Showing posts with label classes. Show all posts
Showing posts with label classes. Show all posts

2024/01/05

OSR: Clerics of Pegāna

Here are some spells for Lord Dunsany's Gods of Pegāna (1905). If you need a ready-made public domain pantheon for your games and you don't want the standard Law vs. Chaos dualism of Anderson and Tolkien. It was a fun writing exercise, even if I chose to stick with the unfortunately gendered language of the original text.

 

The Testament of the Prophet Zoz

In the Temple in Aradec of All the gods save One, the High Priests of all the lands came to dispute and examine the matters of the gods. And a great debate arose touching on the games of the gods. Some said the gods play their games with dice, and some say they play their games with cards, and some said they use neither dice nor cards but only words and deeds. 

And the Prophet Zoz, who was the least of all the prophets, said that the gods play their games with dice, but rolled them only for the pleasing sound they make.

That night did the Prophet Zoz dream of a world where the gods attended to the prayers of men, and walked the Earth, and where the rattling of the dice of the gods could be heard on cold and still nights. Benisons and curses fell like rain upon the people, and they cried out: "Would that the gods did not attend to our prayers!"

When Zoz awoke, he wrote of this world, and would rebuke those who complained that the gods heeded not their prayers, saying: "Such a world have I seen in a dream, and it was not a pleasing world, for the prayers of men are foolish. Praise the gods, for they play their games in secret."

This is the testament of the Prophet Zoz, the least of all the prophets.

Raphael Lacoste

The Clerics of the Gods of Pegāna

Priests attend to the temples of the gods, but Clerics go among the people and do the will of the gods. One man may be a Cleric of Kib and a Cleric of Sish and a Cleric of Mung, if he thinketh he may please Kib and Sish and Mung and all other gods besides. For if he displeaseth the gods, they will set their faces against him, and his prayers shall go unheeded, and his hopes shall turn to ash.

These are the Workings of the Clerics of Kib

Kib, Sender of Life in all the Worlds

Best-loved of Clerics are the Clerics of Kib. They cut not their hair, nor their nails, nor wash, and yet they are welcome in every home. The aspect of the beast is evident in them.

The touch of a Cleric of Kib healeth the sick and restoreth life to the dying, if it be the will of Kib.

Kib may awaken the mind of a beast, likening it to the mind of a Man, so that the Cleric of Kib may converse with it or command it in the name of Kib. And thereafter the beast may again be a beast, or it may be a Man, if such is the will of Kib.

Kib, who made all beasts, may make another beast to answer the prayers of a Cleric of Kib, but whether it be a sheep or a bird or a serpent of the deep is according to the will of Kib.

The Cleric may look at a stick and say: “This is like unto a serpent,” and behold, Kib maketh the Sign of Kib, and the stick is a serpent. Or the Cleric may: “This stone is like unto a tortoise,” and behold, it is a tortoise. But the Cleric may not gaze upon a statue and say: “This is like unto a Man,” for Kib, who made Man, liketh not the presumption of sculptors, and will surely abandon his Cleric.

And the Cleric of Kib may speak all the tongues of men, for Kib was the first broke the Silence of Pegāna.

These are the Workings of the Clerics of Sish

Sish, the Destroyer of Hours.

The Clerics of Sish are aged before their years, and wear rent garments or ashen rags, for the breath of Time is upon them, and the teeth of Time pass near their flesh. And they are burdened by sad knowledge of days long past, or strange thoughts of days to come.

The Cleric of Sish may petition Sish to hold back Time, which is the hound of Sish, from harrying a beast or a stone or any other thing, and, if Sish wills it, the thing may stand untouched, while all around falls to ruin. And a thing untouched by Time may not move or speak or think or do any other thing, but may only be, and remain so until Sish lets loose his hound once more.

Sish may also let Time fall upon a thing with ravenous hunger and unconstrained strength. And a thousand, ten thousand, ten million years may fall upon the object of the wrath of Sish.

And Sish may turn his head to the right, and then the Cleric of Sish may walk as swiftly as an arrow. And Sish may turn his head to the left, and then the Cleric of Sish may walk as slowly as a tortoise or fall as a gentle leaf. But Sish easily tires of such prayers.

Secrets hath Sish, but not Desires, for these are the domain of Yoharneth-Lahai, and not Causes, for these are the domain of Dorozhand.

Slid - Sidney Sime

These are the Workings of the Clerics of Slid

Slid, Whose Soul is by the Sea

The Clerics of Slid are fickle and restless, for the Song of Slid resounds in their ears and dances through their limbs. They find no rest in Slid, for the moods of Slid are felt in his Clerics, and Slid is never still. They that go down to the sea in ships offer gifts to the Clerics of Slid.

The chill of the deep is in the hands of the Clerics of Slid, and the warmth of the gentle sand. 

Slid may turn his Cleric to sea-foam and water for a time, so his will may be carried into dark and secret places. Or he may raise his Cleric on a column of spray, or preserve him from drowning, if that be the will of Slid.

And should the Cleric sing the Song of Slid, just as rivers and streams sing, it may pleaseth Slid, and beasts and men who hear the song may dance in joy, as waves dance upon the shore.

Slid may command the waters of the sea and the courses of rivers, calling them or forestalling them. Slid may call a spring from the rock and watereth the hills with his blessings.

Mung - Sidney Sime

These are the Workings of the Clerics of Mung

Mung, Lord of All Deaths between Pegāna and the Rim

Mung walketh behind the Clerics of Mung, and his hand resteth upon them. It is an awful thing to know the presence of Mung. For men forget that one day they shall meet with Mung, but the Clerics of Mung know this to be true always, and neither sleep nor drunkenness nor age will remove the dread of Mung from their hearts. Thus, whatsoever garment a Cleric of Mung dons, and whatsoever their practices, the knowledge and dread of Mung is plain upon their features.

Beasts and men mark the approach of a Cleric of Mung and know that Mung walketh behind, and know Fear in their hearts, and Terror at the Shadow of Mung. And the Fear and Terror of the Shadow of Mung maketh men blind, so that they flee heedlessly into the darkness, and may there meet with Mung.

And sometimes Mung maketh the Sign of Mung, and those before the Cleric know Death. And sometimes he maketh not the Sign of Mung. It is a hard thing, and terrible, to be a Cleric of Mung.

Yet the touch of a Cleric of Mung banishes Pain and Sorrow, for they flee when Mung appeareth. And also Pestilence, for where Mung is, Pestilence hath gone before.

It may happen that Mung maketh the Sign of Mung before a Man, and the Life of the Man goes forth among the Worlds, but the body of the Man persisteth in movement and speech, as if it were a beast. This is an abomination unto Mung.
 

There are no Workings of the Clerics of Limpang-Tung

Limpang-Tung, The God of Mirth and Melodious Minstrels

There are no Clerics of Limpang-Tung, or perhaps every minstrel is his Cleric, and every joyful heart does his will. When darkness falls upon the heart of Man, and he is troubled, the playing of the harp may sooth and refresh him.

Yoharneth-Lahai - Sidney Sime

These are the Workings of the Clerics of Yoharneth-Lahai

Yoharneth-Lahai, The God of Little Dreams and Fancies


The Clerics of Yoharneth-Lahai are full of gladness, and their rest is untroubled. Soft are their robes and soft are their feet, and soft too are their words, for sleep is the field wherein Yoharneth-Lahai sports.

The Cleric of Yoharneth-Lahai pray to direct the dreams of men, to send them pleasant repose or the Terror of the Shadow of Mung. Many secrets of the heart are known to the Clerics of Yoharneth-Lahai.

Yoharneth-Lahai may set a veil before the eyes of Man, such that they may wonder whether they dream or wake. For in the desert, the Mirage is the dwelling-place of Yoharneth-Lahai. And some men are not troubled for long, for they say “This vision is but a passing fancy.” But some men grow quiet, and wonder if they live or dream, or if aught before their eyes has substance or mere appearance.

Yoharneth-Lahai knows the desires of men, and may tell his Cleric if a man be just or unjust, wise or foolish. A lying tongue shall not avail a man before a Cleric of Yoharneth-Lahai.

A Cleric of Yoharneth-Lahai may cry “Rest!” And the Man will rest, if it be the will of Yoharneth-Lahai.

These are the Workings of the Clerics of Roon

Roon, the God of Going

Footsore are the Clerics of Roon, and strangers in any land, for they never cease to wander. Loath are they to return to a place or cross a threshold twice, save by a strange and winding road. Yet weariness is not in their limbs, nor the agony of toil, for Roon walks with them.

Before the face of Man a Cleric of Roon may cry “Go!” And, if Roon so wills it, then shall go, and walk the Earth without rest, until they meet with Mung. And some may become Clerics of Roon on this journey, for the ways of Roon are long and arduous.

Knowledge of paths and roads hath Roon, and of far-off lands and distant deeds. No lock may bar a Cleric of Roon, nor rope bind him, nor snare entrap him unless it is the will of Roon.

The winds are subject to the word of Roon, and may be called up or sent away at the will or Roon.

And the Cleric of Roon may walk upon the water as if it were land, or the air as if it were stone, should it please Roon.

These are the Workings of the Clerics of Dorozhand

Dorozhand, Whose Eyes Regard the End

All men are slaves of Dorozhand, but some are chosen for purposes known only to Dorozhand. A man may be a shepherd one day and a Cleric of Dorozhand the next, and knoweth it not.

While Yoharneth-Lahai knoweth the secret of dreams and vain ambition, Dorozhand knoweth the secrets of times yet to come and times gone before, and the causes of things. Nothing save the secrets of MĀNA-YOOD-SUSHA̅I̅ is kept from Dorozhand.

The knowledge of Dorozhand is terrible and true, and the Clerics of Dorozhand see much that they do not understand, or tremble to know. Great engines and the rustling of paper trouble the sleep of the Clerics of Dorozhand, and the Doom of Man, and the Last Fires, and the Slaying Mists, and other prophecies which the Clerics of Dorozhand keep from the ears of men lest they grow restless with foreknowledge. The fall of the dice of the gods sounds like thunder in the ears of a Cleric of Dorozhand, and they see what is writ thereon.

Dorozhand may whisper in the ear of his Cleric, saying what will happen, whether it be the outcome of a great battle or the fall of a die. Or he may withhold his knowledge, for the schemes of Dorozhand are subtle.

Dorozhand may make the Sign of Dorozhand before a man, that he may know both his beginning and his end, and all things between, and for what purpose he was made, and from whence sprang his joys and sorrows. And this knowledge crushes the Life of Man, as a millstone grinds meal. For Knowledge is the gift of Dorozhand, but never Hope.

And it may come to pass that a Cleric of Dorozhand enters a new city in a foreign land and finds a table prepared for him, and knows that it is the will of Dorozhand. For when the Prophet Ṣalmu-āru walked in the desert, he found a stick to aid him in his weariness, and he gave praise to Dorozhand, who planted the seed that became the tree that grew the branch that fell to the ground in the path of the Prophet Ṣalmu-āru. 

But when the Prophet Ṣalmu-āru fell into a pit, he did not praise Dorozhand, though Dorozhand had stirred up the men to dig for riches in that place, and set clouds before the face of the moon. And Dorozhand waxed wroth, and the Prophet Ṣalmu-āru swiftly perished.

MĀNA-YOOD-SUSHA̅I̅ - Sidney Sime

And whether there be Clerics of Hish and Jabim and Bofa and Triboogie and all the other gods save one, Zoz saw not, but he knew that there were no clerics of MĀNA-YOOD-SUSHA̅I̅.

2023/05/24

OSR: Class: Speed Demon

Some people think devils turn up in cool cars. They are complete wrong. Cool cars create devils. 

It doesn't start immediately with the invention of the motorized carriage, or your setting's equivalent. Uncomfortable, slow, rattling machines simply won't do. They need to reach a certain level of development. The moment someone adds chrome to a car, or uses one to flee the scene of a crime, the gate opens, and the devils creep in.

They whisper in the dreams of city planners, saying "just one more lane" and "expressway." They smell of gasoline and expensive hair oil and an unsustainably exciting lifestyle. They're actually as cool as middle-aged balding dentists and pimply teenagers imagine they could be, in the right car.

They are young (always older than the local kids, always younger than the people in power). They are cool in a way that's vaguely threatening. They act like they will never grow old and never die, because they never will.

Oneletterwords

Devils want to tempt you into sin (allegedly). That's their job. But these devils, when they can be bothered to talk, claim they're not that sort of devil. They aren't allegorical. They just are.

And yet, when a car smashes into a lamppost, it's never a devil behind the wheel. Sure, the devil suggested the race.. or agreed to it... or at least gave you a significant look at the intersection... but that's just a coincidence. They didn't suggest you steal the car. They took that corner at the same speed as you; it's not their fault you lost control.

Next moment, hardly knowing how it came about, he found he had hold of the handle and was turning it. As the familiar sound broke forth, the old passion seized on Toad and completely mastered him, body and soul. As if in a dream he found himself, somehow, seated in the driver's seat; as if in a dream, he pulled the lever and swung the car round the yard and out through the archway; and, as if in a dream, all sense of right and wrong, all fear of obvious consequences, seemed temporarily suspended. He increased his pace, and as the car devoured the street and leapt forth on the high road through the open country, he was only conscious that he was Toad once more, Toad at his best and highest, Toad the terror, the traffic-queller, the Lord of the lone trail, before whom all must give way or be smitten into nothingness and everlasting night. He chanted as he flew, and the car responded with sonorous drone; the miles were eaten up under him as he sped he knew not whither, fulfilling his instincts, living his hour, reckless of what might come to him.
-The Wind in the Willows, Kenneth Grahame

 

 

nyrafernvale.tumblr.com

Race: Motor Car Devil

You have horns, and your skin is a shade normally associated with fruit, stone, or silk. You do not have a past.

Reroll: DEX or CHA
Bonus: You take no damage from motor vehicle accidents. Your vehicle and passengers are still affected. You do not age.
Weakness: You must Save not to break a minor law (littering, smoking indoors, etc.) if the opportunity presents itself. You cannot harm the innocent (but you can allow them to come to harm). You cannot heal or rest on hallowed ground.

Class: Speed Demon

By your nature or by choice, you've cut a deal with otherworldly powers for mastery of the road.

Starting Skill: Lockpick, Drive
You gain +2 Save against mind-altering effects for each Speed Demon template you possess

A: The Car, Dangerous Aura
B: Lit Fuse, Guilty Bystander
C: Redline, Hotwire
D: Immortal Engine, The Mercy Seat

A: The Car

A sportier, sleeker, more dangerous version of the original vehicle. The exhaust makes a spectacular noise and, if you'd like, spits fire. The windows are tinted. You can turn any car into The Car by driving it at top speed. Ideally, you need to pass through a tunnel or shadowed area. A normal car goes in. The Car, lightly touched by the infernal powers, comes out (usually sideways, in a cloud of smoke).

The Car cannot be driven casually or safely. It has to push the limits of local traffic laws. Anyone can drive The Car, but it is clearly yours. You can only have one Car at a time. It's not mandatory to wreck the old one before you get a new one.

The Car doesn't run on gasoline, coal, warpstone, or magic. It runs on souls. Gain 1 soul when you:

  • Kill a sufficiently wicked person.
  • Tempt a person into wickedness just before they die.
  • Win a wager for a person's soul. Races are traditional. 

Spend 1 soul to instantly:

  • Fix a flat tire, broken belt, or other fault. 
  • Restore 25% of your The Car's HP.
  • Boost The Car's top speed by 10% for 30 minutes.

This ability works on motorcycles (of course) but not buses, vans, trains, or bicycles. It might work on helicopters and speedboats. It has to be cool.

You can, in theory, buy souls from your local necromancer or other grisly source. They never burn as cleanly though.

A: Dangerous Aura

You generate a vague aura that threatens relationships, makes people question their sexuality, and gets blamed for the decline of civilization.

If you maintain eye contact with a person, they must Save to remind you of a mundane duty (late rent, not smoking in the library, not walking on the grass). If they fail, they stutter and stop. This can get you out of a traffic ticket, but not off a murder charge.

B: Lit Fuse

You are immune to fire damage. You can snap your fingers to create a candle-sized flame. You can choose to have The Car deal fire damage.

B: Guilty Bystander

In the first round of combat, instead of rolling Initiative, you can choose to act last. If you do (after stubbing out a cigarette, removing your sunglasses, etc.) your first attack gets  +2 to hit and deals +2 damage.

Jeleynai

C: Redline

Spend 1 soul to let The Car do something impossible. Make that corner. Drive through three lanes of bumper-to-bumper oncoming traffic. Smash through a concrete wall without cracking a headlamp.

C: Hotwire

Vehicles are never locked for you, and you can start them by connecting two convenient wires. This includes implausible vehicles, like bucketwheel excavators and UFOs.

D: Immortal Engine

The Car cannot be reduced below 1 HP as long as it is moving at a dangerous speed. It might be mostly smoke, sparks, and splinters, but it will keep going. Track excess damage. The moment it stops, all excess damage is applied to The Car (usually causing it to disintegrate). 

D: The Mercy Seat

If you can see The Car, Fatal Wounds do not knock you unconscious. If you are in the driver's seat of The Car, you can spend 1 soul to remove 1d3 Fatal Wounds, remove 3 negative HP, or heal 6 HP.

1954 Buick Wildcat

Mechanical Notes on the Speed Demon

Cavalier-type classes have trouble getting their horses into a dungeon. A car is even more difficult. But in an urban campaign, or a caravan crawl, having a class dedicated to the exuberance of velocity could be very useful. 

You don't start with a car (let alone The Car). 

Multiclassing into Dandy or Brawler could be interesting. Both this class and race suggest a certain kind of taciturn play style. If you want to rant and rave, play a sorcerer or a wizard.

I haven't included vehicle rules in this post. This class should work with whatever set of vehicle rules you're using. See also: UVG Vehicle Upgrades 1, 2. Mechanical upgrades to The Car still function. The Car isn't magic, it's just lightly possessed. If you turn a Citroën 2CV into The Car, it'll be a Citroën 2CV hot rod... which is more of a tepid rod. 

2022/07/05

OSR: Class: Cheese Wizard

One of my players misread "Curse-Eater Wizard" as "Cheese-Eater Wizard" and was disappointed at the lack of cheese. Here's a GLOG class.

Cheese Mites, 1930

Ryan Harby, The Cheese Wizard. There are more!

Cheese Wizard

Starting Equipment: spellbook, ink and quill, small wheel of cheese (2 inventory slots, worth 5sp).
Starting Skill: Cheesemaking.

Cheese is a vital part of commerce and a staple food in Endon. Bread and cheese support the masses. The Upper Class gift each other enormous novelty cheeses or import rare varieties from Foreign Parts.

Perk: Taste any cheese to learn the type of animal, its health, its diet, and its approximate sale price.

Drawback: You cannot regain MD if you have not eaten at least 1 piece of cheese in the previous 24 hours, and you cannot cast spells if you are not carrying at least 1 inventory slot full of cheese.

Cantrips
1. When you form your thumb and forefinger into a ring it acts as a magnifying glass of up to 4x magnification.
2. Create a coin-sized patch of mold by rubbing an object.
3. State a question and write two answers on two pieces of cheese. Whichever cheese goes moldy first is the correct answer. Takes 1d6 days. Base chance of being correct is 60%.

crowzenyogurt

Cheese Wizard Spell List

1. Caseination
R: touch T: object weighing [sum]x2 lbs D: permanent
Touched object transforms into low-quality cheese. Metal objects and magical objects are not affected. 2lbs of cheese is enough food for 1 person for 1 day.

2. Cheese It!
R: touch T: [dice] creatures D: [sum] rounds
Target moves at 3x normal speed, but cannot move at less than full speed. Save to negate. Gaps and walls less than 10’ wide/tall are treated as flat terrain for the spell’s duration. If the target is knocked prone while this spell is active, they take 2d6 fall damage.

3. Puncture
R: 0 T: self D: [sum] minutes
[Dice] harmless, painless, cylindrical holes open in your torso. They pass all the way through your body. Each passage can contain a bottle of wine or 3 potion flasks. When the spell’s duration ends, any loose objects are expelled, any trapped objects (for example, a rope tied in a loop) are embedded in your flesh, dealing 1d12 damage immediately and probably resulting in serious health consequences. If you invest 2 or more [dice], one of the holes can be through your head, rendering you immune to mind-altering effects for the spell’s duration.

4. Rind

R: 0 T: self D: [sum] rounds
You are coated in a thick layer of wax, mold, or hardened cheese. Your appearance is disguised (and disgusting). Reduce all incoming non-fire damage by [dice]x2 for the spell’s duration.

5. Sharpen Hands
R: 0 T: self D: [sum] rounds
The edges of your hands become as sharp as knives. Unarmed attacks deal 1d6+SB+[dice] damage. Additionally, for the duration of this spell, you can accurately measure the angle between your two hands and estimate the weight of cheese cut from a wheel.

6. Cheese Spray
R: 200' T: [dice] creatures or objects D: 0
A blast of cheese emerges from your fingertips. Target suffers a different effect depending on which type of cheese strikes the target. Roll 1d10: 1. Sharp. Target takes [sum] piercing damage, Save for half. 2. Soft. Target takes -2x[dice] to Defence for [sum] rounds. Save negates. 3. Hard. Target takes [sum] bludgeoning damage and is knocked prone. Save negates. 4. Grated. Target takes [sum] slashing damage, Save for half. 5. Smoked. Target takes [sum] fire damage and is set on fire. Save negates. 6. Blue. Stunned for [sum] rounds. Save negates. 7, 8, 9. Struck twice. Roll a d6 twice. Add effects, make one Save. 10. Struck three times. Roll a d6 thrice. Add effects, make one Save.

7. Food Infusion
R: touch T: creature and [dice] rations D: 0
Target creature heals [sum] HP and consumes [dice] rations. If sufficient food is not available, the spell fails. It costs 2 HP to remove 1 negative HP and 4 HP to remove 1 Fatal Wound. This spell cannot restore lost limbs, remove injuries, or cure diseases. The creatures also gains any benefits or penalties from the consumed rations, making Saves as normal.

8. Redwyn's Excellent Clamp
R: 30' T: object D: [sum] varies
A clamp of red light appears over one or two objects you designate. The maximum width of the clamp is [dice]x10'. The clamp will push the objects together until they are held securely (effective strength of 20), but it will not damage either object or any living creatures. If you designated an orc's shirt and the back of a chair as targets, the clamp would firmly secure the orc to the chair. The clamp must be able to fit around the objects. You could not secure a chair to the floor or walls. Creatures can break free with an opposed Strength check, and, most of the time, can wriggle free in a few hours. The spell lasts for 1 [dice]: minutes, 2 [dice]: hours, 3 [dice]: days, 4 [dice] months, or permanent.

The Complete Book of Magic and Witchcraft (1970)

9. Fascinating Cheese
R: touch T: object D: [sum] minutes
You enchant a piece of cheese. It glows with soothing light. Any creature who sees the enchanted cheese must Save or be compelled to sit still and observe it for the spell's duration. Flying creatures will land or circle it. The caster is not immune to this effect. The effect is broken if line of sight is broken, if something startles a target (a loud adjacent shout), or if the target see signs of obvious danger (such as someone killing their friends).

10. Heat Ray
R: 50' T: object or creature D: 0
Target creature or object takes 1d4 non-lethal damage and becomes warm. On the subsequent round, you can choose to have the target take [sum] fire damage and catch on fire. Save negates.

Robert Hooke, Micrographia

11. Monster Mite
R: touch T: a lump of cheese D: [sum] minutes
A cheese mite (a tiny eight-legged hairy arthropod) becomes huge and aggressive.
HD: [dice]x2
Attack: [dice]+2d6
Defense: 12
Strength: 14 (SB: 1)
Damage: 1d6+1 bite.
The Monster Mite targets the nearest creature, so throwing the cheese lump as you cast  this spell is wise. There is a 1-in-10 chance that this spell will be permanent. If you invest 4 [dice], the mite also mutates.

12. The Cheese Stands Alone
R: 0 T: self D: [sum] rounds
The world stops for [sum] rounds. From your point of view, creatures and enchantments become frozen smoke-shrouded shapes and cannot affect you, or be affected by you, for the spell’s duration. You can move and interact with objects normally, but moving any object heaver than a sword requires a Strength test. You cannot cast spells. If you invest 4 or more [dice], this spell’s duration becomes [sum] minutes.


Cheese Wizard Mishaps
1. MD only return to your pool on a 1-2 for 24hrs.
2. Lose 1 permanent HP and take 1d4 damage.
3. Random mutation for 1d6 rounds, then Save. Permanent if you fail.
4. Shed 2d10L of water from your skin. Soaks all carried items.
5. Ravenously hungry. Cannot cast spells or attack until you eat 1 ration.
6. Loudly gurgle for 1d6 rounds. Audible within 100’.
 
Cheese Wizard Dooms
1. Age 1d6 years and develop an itchy skin fungus on your elbows.
2. Age 3d10 years and lose half your maximum HP.
3. Turn into a life-size cheese statue of yourself. All held non-magical items also become cheese. Magical items get a Save.

Mechanical Notes

Redwyn's Excellent Clamp is from the Orthodox Spell list. The Cheese Wizard's spells are mostly personal. The Cheese Stands Alone is as close to a time-stop spell as I'm likely to ever write, but it doesn't really stop time. It shunts the caster into a time wedge (a fold between this moment and the next) containing echoes of the world. This is why objects feel heavier; they have to be pushed uphill in the time wedge.

Also See: Richard G's Cheese Guns. I considered using this as a class concept, but cheese names are setting-specific and it'd feel weird to fire a Limburger in a world without Limburg. The players agreed that Wensleydale is a mortar.

2022/06/29

OSR: Alloy Wizard, Civic Wizard, and Potion Wizard

These classes are intended for my Loxdon College game. They (along with an assortment of other wizards) will accompany the Brawler, Duelist, Thief, and Dandy.

Aaron Griffin

Alloy Wizard

Starting Equipment: spellbook, ink and quill, gold earring or gold ring worth 5sp.

Alchemists are obsessed with transformations. Alloy Wizards prefer to take metals as they are and make subtle improvements.

Perk: You are immune to mercury poisoning.
Drawback: You must be in contact with gold to cast your spells.

Cantrips
1. You can tell if a metal is pure or impure by touching it. Lick it to identify specific impurities.
2. Your fingernails are as hard as diamonds, and can be used to engrave metal or cut glass.
3. Your heart beats exactly 60 times per minute.

Nikola Matkovic

Alloy Wizard Spell List

1. Command Coins
R: 30’ T: [sum]x100 coins D: [dice] hours
Coins will leap up and obey your single-word commands. Affects all unattended coins in 30' of you and lasts 1 hour. Coins can be commanded to follow you, hide in crevices, or serve as rollers for heavy statues. They are mindless and feeble.
 
2. Detect Metals
R: 100’ T: self D: [sum] minutes
Allows you to identify the eight true metals. In order of brightness: occultum, gold, silver, mercury, iron, and tin. Lead and copper are nearly invisible. You see them through walls and barriers as faint shifting afterimages, but the spell bleeds into you other senses. If you cast this spell with 3 or more [dice], your eyes turn gold and the effects are permanent.
 
3. Magic Missile
R: 200' T: creature D: 0
Target takes [sum] + [dice] damage, no Save. As an Alloy Wizard, your spell is a silver dart with gold hoops and spirals.
 
4. Heat Metal
R: 30’ T: object D: [sum] rounds
Target metal object becomes warm. Each round after the first, it deals 1d6 damage to anything touching it, or 3d6 damage if the metal has become liquid. The maximum size of the object, and additional effects, depends on how many dice are invested in the spell: 1 [dice]: sword-sized, 2 [dice]: door- or armour-sized, melts lead and tin after 6 rounds. 3 [dice]: cart-sized, melts gold, silver, and copper after 6 rounds, 4 [dice]: cottage-sized, melts iron after 6 rounds.
 
5. Control Metal
R: 50’ T: metal D: concentration
You must choose a metal when you select this spell (MIR pg. 90). Each [dice] you invest increases the effects. One [die] is minor, 4 [dice] is a legendary display of metal control. At one [dice], control a fist-size lump of metal. You can a) make it hop or roll at a walking pace, b) magnetize or demagnetize it, c) slowly reshape it, d) gently heat or cool it, or e) slowly separate impurities.
 
6. Metal Chime
R: touch T: metal object D: [dice] days
You touch and enchant a piece of metal to make a terrific noise the next time it strikes a solid surface or is struck. All creatures within 100' (except you) must Save or be deafened for 1 minute. If used as a signal, it can be heard up to a mile away.
 
7. Light
R: touch T: object or creature D: [dice]x2 hours
Object illuminates as a torch, with a radius of 20’+[dice]x10’. Alternatively, you can make an Attack roll against a sighted creature. If you succeed, the creature is blinded for [sum] rounds. If [sum] is greater than 12, the creature is permanently blinded. You can chose the colour of the light. If you invest 4 [dice] or more this light has all the qualities of natural sunlight. Alternatively, if you invest 4 [dice] or more the light can be purest octarine, although it will only last for 1 round. Octarine light is extremely dangerous.
 
8. Explosion Containment
R: touch T: self D: [dice] hours
You may cast this spell as a reaction. Save, with a bonus equal to [sum]. Any incoming damage from an explosion or high-speed impact is stored in the palm of your hand. You also block damage that would be dealt to anything in a cone behind you. You can’t use this spell to stop an arrow, a magic missile, or a falling wall, but you can use it to stop a barrel of gunpowder, exploding magical equipment, or a fireball. Before the spell’s duration expires, you must release the explosion in a cone aimed from the palm of your hand.
  
9. Fool’s Gold
R: touch T: object weighing [sum]x10 lbs D: [dice] hours
Touched object, or heap of objects, appears to be gold for the spell’s duration. Alchemy or magic will reveal that it is not truly gold. This spell is Illusionary Fraud (MIR pg. 41).
 
10. Mercury’s Haste
R: touch T: creature D: [sum] rounds
Target creature’s body becomes mercury. Save negates. They can flow through gaps as a liquid, but sink in water. They are immune to piercing damage and reduce all other incoming non-magical damage by 2. They move at 2x normal speed, but cannot jump.
 
11. Leadfall
R: 30’ T: [dice] creatures or objects D: [sum] rounds
Target moves at ½ speed. Alternatively, you can cast this spell in reaction to a target about to take fall damage. They take double fall damage.
 
12. Magic Cramp
R: 100’ T: creature D: 0
Target takes 1d6+1 damage per the maximum number of MD they possess, or 1d6 damage per HD for magical creatures (unicorns, dragons, etc.). Additionally, they lose [dice] MD for [dice] rounds. Save for half damage and to negate MD loss. Nonmagical creatures, or creatures that have no spellcasting ability, are unaffected by this spell.

Alloy Wizard Mishaps

1. MD only return to your pool on a 1-2 for 24hrs.
2. Take 1d6 damage.
3. Random mutation for 1d6 rounds, then Save. Permanent if you fail.
4. Blind for 1d6 rounds.
5. Loud clanging noise for 1d6 rounds. Audible within 500’.
6. Weigh 1,000lbs for 1d6 rounds. Movement impossible.

Alloy Wizard Dooms

1. All carried gold turns to lead.
2. All gold within 100’ turns to lead. All iron within 100’ turns to tin.
3. You transform into an iron statue of yourself. All mundane items are also transformed. Magical items get a Save. You can be de-petrified, but for a maximum of 1 hour every 24 hours.

Mechanical Notes on the Alloy Wizard

The Alloy Wizard is a replacement for the Drowned Wizard, made slightly more sensible for Endon's post-feudal world. Wearing a gold mask is not obligatory, but it's a great way to show off.

Shion Mirudakemann

Civic Wizard

Starting Equipment: spellbook, ink and quill, umbrella.

Endon’s prosperity has created a new breed of wizards; casters for whom magic is merely another tool or ornament.  

Perk: You can draw and open an umbrella as a reaction. This is unlikely to reduce incoming damage, but it might be a surprise.
Drawback: You must rest indoors in a room designated for sleeping to regain MD. Crypts and caves do not count.

Cantrips
1. In a street with cabs, you can always hail one with almost unnatural ease. You must still pay the fare.
2. If you tip someone and they don’t carefully examine the coins, they will assume you’ve tipped them approximately three times what you actually presented. They may start to notice a pattern after a few interactions.
3. You can accurately throw a coin up to 30’.

Edouard Guiton

Civic Wizard Spell List

1. Cure Wounds
R: touch T: creature D: 0
Target creature heals [sum] HP. It costs 2 HP to remove 1 negative HP and 4 HP to remove 1 Fatal Wound. This spell cannot restore lost limbs, remove injuries, or cure diseases.
 
2. Speak with Vermin
R: 0 T: self D: [dice] minutes
You can talk to rats and pigeons and they will respond. Pigeons are very dim, but can be given simple suggestions. Rats are clever, but they require payment and will attempt to involve you in conspiracies, relationship drama, and crime.
 
3. Part Crowd
R: 500’ line T: area D: 0
You raise your hands over your head, then swing them down. Along a 500’ line, creatures move out of the way, opening a clear path. Hostile creatures get a Save. The path closes naturally in 2d6 rounds.

4. Lock
R: 50' T: [dice] creatures or objects D: 10 minutes
Non-living object closes and becomes locked. If the object is a door, chest, or similar object, it will slam shut, dealing [sum] damage to any creature passing through it and then trapping them. This spell works on things that aren't technically portals (lock a sword in its scabbard, etc.). Requires Str 10+[dice]x4 to open. Alternatively, this spell can be cast on a creature's orifice. The creature gets a Save to resist, and another Save at the end of each of its turns.

5. Knock
R: 50' T: [dice] objects D: 0
Object is opened. Doors are flung wide, locks are broken, shackles are bent open, belts come undone. Treat this as a Strength check made with Str 10 + [dice]x4. If target is an armoured creature, Save or armour falls off. If target is an unarmoured creature, Save or vomit for 1d4 rounds.
 
6. Useless Spell
R: 30’ unless otherwise stated T: varies D: varies
You automatically gain this spell at first level. Roll for your other spell normally. Roll twice on the Discount Spell Table (MIR pg. 86). You gain both spells. The effects are adjudicated by the GM. They take up a spell slot, but require no MD to cast. You can still invest MD in them if you’d like to increase the effects, but it’s not worth it.
 
7. Newspaper Trap
R: touch T: paper D: [sum] hours
Enchant up to [dice]x10lbs of paper (traditionally a newspaper but any loose sheets will work). The next creature to approach within 10' of the paper will be attacked by it. The paper will blanket their head, blinding and stunning them for [sum] rounds. The creature can Save each round to remove the paper and end the effect. If you invest 3 or more [dice], the target also takes 1 non-lethal damage per round. The trap fades after [sum] hours.
 
8. Light
R: touch T: object or creature D: [dice]x2 hours
Object illuminates as a torch, with a radius of 20’+[dice]x10’. Alternatively, you can make an Attack roll against a sighted creature. If you succeed, the creature is blinded for [sum] rounds. If [sum] is greater than 12, the creature is permanently blinded. You can chose the colour of the light. If you invest 4 [dice] or more this light has all the qualities of natural sunlight. Alternatively, if you invest 4 [dice] or more the light can be purest octarine, although it will only last for 1 round. Octarine light is extremely dangerous.
 
9. Mage Hand
R: 30’+[dice]x10’ T: self D: concentration
Gain an invisible telekinetic limb. It can extend up to 30’+[dice]x10’ long and uses your Int. as its Str. You can use the limb to attack, but do not gain an additional attack per round. If you invest 2 or more [dice], the limb has fingers capable of delicate work.
 
10. Scuttle
R: touch T: [dice] creatures D: [sum] minutes
Your clothes and hair animate to carry you. You can move at full speed in any orientation, and you can freely rotate as you move. For instance, you could run while standing on your head, holding a torch, and turning counterclockwise. You can lie on your side and, while flipping end over end, move backwards. This effect does not allow you to climb up walls, but you can climb ladders or rope at twice your usual speed.
 
11. Triple Doorway
R: touch / 5 miles T: door D: [sum] rounds
Touch a closed door and clearly visualize an unlocked closed door of approximately the same size within 10 miles. The doors are linked for the spell’s duration. Stepping in one doorway and out of the other. If you invest 3 or more [dice], the duration is [sum] hours. If you invest 4 or more [dice], the effect is permanent.

12. Forget
R: 10’ T: creature of [dice]x4 HD or less D: 10 minutes
Target creature must Save or get the last 10 minutes. They may recall vague details but not useful information.

Civic Wizard Mishaps

1. MD only return to your pool on a 1-2 for 24hrs.
2. Lose 1 permanent HP and take 1d4 damage.
3. Random mutation for 1d6 rounds, then Save. Permanent if you fail.
4. Fingers dribble ink for 1d6 rounds. Stains everything.
5. Wind gusts upwards for 1d6 rounds. May knock loose objects free.
6. Spell targets you (if harmful) or enemy (if beneficial) or fizzles (if neutral).

Civic Wizard Dooms

1. You fade from existence for a day, leaving only your shadow behind.
2. You fade from existence for 3 days, leaving only your shadow behind. Your shadow roams without you.
3. You permanently fade, leaving a ravenous shadow behind.

Mechanical Notes on the Civic Wizard

A slightly eccentric counterpart to the Orthodox Wizard. Some of the same spells, but a few powerfully useless ones as well.

Bjorn Hurri


Potion Wizard

Starting Equipment: spellbook, ink and quill, 1 potion (MIR pg. 97).
Starting Skill: Alchemy or Botany or Cooking.

Potions are increasingly common in Endon. Some wizards choose to specialize, though the drawbacks of ingestible temporary magic are significant.

Perk: When you drink a potion, you have a 50% chance to recycle it via whatever orifice you prefer. You have 10 minutes to excrete the potion.

Drawback: You smell distinctive. In unperfumed or neutral environments, you can be detected within 30’.

Cantrips
1. You can learn a potion’s approximate effects by tasting it or wafting it under your nose. Implausibly deadly poisons may still affect you.
2. Spend 1 MD to double the duration of a potion you drink, or double its numerical effects (HP healed, damage reduce, etc.)
3. Wave your hands wildly to deflect an incoming arrow or thrown weapon. Requires a Save. If successful, the attack barely misses you.

Dan Peacock

Potion Wizard Spell List

1. Flying Syringe
R: 100' T: object D: 0
You must hold a potion, vial of poison, or other liquid in one hand while you cast this spell. The spell changes the potion's container into a glass dart and fires it at an enemy within range. The target must Save or be struck and immediately take the effects of the potion. If you invest 2 [dice] or more, you can redirect a missed syringe, once, to a new target with a successful Save vs Int. If you invest 3 [dice] or more, you can mix [dice] potions together into the same syringe. If you invest 4 [dice] or more, the target does not get a Save.
 
2. Animate Potion
R: touch T: potion or liquid D: [sum] hours
You turn a potion into an obedient homunculus (HD 0). It is tiny (1' tall) and feeble (Str 1), but it can go where you direct and even bring you small items (like a single coin). The potion can be delivered by touch or by “drinking” the homunculus. Aware targets can swat the homunculus away to avoid the potion's effects. Works on any liquid except water.
 
3. Desiccate
R: 30’ T: creature D: 0
Hydrated target within 30' takes 1d6+[dice] damage. Can also be used to turn meat into jerky or concentrate water-based liquids (wine, most acids), up to 2 gallons per [dice]. You can make a cup full of very strong brandy from a bottle of wine.
 
4. Grease
R: 50' T: object, surface D: [sum] rounds
Can be cast directly on a creature or a 10' x 10' x [dice] surface. All creatures affected must Save vs Dex or drop held objects, or, if moving, drop prone.
 
5. Inebriate
R: 50’ T: living creature D: [sum] minutes.
Target becomes drunk. If they were already drunk, they must Save or fall asleep, and can't be awoken by anything less vigorous than a slap. If [sum] is greater than 6, the duration becomes [sum] hours.
 
6. Horrible Sobriety
R: 50’ T: living creature D: [sum] minutes.
Target becomes sober. If they were already sober, they gain a +4 bonus to Int and Wis (including Initiative) for the spell’s duration, but take 1 non-lethal damage every time they roll using those stats.
 
7. Control Glass
R: 50’ T: a bottle’s worth of glass D: concentration
Control a lump of glass. At one [die]: (a) reshape or reform the glass, (b) seal a bucket’s worth of liquid inside a glass orb, (c) melt a person-size hole in a window. Each [dice] you invest increases the effects. At 4 [dice], raise a small palace or warp windows along an entire street.

8. Potionify
R: touch T: spell and object D: [sum] hours
You take an echo of a spell from a spellbook, wand, or enchantment and transfer it to a potion. The spell activates when it is ingested, using ½ the [dice] invested in this spell if a roll is required. The potion loses all magical properties after [sum] hours.
 
9. Cone of Dense Foam
R: [dice]x10' cone T: area D: 0
A huge cone of white foam sprays from your hand. It's as dense as porridge, but tastes like seawater. Creatures inside must Save vs Con or begin to drown unless they struggle free. Any creatures covered in foam have -2 to Attack until they can wash.
 
10. Fog
R: 30’ T: self D: [dice] hours
You breath out a bunch of fog. Everything up to 30' away from you is obscured. Sunlight, wind, or heat dissipates the fog in 10 minutes. If you cast this spell with 3 or more [dice], other casters lose 1 MD while they remain in the fog.
 
11. Cloudkill
R: 30’ T: [dice] 10’ cubes D: 24 hours
Summon a cloud of ghastly yellow-green vapour. Creatures of 2 HD or less in the cloud are instantly slain (no Save). Creatures of 3 to 5 HD must Save or die each round. Creatures of 6 or more HD must Save or take 3d6 damage each round. The cloud is heavier than air and slowly drifts. It moves 10’ per round in a gentle breeze. A strong wind disperses the cloud in 10 minutes.
 
12. Duplicate Self
R: touch T: self D: [sum] minutes
You split in two. You and your duplicate have the same stats, but must divide current current HP, MD, and any single-target enchantments, curses, diseases, or effects as equally as possible. Items are not duplicated (so you may wish to carry spare clothes in your inventory). At the end of the spell’s duration, if you are within 30’ of your duplicate, you merge back together, combining current HP, MD, etc. If you are more than 30’ away, the version with more HP survives, while the other version withers.

Potion Wizard Mishaps

1. MD only return to your pool on a 1-2 for 24hrs.
2. Lose 1 permanent HP and take 1d4 damage.
3. Random mutation for 1d6 rounds, then Save. Permanent if you fail.
4. Bright sparks fly from your ears for 1d6 rounds.
5. Liquefied for 1d6 rounds. Effectively knocked prone. Any poisons or toxins within 10’ are automatically touched.
6. Spell targets ally (if harmful) or enemy (if beneficial) or fizzles (if neutral).

Potion Wizard Dooms

1. You cannot drink water, and cannot regain MD if you have not ingested a potion within the previous 24 hours.
2. You become very soggy. Your Str and Dex become 2. While unconscious, you are a liquid, and must sleep in a tub or cask.
3. You dissolve into a liquid slurry. You might be able to gurgle answers if stored in a glass jar, but mobility and coherent thought are no longer viable.

Mechanical Notes on the Potion Wizard

I've started to split classic GLOG biomancers into a potion variant and a Fleshcrafter variant... and possibly a creature-creating variant.



2021/04/20

OSR: 4 GLOG Classes for Loxdon College: Brawler, Duelist, Thief, and Dandy

The working title for the GLOGhack is "Pointy Hatted Rat edition".

While writing and playtesting Magical Industrial Revolution, I worked under the assumption that the PCs were (at least initially) outsiders coming to Endon, and that the book would be used to supplement existing rules sets or games. For this game, the PCs will start as insiders. These classes (and this whole project) are designed for a very specific type of game, and should be viewed accordingly. These aren't the correct or canonical classes to run a GLOG game set in Endon; they're the classes I want to use for a specific project, with players who may or may not have visited Endon already.

Traditional dungeon-crawling combat will probably not dominate this game. It might happen, but most fights will be brief, accidental, or poorly planned. Smash-and-grab jobs gone awry, punches thrown as a distraction, or a last resort when negotiations fail.

I suspect most players will play wizards. It's a game about a magical college, after all. But I don't want to let wizards have all the fun. Students of Law, History, or Medicine should also be supported. Multiclassing into these classes will also give a spellcasting class an interesting twist.

This game shares several considerations with my GLOG pirates hack: low or no armour, firearms (though a less reliable and abundant), and an emphasis on schemes. I could probably port those classes over 1:1, but where's the fun in that?

Students of Law, History, or Medicine will (probably) roll on the Electric Bastionland Failed Career table, with results modified by the GM, just to add an extra touch of weirdness. Or they might not. Testing is ongoing.

Lord Byron's Boxing Screen

Brawler

Starting Equipment: stout walking stick (medium weapon) or fortified handbag (medium weapon).

A: Improvisational Genius
B: Athleticism, Flurry of Blows
C: Catfall, Nah
D: Punch Up The Conk

You gain +1 HP for each Brawler template you possess.

A: Improvisational Genius
In your hands, any item counts as a weapon.
  • A mug, stone, or carrot deals damage as a light weapon (1d6+SB / 1d6 30’ range thrown).
  • A towel, broom, or candlestick deals damage as a medium weapon (1d8+SB one handed / 1d10+SB two-handed).
  • A bench, hatstand, or beef haunch deals damage as a heavy weapon (1d12+SB two-handed).

If an improvised weapon deals max damage, it breaks. Improvised weapons only deal lethal damage at the GM’s discretion.

B: Athleticism
In your spare time, you have acquired basic training in all sports. You may still need to roll to perform well.

B: Flurry of Blows
Once per fight, instead of attacking normally, you can make a single melee attack against each adjacent enemy, or make up to 3 ranged attacks with thrown light weapons.

C: Catfall
You treat falls as if they were 20’ shorter. If you are knocked prone, you can Save to immediately spring to your feet.

C: Nah
Once per day, you can declare that something doesn’t affect you. You can do this after an attack’s damage is rolled. Works on anything you could feasibly dodge.

D: Punch Up The Conk

Once per day, you can punch an opponent with total HD no higher than your Level. They are knocked unconscious. No attack roll, no Save. They remain unconscious for 2 hours, until they are vigorously shaken, or until they take 1 or more damage. Killing an opponent you Punched Up The Conk is unsporting.

Mechanical Notes on the Brawler
Anyone can use improvised weapons. They deal 1d4+SB damage (or more if the GM decides it's a good idea). The Improvisational Genius ability allows the Brawler to do some serious harm with improvised weapons. Everyone has a plan until they get hit with a soup tureen. In Endon, weapons are taxed and students are broke. Carrying a traditional murderhobo's loadout will get you some odd looks on campus.

Also, while the default mental image for this class might tend towards Sherlock Holmes or Lord Byron, don't forget Honoria Glossop or graduates of a certain notable boarding school.

Catfall and Nah are from Arnold's Lair of the Lamb Acrobat. Punch Up The Conk works on non-living opponents too. Suplex that train. Creatures that are explicitly immune to Sleep effects might just be stunned for 1d6 rounds. Maybe not though.

Lap Pun Cheung

Duelist

Starting Equipment: leather dueling suit (as leather armor, but unfashionable), rapier or sabre (medium weapon), goggles.

A: Disarm, +1 attack per round
B: Danger Sense, Scars of Worth
C: Envigorated, Impress
D: Flynn

You gain +1 Movement for each Duelist template you possess.

A: Disarm
Once per fight, if you hit with an attack, instead of dealing damage you can instead choose to force your opponent to Save or drop one held item. You can Save to catch the item in a free hand.

B: Danger Sense
If you are surprised, you have a 50% chance to act in the surprise round anyway.

B: Scars of Worth
You gain a +4 bonus to any Saves made as part of a roll on the Death and Dismemberment table (Mangled, Crushed, etc.). For every 3 Interesting Scars gained, you may test to improve 1 Stat, as if you had levelled up.

C: Envigorated
Whenever you attack and deal damage to a worthy opponent, heal 1 HP. This ability cannot heal you if you are at 0 HP or below, and cannot remove Fatal Wounds.

C: Impress
Whenever you win a fight against challenging foes, people who don't like you make a new reaction roll with a +4 bonus. This even works on people you just defeated in combat, unless you caused them undeserved or disproportionate harm. Hirelings get a +2 to Morale or a new Save vs Fear.

D: Flynn
At the start of your the Initiative round, instead of making any attack rolls on your turn, you can select a number of enemies with total HD no higher than your Level that are currently fighting you with melee weapons (claws count, teeth might not count). Until the start of the next Initiative round, the selected enemies cannot deal melee damage to you.

Mechanical Notes on the Duelist
In Endon, duels of honour are still fought, but they are considered rare and scandalous. Students join dueling clubs and merrily slice each other to ribbons. Fatalities are not uncommon, but are usually accidental.

The original version of the Duelist in the Pirate GLOG hack didn't work as well as anticipated. Too much player-driven tracking, too many fatal duels, not enough interesting hooks.

Anyone can attempt a combat manuver to disarm an opponent; a Duelist just does it better, and with less risk. It's not an option PCs frequently take, so putting a reminder right on the character sheet seems sensible. Since Duelists get 2 attacks, they can use the first to Disarm and the second to deal damage.

Technically, as written, you could hit an opponent with a ranged attack, knock something from their hand, have it fly across the room, and catch it. I'd rule on that on a case-by-case basis, and probably impose some penalties to Saves, but it's too fun to patch out. Where's your wand of fireball now, wizard?

I have variable damage for one/two handed medium weapons. In my head, that just means you're using a rapier with one hand and keeping the other one empty (and not holding a lantern, a shield, or a hostage), and can therefore deal more damage on a hit.

Danger Sense could be "always act in surprise rounds", but I've found that PCs with that ability tend to wander into danger without worry, confident in their ability to recover, and that groups with such a PC in them tend to follow. It never ends well. It is originally from Arnold's Goblin Guts Barbarian. Impress is from Arnold's Goblin Guts Fighter.

Scars of Worth is a new ability. I'm not normally a fan of gaining power from injuries (i.e. by failing). A good plan, one that doesn't result in horrible wounds, should be encouraged. Still, it fits the genre and is unlikely to dominate a PC's career. What doesn't kill you makes you stronger, but what does kill you makes you dead.

Envigorated is an interesting ability. I don't usually include alternative healing methods. It may need more testing, but the idea of a PC healing through combat seems sensible (and a trap).

Flynn still lets a PC move, try a combat maneuver, or do anything else feasible that isn't an attack roll. It's good classic sword-waving nonsense, but it fits the genre. In testing, I might adjust it to "a number of enemies equal to your HD" if it seems weak. It has to activate at the start of the Initiative round instead of on the PC's turn or enemies could easily slice them to ribbons before they get a chance to act. I'd generously interpret "currently fighting" as well; if a few more low-level enemies wade into the fight, the damage immunity should still protect the PC.

Source Unknown

Thief

Starting Equipment: lockpicks, dagger (light weapon).
Starting Skills: Lockpick, Pickpocket.

A:
Always Prepared, Evaluate, Wall Crawler
B: Lucky, Quick Draw
C: Backstab
D: Great Escape, You Mean...This?
You gain +1 Stealth for each Thief template you possess.

A: Always Prepared
You may spend any amount of money to buy an Unlabelled Package. When the package is unwrapped, you declare what it contains, as long as the contents comprise the appropriate number of Inventory Slots, don’t cost more than you originally paid, and could feasibly be purchased. You can put multiple items inside a large Unlabelled Package, including smaller Unlabelled Packages. You can have up to two Unlabelled Packages at a time.

A: Evaluate
You automatically know the worth of mundane items. Unique items may require you to roll under  Intelligence.

A: Wall Crawler
You can climb as well without climbing gear as most people can with climbing gear. Simple climbs do not require a test. You can attempt impossible climbs.  

B: Lucky
You may reroll 1 d20 roll per day.

B: Quick Draw
Gain an additional 3 Quick Draw Slots.

C: Backstab
Whenever you have a situational bonus to an Attack roll, attacks that hit deal +1d6 damage.

D: Great Escape
Once per day,  you can automatically escape from something that is restraining you and that you could plausibly escape from. This includes grapples, lynchings, pit traps, and awkward social situations, but not sealed coffins.

D: You Mean...This?
Once per session, you can remove one non-obvious item from a person that mostly trusts you and has spent at least 5 minutes near you in the past hour. Not their sword or their hat, but a key, a trinket, or a letter, or half the wealth they carry. Before the hour is up, you need to tell them that you've taken it. Basically, you retroactively steal a thing..

Mechanical Notes on the Thief
My standard version of the GLOG thief (via Arnold's), but with the capstone ability from my Smooth Talker class. You're still a backstabbing scoundrel, but you're also the only one who remembered to pack crucial equipment.

I considered adding an "you always have a dagger on your person" ability, but in practice Thieves tend to pick up and conceal spare daggers anyway, and I don't want to include too many metafictional abilities.

Mead Schaeffer

Dandy

Starting Equipment: fine clothing worth 10gp.
Starting Skill: Gambling.

A: Composed
B: Fast Talk, Flighty
C: Prominence, Gambler’s Soul
D: Never Forget A Face
You gain +2 to Save against Fear and Mind-Altering Effects for each Dandy template you possess.

A: Composed
You can spend 6 rounds to become Composed. While Composed, you look as good as it is possible to look under the circumstances. Even dressed in rags and coated in slime, you look as though you are making a daring fashion statement. As long as you are at full HP and are Composed, intelligent creatures must Save to target you.

B: Fast Talk

You are an expert blatherer, liar, and wit. You can persuade any number of people of that whatever you are saying is true for 1d6 minutes, provided it is not obviously untrue. Sober, angry, and intelligent people get a Save to negate. When the effect ends, they realize whatever you've been saying is utter nonsense. Depending on your lies and their consequences, they may be very angry with you and immune to any future use of your Fast Talk ability, or they might treat it as a sublime jest.

B: Flighty
If you choose not to attack in a round, your Defense is 16. This only applies if you can see your enemies.

C: Prominence
Once per round, you can choose to be the most prominent person in a group or the least prominent person in a group (except for the Monarch, MIR pg. 55). This does not give you any bonuses to Stealth.

C: Gambler’s Soul
If you roll a critical failure, you can reroll the result by dropping to 0 HP. If you were at negative HP, you instead heal to 0 HP. This ability cannot remove Fatal Wounds.

D: Never Forget A Face
You have a perfect memory for names and faces. If you meet someone new, you have a 50% chance to know their name. If they are Middle Class or Upper Class, you may also know their profession and details about their family. This applies to named monsters and other implausible situations.


Mechanical Notes on the Dandy
You are the living embodiment of The Correct Thing. Every passion in your life is subsumed to the ideal of Composure. You are not an air-headed fop or twittering socialite, but a collection of careful choices.

A mix of the Smooth Talker and Goliard,  the Dandy is another peculiar class. Weaponized poise and social class, toughness without any significant damage-dealing abilities. I thought about adding some sort of "cutting remark" psychic damage ability, and I might still add it after tests, but it might not be necessary. Sometimes words hurt more than HP loss.

Side Note: many years ago, in a game based on 3.5E (I think), three things were true. First, a PC had a Feat or something that let them roll to "know the name and details of any titled nobility". Second, the true names of creatures held power. And third, the PC had just met a Duke of Hell. "Old friend of the family", they sheepishly said.