- A glowing third eye grows in your forehead. Perk: When opened as an action, it casts light as a torch and may perceive spells and magical creatures within 100’. Drawback: When the eye is opened, creatures that can perceive magic can sense the eye if they are within 100’.
- A blade of celestial steel grows out of one of your arms. Perk: You now have an unbreakable longsword-arm that deals extra damage to demons. Drawback: You lose one of your hands, which means you can carry less stuff.
- Your blood becomes blessed. Perk: Any living creature that drinks your blood regains health equivalent to a healing potion. Drawback: Obviously, in order to access this blood, you must take damage.
- Wings of light sprout from your back. Perk: The wings constantly cast light as a torch and let you fly 60’ per action. Drawback: Take 1 Exhaustion whenever you fly as an action.
- Your head is transfigured into a lion’s head. Perk: Enemies have Disadvantage on Morale checks when facing you. Drawback: You have Disadvantage when rolling for an NPC’s Reaction.
- Blood-etched scripture dances on your tongue. Perk: You can speak to all celestials and be regarded with some respect by them. Drawback: Blood flows from your mouth when you speak the language of the heavens; you take 1 damage for each sentence you speak in the celestial tongue.
Glass Candles
The glass candles are burning...
Thursday, April 7, 2022
Secret Jackalope 2022 - Heavenly Mutations
Saturday, April 2, 2022
Simplicity
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JamesBousema |
- The Cleric. Adherent of a god of peace. Currently wielding a chainsaw named THERE IS ONLY ENDLESS WAR AND BLOODSHED. Maybe not a pacifist anymore?
The Thief.Woops, they're already dead.- The Sorcerer. Naked. Trying to club a goblin to death with the thief's arm. The only spell they have left is Fireball.
- The Berserker. Currently on a high-up floating platform trying to figure out how to stop the rising water using a complicated runic computer. They have to hurry too, because that damn beholder is coming. Too bad they can't read.
- The Fighter. At the top of the room. Somehow wielding a greatsword in each hand. Fighting a blind beholder and trying not to die.
Sunday, March 27, 2022
What a Wonderful Day
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Damien Mammoliti |
The Story
- Health as a giant. The weakest kind of giant, if your system has multiple giants.
- He is unarmored except for a fancy suit.
- Only suitably magical weapons may harm him.
- The gentleman's trump card is the Shadowtime. It is activated as an action by opening the door in the man's chest. He may transport anybody he can see into the Shadowtime: a place without death. Without hope. Without light. The door can only remain open for three rounds, as it heavily taxes the man's energy. He can get his vitality back by basking in the darkness for a few hours.
- Despite his claims, he isn't particularly smart, fast, or strong. Also, he's a megalomaniac.
Saturday, March 12, 2022
Alignment, Part II - I NOW SEE THE WORLD WITH ONE HUNDRED EYES
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Agape the Artisan |
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In life, you always looked for power. Exerting control over yourself, knowledge, and the world always brought you great happiness. Whether you were a good or bad person, it matters not, for you are no longer Ordinary.
One day, as you meditated underneath a tree, or slept peacefully in your bed, or finished your life’s work, you experienced a revelation. In the grand scheme of things, you were meaningless. You were but a sputtering light in the infinite shadows of great Things. As you gazed at the great emptiness of the unreal world, a creature of Omnireality reached out for you.
Its name was an endless whispered hymn and a gust of chillingly silent mountain air. You were to be its agent in the Cosmic Conquest of the other Powers. You were gifted with the Mastery of your own body and the freedom to do whatever you thought was best.
You would encounter other People like you, it said. As the Thing left, it bade you to teach them the truth of their fate.
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Nexumorphic |
Class: MONK
Starting Equipment: Nothing. Weapons are for the undisciplined.
Starting Skill [d6]: Philosophy [Nihilism], Philosophy [Hedonism], Flexibility, Acrobatics, Athletics, Meditation.
A: Mastery, Immaculate Balance, The Body Alone
B: Glimpse of Heaven, Cleansing Ritual, +1 Attack per round
C: Annhiliation of the Small Things,
D: Annihilation of the Great Things
Mastery
You have achieved complete control over your body and its functions. A MONK uses Mastery Points (MP) to achieve feats of great agility and athleticism. Following an hour of quiet meditation, you may fill up your Inventory Slots which as much MP as you wish. You take 1 damage if something would occupy a slot already taken up by Mastery.
You may use Mastery to: leap 20' horizontally, leap 10' vertically, reduce damage from a projectile or thrown weapon by 1d6, or increase the damage die size of an unarmed attack. You may only spend as much MP in a round as you have MONK templates.
Immaculate Balance
As long as you end your movement on solid ground, you may move across things that normally can't support your weight: tree branches, clotheslines, spear tips, the surface of the water, etc.
The Body Alone
Most MONKS disregard armor and clothes, for they are the tools of unexperienced cowards. You gain AC from not wearing armor. For each tier of armor you aren't wearing, gain +1 AC. (Example: Since you aren't wearing plate armor, chain armor, leather armor, or clothes, gain +4 AC.)
Glimpse of Heaven
Expend a MP to enhance one of your physical senses for [level] x 2 minutes. The senses that are enhanced now border on the supernatural. You could taste magic, smell lies, see incoming attacks, etc.
Cleansing Ritual
Through an three hour ritual, a MONK may remove a condition from themselves or someone else.
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A. Shipwright |
You are anti-magic. Once per Rest, you may remove a spell, curse, or enchantment from existence.
The physical universe is a lie, a playground for insects and men. Nothing matters but control of oneself, of the soul. Once a Rest, you may either remove an item or person from existence. If removing an item, no save. If removing a person, they enter a STR Contest with you to stay in this universe. If they win, they can never be erased with this ability. If they lose, they stop existing.
Sunday, February 27, 2022
Philosopher GLOG
This is a GLOG hack inspired by some things, fresh and untested. Enjoy.
Let lead and gold be the essence
Let my mind be the foundation
Let arise a bastion against the world
Let the seven metals crown my brow
Let the seven cults uphold my honor
Let the seven planets align my thoughts
I hereby declare
Your spirit will serve under me
My soul shall be your sword
Submit to my resounding call
Answer!
An oath shall be sworn here!
I shall attain the aspect of Heaven and of Hell
Come forth from your restraints
Heroic spirit!
Sunday, February 20, 2022
The Black Wyrm of Brandonsford - Campaign Pitch
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Chance Dudinack |
1. Something tragic has occurred in the idyllic forest town of Brandonsford.
2. A few weeks ago, a group of hunters were attacked by a dreadful dragon, black of scale and temperament.
3. The townsfolk are terrified by rumors of the dragon.
4. Merchants and craftspeople are refusing to journey to Brandonsford, leading to a decrease in wealth and industry for the town.
5. The ruler of the town, Lord Eric, desperate to resume trade, has put a bounty of 1000 silver on the dragon's head.
6. You are travelers, outcasts, and wanna-be heroes attracted to Brandonsford by the bounty and the rumor of a fantastical hoard of gold that the dragon guards.
The System
The main system is the GROG by Vayra, with a few changes. The first change is combat. All attacks automatically hit and deal damage. Armor reduces damage equal to the amount of Inventory Slots it takes up, but will be worn down by repeated blows.
The second change is XP. You gain Experience by doing things within the game world and engaging with the narrative. 10 XP is required for level 2, 30 XP is required for level 3, and 60 XP is required for level 4. Here are some rough XP values, subject to GM modification:
- You gain 1 XP for each important or interesting roleplaying encounter you complete.
- You gain [x] XP for killing a monster, where [x] equals the monster's HD.
- You gain 1 XP for spending a moderate amount of recovered treasure.
- You gain 2 XP for each unique magic item you recover.
- You gain 2 XP for each unique location or area you discover and interact with.
- You gain 1 XP by roleplaying your character's flaws and ideals.
The final change is retainers. You can start with a number of retainers equal to your CHA score. Talk to me about what you want them to be and we can figure things out. These retainers can be used as back-up PCs in case your original character dies. Retainers gain 1/2 the XP for all of the values above.
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jason scheier |
The Characters
You have four classes to choose from:
- The Zouave, a veteran of many campaigns.
- The Thief, a stealthy rogue. (Note: I am planning on not including any archetypes, but if you can convince me otherwise...)
- The Ranger, a woodsman and hunter.
- The Wizard, occult and mysterious.
Wednesday, February 16, 2022
Who Can Know the Heart of a Dragon (Class: Dragonblood)
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source unknown |
You remember them as a normal parent. They might have been a little off (their smile was kind of scary) and they might have smelled weird (something old), but they were a pretty good role model. Then, there was a nasty fight between your caretakers, or a strange man with feline eyes showed up at your door, or a peculiar song drifted through on the wind. No matter what happened, one of your parents disappeared.
That day, you found out you were a dragonblood. The caretaker who disappeared was a dragon walking in the shape of a mortal. You are their legacy. With a glint in your eye, you grew up, reached maturity.
The world trembled.
A: Blood of the Dragon, Fury, +1 HP
B: Powerful Exhalation, +1 HP
C: Instant Fury, +1 HP
D: Restoration, +1 HP
Blood of the Dragon
Your eyes are oddly vibrant, your fingernails preternaturally sharp, your smile draconine. Within your heart beats the primordial blood of a dragon. Your kind is regarded with fear, awe, wonder, and hatred in equal measure.
Choose a dragon species from below. This informs some of your abilities.
Fury
When your fury is roused, you are truly dangerous. You may expend 2 HP as an action to access one of the below benefits for [template] rounds. This can be done [template] times every Rest.
- +1 To Hit. Your eyes alight, you can see the weaknesses of your foe.
- +2 AC. Your skin hardens into scales.
- +20’ Movement. You move with supernatural swiftness.
- +1d4 damage. Your muscles flood with burning power.
Powerful Exhalation
You may expend 2 HP to breathe the element determined by your dragon species. This is described in the dragon species descriptions. This breath bypasses Armor Class and does [template] damage.
Instant Fury
You may now spend 2 HP without it consuming an action. In addition, if you are to die because of HP lost to Fury, you explode in a blast of your dragon species energy, dealing damage equal to the HP lost to everything within 15’.
Restoration
Legends persist of the healing properties of dragon’s blood. Sometimes, legends are right. You heal 2 HP per round. Lost limbs, including the head, can be restored over 1d4 weeks as long as your heart, the seat of your soul, is intact.
Dragon Species
Black Dragons inhabit the cold north. Black Dragonbloods can breathe freezing ice in a [template] x 10' line.
Red Dragons inhabit the dry east. Red Dragonbloods can breathe burning flame in a [template] x 10' cone.
Green Dragons inhabit the verdant south. Green Dragonbloods can breath hypersonic wind in a [template] x 10' line.
Gold Dragons inhabit the idyllic west. Gold Dragonbloods can breath scalding acid in a [template] x 10' cone.
Design Notes
This class was inspired by the thought "What if HP was a currency that you traded in for benefits?" Some other influences were Exalted's Terrestrials and deus' Monk. Happy gaming.