Tuesday, November 29, 2022

NECROMANCER

Death is a natural mass spectrometer. When a living thing dies, its soul splits by weight; the higher parts are stripped away while the the base and vulgar somatic portions of the soul persist for a while longer. Those integrated into the mysteries of Necromancy are capable of speaking to these pieces. Without a higher authority, the remnants of a life are eager to obey.

An MD is a d6. It is expended on a 4 5 or 6. Invested MD don't come back when you rest, and can be left in a spell as long as you like. You can roll as many MD as you like when you cast a spell.

 

Skills: 1. Grave Robbing, 2. Surgery, 3. Poetry

A. Render Corpse, Speak With Dead +1 MD
B. Create Undead +1 MD
C. Corpse Explosion +1 MD
D. Life After Life +1 MD

(A) Render Corpse: Invest MD to transform [Dice] HD worth of dead flesh into a more useful form. Dice are invested until consciously removed, at which point the materials rot to nothing.

  • Grave Wax: A pale greasy wax that can be shaped into a candle whose light is only visible to the one who lit it. When formed into a talisman of a small person, it drives nearby domestic creatures into a frenzy of fear.
  • Corpse Salts: A crystalline dust that contains the information of the dead. No matter the size of the corpse, a handful of grave dust is all that is required to cast Speak With Dead.
  • Skin: Slough the skin off a corpse, so long as you got all of it, you can wear it like a mask. This disguise is almost impenetrable in the dark or candlelight, but daylight will immediately mark you as uncanny.
  • Marrow Thorns: Just jagged bones, can be whittled down to make 12 darts per HD, or 6 crossbow bolts per HD. +1 to hit against living creatures of the same type.

(A) Speak With Dead: Roll MD and call up the spirits of the departed. You can do this so long as one of the following applies.

  • You currently own the dead creature's skull or a handful of their corpse salts
  • The creature died in the last [sum] days
  • You are standing in the dead creature's home

The spirit will answer any questions to the best of its ability but is still possessed of free will. It may ask for favors in return for information, and an enemy will not be willing to speak to the creature that killed it. Summoned spirits will answer [Dice] questions, and stay for [Sum] minutes. A creature's soul cannot be summoned twice in the same day.

(B) Create Undead: Invest MD to revive [Dice] HD worth of dead creatures in a horrific parody of life. These creatures lack their original minds and skills with weapons and tools, but keep their HP and physical statistics, as well as any biological abilities they had in life like poison or flight.

(C) Corpse Explosion: An extension of the Art of Rendering. Roll MD to explode [Dice] HD worth of dead flesh within 50', dealing [sum] damage within a 10' radius of the flesh exploded. Can be used on undead creatures you control, in which case add the dice invested in the creature to your roll. 

(D) Life After Life: You can restore the intelligence of the creatures you revive, if you do so, you no longer directly control them, and do not have to invest the dice you roll to resurrect them. After you die, provided you have all four MD remaining, you resurrect yourself in 1d4 days. The only intelligent undead you can create are sentient zombies, but there exist greater rituals and spells that can create intelligent ghouls, vampires, death knights, and zombies.


Tools of the Trade...


  1. Pickling Jar: Grave materials placed into this jar don't rot when their MD are removed. They can be reinvested and removed safely. Filled with disgusting brine drained from the stomach of a dead whale.
  2. Skeleton with Knife arms- 1 HD: A skeleton with knife arms. Technically a sentient undead. Comes with a disguise so that it doesn't alert the local guards.
  3. Bag of Dead rats: 2d6 mummified rats. Each rat counts as 1/2 HD.
  4. Dart Launcher: Fires bone darts.
  5. Stonebow (2 slots): A crossbow that fires sling bullets. Load in chunks of dead meat and explode them with your magic. Or load in zombie heads and fire them to scare the living shit out of people.
  6. Shovel: A shovel. Dig dig dig.

 

Tuesday, November 22, 2022

INFLICT SCIENCE


A wizard. The Science wizard. An MD is a d6, it is expended on a 4-6. You can roll as many of your MD as you want when you cast a spell.


Compatible with GLOG I guess.





(MATERIALS) SCIENCE WIZARD. Science loves you so much.

You can do science as much as you like. Your dedication to the scientific method has become something beyond mere academic rigor. You've begun to understand the concepts you employ on a fundamental level. You understand them so well, it's almost like you can reach out and touch them... Now the laws of reality bend over backwards in service of your quest for knowledge.


Skills: 1. Alcoholism, 2. Facts about Rocks, 3. Functioning without Sleep.

You never fumble with knives or pistols, and can wear up to 3 slots of armor.

Starting Equipment: Lab coat (2 slots of armor, +1 save vs fire and acid,) Goggles (immunity to being blinded by acid and shrapnel,) Combat Slide ruler (As dagger or shortsword, can be reconfigured.)

A. Query, Lab Procedure +1 MD
B. Bootstrap Paradox, Substitution +1 MD
C. Broken Heart +1 MD
D. The Left Hand +1 MD


(A) Query: Telescopic or Microscopic. If you can see something in the distance and hold up your slide ruler and squint at it, you know either; how far away it is, how big it is, whether or not it’s moving. When you are within arm’s reach of something, you know (roughly) what it’s made out of and whether or not it is explosive or corrosive without having to touch it. Expend 1 MD without rolling it to ask a simple question of cause and effect about an object. IE, what will happen if this object gets wet? The DM must answer truthfully.


(A) Lab Procedure: Roll your MD and cause effects.

  • Desiccate a [sum]x5’ diameter patch of ground, removing all water and turning sloppy mud to stable ground. Impure solutions like blood and acid leave a horrible mess of stains behind.
  • Blow a gust of fresh, breathable air with enough force to clear a cloud of smoke or fog. Clears a persistent effect for [dice] rounds. Blasts unattended small objects [sum] feet.
  • Sweep a [sum]x5’ diameter patch of debris into a neat pile or dustbin.
  • Gently spray a stream of [dice] liters of deionized water out of your fingertip.


(B) Bootstrap Paradox: Roll your MD and be launched [sum]x10’ in any direction of your choosing. Save vs wands or take the [sum] bashing damage from whiplash, in addition to any falling damage from your bad decisions. Anybody you hit takes the same damage.


(B) Substitution: Science lets you fudge the numbers. When you expend 1 MD without bothering to roll it, you cause one of the following effects:

  • Cause a nearby roll that failed or succeeded to instead succeed or fail.
  • Swap an item in your inventory with something similar. Wrenches into crowbars, bows into crossbows, water into wine. If the difference in price between the two items is greater than 1 gold, then the substitution only lasts for 1 round before swapping back.
  • Swap the position of two allies or two enemies within 30’ of one another. You cannot swap an ally for an enemy or an enemy for an ally.
  • Instantly kill a living cat, or revive a dead one. This only works when nobody's looking.


(C) Broken Heart: Make something more or less dense. If something is more dense, it drops a size category and becomes much more heavy. This does not affect the number of slots an item takes up, because it is now less convenient to carry in either case. If something is less dense, it increases a size category and becomes lighter. Dense items sink in water no matter what, and buoyant items always float. Hostile creatures may save vs wands against having their body or items affected. Range: [dice]x10’ Duration: [dice] rounds.


(D) The Left Hand: Roll MD, and progress a process within [sum] feet by [Dice] rounds. An arrow in flight reaches its destination by ignoring all obstacles that might have blocked it, falling objects harmlessly appear on the ground, bleeding creatures die. The process is entirely internal, and none of the effects of the process can affect anything during the skipped time, or be affected by anything. That said, it does affect spell and potion duration, bug your DM.


SCIENCE EQUIPMENT


  1. Sturdy boots: a pair of good boots. +1 armor, immunity to stepping in chemical spills and electrified floors.
  2. Flask full of acid, ⅓ slot: Melts through 1 slot of metal or flesh.
  3. Erlenmeyer flask: A conical flask used to mix potions. Lets you safely mix any two potions you pour into it into one.
  4. Relative watch: Tells you the time. Will tell you the time at specific locations if you ask nicely.
  5. A lead box. 2 slots. Has a chunk of uranium inside.
  6. Syringe, ⅓ slot. Lets you Suck up small amounts of liquid and inject it.
  7. Graduate student, person sized. A Grad student. They do what you tell them and take up a hireling slot. If they die you can mail the university and get a replacement in 1d6 days. Mediocre stats, mediocre grades.
  8. Weight sets and scale, 2 slots. Let me tell you exactly how heavy things are.
  9. Bag of mice. Animal testing is perfectly ethical. 2d6 mice inside.
  10. Name placard. Let everyone know that you are Dr. Coomer.