retinue charged with protecting your
life.
49. Destroy all evidence of something horrible or horrific
(possibly that you did).
50. Drive apart two important groups or individuals
who used to be inseparable.
41. Indomitable.
42. HP die increase.
43. Olfactofcation.
44. Armour training.
45. Armour training.
46. Blood link hedge magic.
47. Deadly.
48. Terrifying.
49. Shadowcraft
50. Flesh Mask Hedge Magic.
51. Create an impressive public spectacle.
52. Acquire a pack of powerful beasts .
53. Discover a site of ancient power and conduct a
ritual there.
54. Mutate yourself or an important individual or group.
55. Consult with a powerful shaman and become immersed
within one of their rituals.
56. Fully explore or retrieve something of value from
a garden of delights.
57. Cause reconciliation between two important individuals
or groups.
58. Cause a riot or a similar large public unrest.
59. Advise a powerful individual or group on an important
plan and see that plan through to fruition.
60. Acquire a powerful monster or mutant for your own
personal deployment.
51. Hera’s bellowing Hedge Magic.
52. Fleet footed.
53. The Mossen craft.
54. Random mutation.
55. Unbreakable.
56. Aural Rambunction Hedge Magic
57. Mystically beguiling.
58. Creative brawler.
59. Sunder shield.
60. Small man’s syndrome.
61. Deploy an elemental or similar being to strategic
effect.
62. Fully explore or find something of value in a ruin or
similar structure.
63. Cause a noticeable and publicly alarming fire or
explosion.
64. Repurpose what was once an abandoned, lost, disused or
corrupted location
65. Fully explore or find something of particular value in
a place foul and filled with refuse and waste.
66. Acquire a mechanical or otherwise non organic form of
transportation.
67. Follow a map to find something of particular value.
68. Fulfil a prophecy, personal or public.
69. Negotiate or otherwise broker an important deal
between two individuals or groups.
70. Somehow be granted a glimpse into the future.
61. Elemental burst hedge magic.
62. Nimble.
63. Thoros’s Bladed Hedge Magic.
64. City spellcasting.
65. Gas sacks
66. Golem Smith.
67. Insightful.
68. HP die increase.
69. Aura vision.
70. Increase attack damage.
71. Slay or capture a particularly dangerous monster.
72. Fully explore, get to the top of, or recover something
of value from a tower.
73. Establish a secure base of operations that you are the
rightful owner of.
74. Discover and document a previously unknown or not well
understood creature or being.
75. Grow something to a size much larger than is normal.
76. Blow half your next level x 1000 coins on carousing.
77. Have an outfit or uniform custom made for yourself.
78. Pick a lock to gain access to a particularly valuable,
dangerous or secure location
79. Be captured or imprisoned and then escape.
80. Have your next level amount of weeks rest and
relaxation in a location of absolute luxury and abundance.
71. Combat monster.
72. Glue Paws
73. Armour training.
74. Wyrdling Hedge magic.
75. Anointed One
76. Venom Immune.
77. Armour training.
78. Thieving.
79. Double jointed.
80. HP die increase.
81. Recover and claim a treasure from beneath the ground.
82. Gain access to a vault or site of mass storage and
acquire something valuable from there.
83. Fully explore a place forgotten or abandoned beneath
the ground, or reclaim something of value from there.
84. Either forge a relationship with, or deploy to achieve
a particular goal, insects.
85. Gain a sample or shipment of a valuable, if not
magical, ore or crystal.
86. Discover a secret long forgotten by history.
87. Acquire an item that can cast magic spells.
88. Discover an entry, portal or gate to the lower
depths.
89. Explore to the bottom of a cave, hole or pit.
90. Find something valuable that has been lost by an
important person or group.
81. Second wind.
82. Thieving.
83. Sulking murderer.
84. Kafka’s Curse.
85. Golem Smith.
86. Increase attack damage.
87. Arcane spellcasting.
88. Elde spellcasting.
89. Sulking murderer.
90. Crack shot.
91. Poison an important individual or group.
92. Have a custom weapon made for you.
93. Successfully curse an individual of importance.
94. Steal a relic, or a similarly important item of
worship.
95. Disrupt, destroy or otherwise disturb an important
religious ritual.
96. Assassinate an important individual.
97. Disease an important individual or group.
98. Fully explore or recover a treasure from a tomb, crypt
or mausoleum.
99. Survive or be cured of a life threatening disease.
100. Have one of your bones be broken.
91. Master poisoner.
92. Increase attack damage OR new weapon specialization.
93. Backstab
94. Executioner.
95. Banish
96. Lethal.
97. Apprentice poisoner.
98. Masochist
99. Second wind.
100. Ambidextrous.
Random Complications for Life Goals Table:
1.Give everything of yourself.
2.Ensure nothing or noone is injured.
3.Receive nothing in return.
4.Help everyone encountered.
5.Do it more than once.
6.Lead to the pleasure of many.
7.Achieve it mostly in a non physical manner.
8.Conduct yourself in a perfect and flawless manner.
9.Stop everything else of importance.
10.Mediate intently.
11.Convince someone else to do it for you.
12.Create an appropriate fake or copy of the goal .
13.Impress others to follow you.
14.Conduct yourself in utter secrecy.
15.Cause a person or place to become haunted.
16.Please a deity.
17.Be completely reckless.
18.Be affected by weird weather.
19.Travel to several locations.
20.Upset an important individual or group.
21.Not let anyone know what you are doing.
22.Make part of yourself smaller.
23.Risk disease or sickness.
24.Be dangerously honest.
25.Not use any magic.
26.Create something new, novel and fresh.
27.Revive something thought dead.
28.Help something grow.
29.Protect something delicate.
30.Fix something broken.
31.Make a profit.
32.Have your deeds recorded.
33.Mostly use your mind rather than muscle.
34.Test a theory or hypothesis.
35.Acquire a treasure or two.
36.Spill some blood or break some bones.
37.Interact with something incredibly old.
38.See the internal organs or working of someone or something.
39.Reverse the normal order of things.
40.Start something that had been stopped.
41.Settle a grudge or vendetta.
42.Repurpose something used for something else.
43.Have your actions judged.
44.Break more than one rule.
45.Flood something.
46.Clean a foul or corrupted person or place.
47.Risk enslavement, imprisonment or addiction.
48.Ensure work is undone over time.
49.Not break a set of very strict rules.
50.Have a corrupting influence on a person or group.
51.Traverse somewhere wild.
52.Remove an infestation.
53.Act wild and savage.
54.Consume dangerously or something dangerous.
55.Employ the services of animals.
56.Remain calm and peaceful.
57.Be a perfect pacifist.
58.Cause constant conflict
59.Ensure the same act can’t be repeated by anyone else.
60.Never be the same again.
61.Cause something to burn or set fire.
62.Experience an extreme temperature or otherwise dangerous atmosphere.
63.Cause something to break or fall apart.
64.Bring ruin and woe.
65.Bring something to the brink of explosion.
66.Overcomplicate something to the extreme.
67.Attract the attention of outsiders.
68.Not stop moving.
69.Make an important prediction that comes true.
70.Unintentionally involve bystanders in your schemes.
71.Somehow make yourself or a part of yourself bigger.
72.Terrify something or someone.
73.Interact with something gigantic.
74.Use specialised tools.
75.Interact with monsters.
76.Become intoxicated.
77.Seduce or be seduced.
78.Free something or something.
79.Create dangerous cracks in something big.
80.Causes tensions between important people or groups.
81.Go beneath the earth.
82.Travel into the air.
83.Deploy a decoy, or conduct a similar type of trick.
84.Show impressive durability or rigidity.
85.Plant something that will grow.
86.Do something completely outside of your normal skill set.
87.Be incredibly greedy.
88.Become more knowledgeable about history.
89.Interact with time.
90.Fill a gap, hole or missing piece.
91.Cause or inflict pain.
92.Make someone hate you.
93.Suffer greatly.
94.Desecrate something holy.
95.Act ritualistically.
96.Steal something.
97.Get back something you lost or was taken from you.
98.Kill someone or something.
99.Transgress.
100.Be a paragon of something.
Guild Dog Skill Descriptions:
HP Die Increase, HP die for Leveling up HP increase and resting HP regeneration
increase by 1 die (ie: d6 to d8, d8 to d10, etc).
Armour Training, The armour the Guild Dog can use is improved by one (1: Light, 2:
Medium (Leather), 3: Shields, 4: Medium (Chain) 5: Heavy, 6: Heavy + 1)
All Guild Dogs start at 1.
Increase Attack Damage, All damage caused by Guild Dog is increased by 1 (d6 to d8, d8 to
d10, etc).
New
Weapon Specialization: Roll
on the random weapon specialization table. You also now own whatever
weapon you now specialize in.
Shield Abuser, Gain ability to use shields. If Guild Dog already has this ability,
AC from shields is increased by one. The Guild Dog can choose to destroy
their shield rather than take damage from a specific attack.
Nimble, Roll with Advantage when testing DEX to avoid damage or effects
from traps and magical Devices.
Venom Immune, Roll with Advantage when testing CON to avoid damage from poison
or being paralyzed.
Solid Aura, Roll with Advantage when testing INT to avoid damage or effects
from spells or magical devices.
Insightful, Roll with Advantage when testing WIS to search for something
hidden, or when someone is attempting to deceive or otherwise beguile this
Guild Dog.
Apprentice Poisoner, basic knowledge of poisons allows this Guild Dog to extract mild
(non life threatening) poisons from organic matter. The poison’s effect is
reflective of the organic matter used and agreed upon with the GM (damage
of poison should reflect Guild Dog’s Attack Damage). It takes 1d6 hours to
prepare a vial of poison with 1d6 uses and requires access to basic
alchemical tools. Use a d4 usage die to see if all of the organic matter
is exhausted in the poison making process.
Fleet Footed, Roll with Advantage when testing DEX for initiative. If the Guild
Dog succeeds they will act before any other characters passing the DEX
initiative test.
Resourceful, Usage die are only downgraded or expended on a roll of a 1.
Faceless, this Guild Dog’s face is so bland and boring that most forget its
features instantaneously after looking away from it. (Effects “Heat Die”).
Double Jointed, Roll with Advantage when testing DEX to escape confined spaces,
cages, personal restraints or any other form of bodily incarceration.
Terrifying, Roll with Advantage when testing CHA to scare, threaten, menace
or otherwise intimidate others.
Mutation resistant, Roll with Advantage when rolling on the Augmentation Result test.
Second Wind, once per hour, whilst in combat, this Guild Dog can regain d8 lost
HP.
Banish, this Guild Dog can spend an action to banish all Nearby (insert
indicted species here - determined by ideology of Guild Dog) by testing
their WIS and adding the creature's HD to the roll. (Guild Dog has to
pick/generate a deity/concept/philosophy to worship/enshrine).
Thieving, Rolls with Advantage when performing delicate tasks, climbing,
hearing sounds, moving silently, understanding written languages and
opening Locks.
Anointed One, Guild Dog becomes the chosen one of a random deity. Roll on the
Infinigrad Deity table, Guild Dog gains a random mutation from that deity
and can cast a blessing/curse appropriate to that deity Guild Dog level
times a day.
Flesh Mask Hedge Magic, once per day this Guild Dog can change their face to that of
someone’s whose face they have a mask of. To create a mask the Guild Dog
must delicately flay the skin from a face (DEX test) then spend 1d6 hours
treating and crafting it. The cost of the alchemical reagents required for
the process vary about The City. Alchemical tools and a relatively flat
work surface are needed for the process (but not a full workshop). The
mask magic lasts until the Guild Dog removes it.
Distractionary Hedge Magic, this Guild Dog can psychokinetically manipulate objects Nearby to
them. They may attempt to do this as many times as their level a day. A
successful manipulation requires a WIS test. Guild Dogs with this ability
may only manipulate things they could otherwise with their hands (do a STR
test if unsure).
Ambidextrous, this Guild Dog is astonishingly equally strong in the use of both
hands. Roll with Advantage on appropriate tests and wield two one-handed
weapons at once (both requires separate attack rolls).
Poultice Lore, this Guild Dog may take one hour to prepare 1d6 healing poultices
that have an effective life span of 24 hours. Each poultice heals 1d6 +
Guild Dog level Hit Points but require a WIS test to be applied
successful. The cost of the alchemical reagents required for the process
vary about The City. Alchemical tools and a relatively flat work surface
are also needed (but not a full workshop). Use a d4 usage die to see if
all poultice materials are exhausted in the poultice making process.
Master Poisoner, advanced knowledge of poisons allows this Guild Dog to extract
mild (non life threatening) and severe (life threatening) poisons from
organic matter. The poison’s effect is reflective of the organic matter
used and agreed upon with the GM (damage of poison should reflect Guild
Dog’s Attack Damage and lethality tested against the Guild Dog’s WIS or IN
with consideration of the Powerful Opponents rule). It takes 1d6 hours to
prepare a vial of poison with 1d6 uses and requires access to basic
alchemical tools. Use a d4 usage die to see if all of the organic matter
is exhausted in the poison making process.
Creative Brawler, this Guild Dog rolls 1 dice higher than their normal weapon
damage when using improvised weaponry. Ie: If the Guild Dog’s attack
damage was 1d8/1d6, their improvised damage would now be 1d10. Improvised
weaponry may break after each attack attempt, use the usage die to check
(a 1-2 on a d4).
Crack Shot, this Guild Dog Rolls with Advantage when testing DEX for all
ranged attacks.
Gas Sacks, this Guild Dog can release a cloud of poisonous gas that damages
everything Nearby the Guild Dog for their attack damage (victims must be
have respiratory system for the damage to be incurred).The gas sacks
take time to refill and may be expulsed as many times a day as half the
Guild Dog’s level (with a minimum of once per day)
Astral Traveller, this Guild Dog can separate their consciousness from their body
and travel to a maximum distance of a Suburb length. The Astral Plane is
confusing, bewildering and sometimes dangerous. This Guild Dog can
determine their levels worth of dot points of information about a specific
physical-world area (room, desk, building, etc) while studying it on the
astral plane. This requires a successful WIS test. This Guild Dog may
Astral project as many times a day as half their level (with a minimum of
once per day).
Aura Vision, this Guild Dog can determine the general alignment of any
sentient being by studying its aura. This may be done Guild Dog level
times a day.
Shadowcraft, this Guild Dog can manipulate shadows. The size of the
manipulation possible is equal to two times the Guild Dog’s level in
square feet. The Guild Dog may do this with a successful WIS test.
Additionally, once per day the Guild Dog can shape a shadow into a loyal
shadow being with a HD equal to their level. Shadowbeings are entities of
pure darkness, they have full strength in total darkness - the more light
the less their power.
Aural Rambunction Hedge Magic, This Guild Dog is able to recreate sounds
they have heard, and project them as if they were emitting from elsewhere.
The loudness of the sounds is dependant on the Guild Dogs own vocal
chords. After hearing a sound the Guild Dog must make a WIS test to see if
they remember it. The Guild Dog may remember two times their level
different sounds for re-creation. Once a sound is remembered it cannot be
forgotten. The Guild Dog can project their sounds at the following ranges;
Level 1 - 2: A room, Level 3 - 5: A building, Level 6 - 8: A block, Level
9 + A whole suburb. This may be done the Guild Dog’s level times per day.
Indomitable, this Guild Dog may drop below 0 Hit Points and continue to fight.
They may drop to half their Hit Points below 0 and not fall unconscious.
As soon as they stop fighting (and the adrenaline stops pumping) the Guild
Dog collapses (Use death and dying rules as per normal)
Executioner, this Guild Dog does not add +2 to target’s AC when making an
attack roll with a Two Handed Weapon, and now adds +3 to Two Handed Weapon
damage.
Sulking Murderer, after observing a target unnoticed for a moment and passing a WIS
test, this Guild Dog Rolls with Advantage when attacking previously
observed unknowing target, dealing 3x Damage Die + the Guild Dog’s level
damage.
Vodyanoy Melding Hedge Magic, this Guild Dog is able to levitate, shape and
transport a mass of water for Guild Dog level hours. The size of the water
mass manageable by the Guild Dog is as follows: Level 1 - 3: a mass the
size of the Guild Dog, level 4 - 8: a mass the size of double the Guild
Dog, level 9+: a mass quadruple the size of the Guild Dog.
Olfactofcation, this Guild Dog is able to produce a fist sized blob of gelatinous
viscera from their mouths through a process of heavy gagging, belching and
chewing. This blob has an overwhelming aroma predetermined by the Guild Dog.This
may be done as many times a day as half their level rounded down (with a
minimum of once per day).The aroma can be anything the Guild Dog has smelt
before (very specific scents may require a WIS test to replicate). The
intense aroma of the pervades an area of the following size; Level 1 - 2:
A room, Level 3 - 5: A building, Level 6 - 8: A block, Level 9 + A whole
suburb. The Guild Dog’s teeth are black and the bottom jaw to the upper
torso is covered in layers of heavy black chitin.
Dead Whisperer, Guild Dog has the ability to communicate with
the dead. Requires some form of remains of the dead and Guild Dog must
have the ability to communicate with the dead if it was alive (speaking
the same language, for example). Ability can be used Guild Dog Level times
a day, for Guild Dog level times 10 minutes each communication session.
Combat Monster, This Guild Dog can make 1 attack per level per round.
Backstab, Rolls with Advantage when attacking from behind and deals 2 x
weapon damage + the Guild Dog’s level damage.
Mountebank’s Whispered Hedge Magic, the Guild Dog may attempt the
following spells on a target by whispering in their ear. They may attempt
this as many times a day as half their level rounded up; Charm Person
(lasts 12 hours), Hypnotic suggestion (1 non-suicidal action), Enrage
(target attacks anything it sees until dead or unconscious), Inebriate
(stagger in a d4: 1 - 2: happy daze, 3 - 4: Mad daze, for 6 hours).
(Remember “Powerful Opponents” rule).
Glue Paws, Guild Dog has glands producing a sticky secretion in the hands
and feet, making the scaling of sheer surfaces possible. This makes
climbing most surfaces as easy as walking, but certain situations may
require a DEX test as deemed appropriate by the GM (in most precarious
situations the Guild Dog would Roll with Advantage on climbing tests).
Mystically Beguiling, Roll with Double Advantage (roll 3 d20’s and use the best result)
when testing CHA in social interactions (remember “Powerful Opponents”
rule).
Hera’s Bellowing Hedge Magic, Once per day per level this Guild Dog may do
a CHA test against a target to induce an overwhelming sensation of a
specific emotion for 12 hours in that target. The name of the emotion must
be shouted into the target’s ear.
Shadow Cloak, this Guild
Dog can envelop their body in shadows, making them near invisible when in
darkened places. The shadow cloak lasts for 1 hour x Guild Dog Level. Each
time the shadow cloak is summoned in a day there is an additional 5%
chance the Guild Dog’s shadow will leave its owner next time it sleeps.
This 5% chance stacks each time the shadow cloak is summoned in a day, but
resets after sleeping.
Masochist, the more
damage this Guild Dog takes, the better it fights. When at half health + 2
damage, when at a quarter health + 4 damage, when at 1 Hit Point +6 to
damage.
Fearless, this Guild Dog slightly negates the
“powerful opponent” rule. This Guild Dog gains a bonus of 1 to every 2 HD
above its level when determining the outcome of a non combat test between
them and an NPC.
Unbreakable, Roll with Double Advantage when conducting any death related
tests.
Deadly, this Guild Dog does double damage when rolling 1, 2 or 3 on an
attack roll.
Lethal, when scoring a successful attack roll on a target whose HD is
half or less the Guild Dog’s level, it dies instantly rather than taking
damage.
Small Man’s Syndrome, this Guild Dog does more damage to targets that are bigger than
itself. Any target bigger than the Guild Dog receives +2 damage and any
target double the size or larger than the Guild Dog receives +4 damage.
Elemental Burst Hedge Magic, this Guild Dog can summon a throwable globe
of elemental power twice their level times a day. The element is of the
Guild Dog’s choice, but must be an element they have taken at least 1 Hit
Point of damage from. The elemental globe does the Guild Dog’s Attack
Damage die in damage to all targets Nearby to the globe once thrown (like
a grenade). The Guild Dog must pass a DEX test to ensure the globe lands
where it was intended.
Wyrdling Hedge Magic, this Guild Dog can inherit the special abilities of its defeated
foes. The Guild Dog must sleep in the corpse of the target it wishes to
inherit the ability from for at least 6 hours. The GM will then notify the
Guild Dog what special power it has gained. This process will warp the
Guild Dog’s body to reflect the new power gained. The more power this
Guild Dog has the more bizarre and mutated they will appear (consider an
impact on CHA). The amount and type of abilities this Guild Dog can
inherit is reflected in the Daily Conjurer Spells table. The “spell
slots per level” value is now “HD of target ability”. Now the numbers in
the table reflect the amount of abilities a Guild Dog can inherit from
specific HD targets per level. For example, a level 2 Guild Dog could
inherit 2 abilities from HD 1 creatures and a level 5 Guild Dog could
inherit 4 abilities from a HD 1 target, 3 from a HD 2 target and 1 from a
HD 3 target. Once an ability has been inherited it cannot be
forgotten/removed.
Thoros’s Bladed Hedge Magic, with an hours preparation this Guild Dog can
change their wielded blade to erupt with the power of a specific element.
The element is of the Guild Dog’s choice, but must be an element they have
taken at least 1 Hit Point of damage from. The effect fades after 12
hours, and the elemental effect cannot be changed in this time, nor a new
effect applied to a different blade.This effect also adds damage to the
blade equal to 1 + half the Guild Dog’s level rounded up.
Bripaula’s Double Hedge Magic, this Guild Dog can summon a twin of
themselves. The twin’s Stats are half the Guild Dogs rounded up. Ie, if
the Guild Dog had a STR of 16, the twin would have STR of 8. The Guild Dog
is in complete control of the twin, apart from the twin saying whatever the
Guild Dog is saying at the exact same time the Guild Dog is saying it
(regardless of the twin’s location). If the twin dies the Guild Dog loses
half their current Hit Points and 1+their level Hit Points from their
total Hit Points (until the next time they level up). It takes 1 day to
resummon a twin. At level 4 the Guild Dog can summon 2 twins. At level 8
the Stats of the twins is equal to 3 quarters of the Guild Dogs rounded
up. At level 10 the Guild Dog can summon 3 twins.
Blood Link Hedge Magic, after a blood sharing ritual which takes 1 hour, this Guild Dog
shares a Hit Point pool with their target. Both sets of Hit Points are
added together and the two participants of the ritual share the total.
When either participant takes damage it is taken from the total Hit Points
pool. When the pool drops below 0 Hit Points, the Guild Dog falls
unconscious and the blood linked partner is killed. At level 4 the Guild
Dog can transfer 2 points of any 2 Stats from one participant in the
ritual to another. At level 8 the Guild Dog can have 2 participants in the
Ritual (allowing a shared Hit Point pool of all three and allowing 1
participant to receive 2 points of 2 Stats from 2 of the other
participants). The possibility of blood borne ailments is to be considered
by the GM during this rituals.
Beast empath, Roll with Advantage for any CHA tests involving the handling of
animals. A WIST test will allow the Guild Dog to clearly understand the
intentions of an animal and comminate their own desires to that animal.
This Guild Dog Can have their levels worth in animal compans at one time.
The HD of the animal companions is limited by the level of the Guild Dog.
The GM can determine the Stats of the animal companions as and when
appropriate.
Golem Smith, this Guild Dog may create loyal golems. The process takes 1 day
and requires access to a laboratory. The powers of the golem will reflect
the material used to create them (GM to be the final arbiter of these
powers). The amount of golems the Guild Dog can create is equal to half
their level rounded down (with a minimum of 1). The Stats of the golem is
determined by the Guild Dog level; 1 - 3: 1d6, 4 - 5: 2d6, 6 - 8: 3d6, 9+:
4d6 drop the lowest.
Kafka’s Curse: The Guild Dog has been infected
with some parasitic infection that is slowly turning them into a giant
insect. Each level with the curse, including the first, the Guild Dog
loses d4 CHA as their body warps into a monstrous conflation of humanoid
and insect biology. Compound eyes and drooling chitin plate mouths do not
a leader of men make. Each level the cursee also gains one of the
following random mutations: 1. Antennae: Can understand the language of insects and roll with Advantage on all tests involving listening. 2. Wings: Test STR to fly short distances (a city block in length). 3. Summon insectile horde: Once per day can summon a horde of insects under Guild Dog’s control. Horde’s HD is equal to Guild Dog’s level. 4. Illuminated compound eyes (d6 pairs thereof): Can see perfectly well in pitch darkness (an all other light conditions), Roll with Advantage on all tests using sight to visually locate/identify something. 5. Bladed appendages: Two additional limbs, topped with sharp chitin blades, sprout from the Guild Dog’s torso. Each can melee attack each round for d6 damage. 6. Hungry proboscis: Needle ended tube erupts from the chest or head, this can attack as a HD1 creature. If the proboscis makes a successful attack (does no damage) and stays lodged in the target’s living body for a round, it takes d6 health from the target and transfers it to the Guild Dog. 7. Parasitic queen: An egg laying appendage sprouts from the torso of the Guild Dog. Once per level per day the Guild Dog may attempt to lay a parasitic egg within a target , the Guild Dog must make a successful attack with their appendage and the target must fail a CON test for the laying to be successful. Once infected the target loses d6 from their maximum HP each day, until they die. Once dead the host is reborn with all of their statistics halved but under the total control of the Guild Dog. 8. Caustic vomit: Level times per day the Guild Dog can vomit a torrent of burning chemical sludge. The Guild Dog must be standing in front of the target, the vomit attack hits automatically and does the Guild Dog’s attack dice in damage then does one damage die less damage a round for d6 rounds (unless the vomit is somehow cleansed from the body). 9. Hardened chitin plates: Skin transformed into dark iridescent plating, +3 AC. 10. Verminic survivor: Guild Dog’s major organs are replaced with a hardier arthropod biology. Toxic atmospheres (gas, heat, cold, etc) no longer impact the Guild Dog. Additionally, any limbs removed from the Guild Dog (including the head) will grow back in d6 days (as long as the damage from the blow doesn’t kill the Guild Dog outright).
Arcane Spellcasting, This Guild Dog can cast a number of Arcane Spells per day (Use
spell rules and list from The Black Hack [ Or ruleset of choice], use
“Daily Conjurer Spells” table for number of spells per level per day,
custom Guild Dog spells are being written)
Divine Spellcasting, This Guild Dog can cast a number of Divine Spells per day (Use
spell rules and list from The Black Hack [ Or ruleset of choice], use
“Daily Conjurer Spells” table for number of spells per level per day,
custom Guild Dog spells are being written)