Friday, July 7, 2023

GLOG Sofer, a golem priest class

Sofer class

Starting Equipment: Holy book, dagger, set of brushes and inks, a large slab of clay for golem creation, literacy in Adamic the original language, the language you speak and one other (other than your native language you can only read these not speak them).

A: Faith, Miracles, Animate Lesser Golem
B: Shem, Animate Common Golem
C: Golem Mech Suit, Golem Mastery
D: Sentient Golem, Colossal Golem

(A) Faith:
You are a pious servant of your God, your devotion manifests itself in the form of Faith Dice (FD) of variable size. They default to a d8. depending on the kind of game you want to run these could be used interchangeably with magic dice or not.
they work like the goblin punch cleric.

  • 1-3 the dice return to your faith pool
  • 4-6 the dice are expended and return to your faith pool the next day.
  • 7+ your prayer goes unheard and the dice returns to the faith pool

Faith dice improve (shrink) or worsen (enlarge) according to your behavior

(A) Miracles:
You know two miracles from the Sofer miracle list which you determine by rolling a d6 and d8.

(A) Animate Lesser Golem:
You can imbue one of your FD into a lump of clay the size of a dog or 10 year old child, shaped into a desired shape. You inscribe the Adamic (the original language) word for life on it somewhere clearly visible and breath life into it. You can only give it simple commands, guard this door, attack that guys ankles. Certain actions risk causing a golem going rogue described at the bottom. You cannot retrieve your FD until the Golem is destroyed or you dismiss it as an action. Your FD returns to your faith pool the next day.
By default a Lesser Golem has 1d8 hp, has a AC of 14, a DR of 2, speed of 25' and deals 1d6 damage with range 5'.

(B) Shem:
You can place a talisman  written in Adamic inside a cavity in your golem. The talisman describes one of the no doubt many ways you God is great. Depending on what you wrote the golem is blessed with special abilities or enhancements. For example, you could write"[Name of God] is mighty for they smiteth the wicked" on the talisman to give a golem extra strength, or "[Name of God] is swift and delivereth justice most expediently" to make a golem move faster. A golem can only have one talisman at a time.

(B) Animate Common Golem:
You can imbue two of your FD into a lump of clay that can be sized anywhere between a man and an ogre, and shaped into a desired shape. You inscribe the Adamic word for life on it somewhere clearly visible and breath life into it. you can give the golem relatively complex orders, anything that can be described in three sentences. Certain actions make cause a golem to go rogue, examples provided at the bottom. You cannot retrieve your FD until the Golem is destroyed or you dismiss it as an action. Your FD returns to your faith pool the next day.
By default a Common Golem has 2d8 hp, has a AC of 14, a DR of 4, speed of 25' and deals 1d8 damage with range 5'.


(C) Golem Mech Suit:
You can imbue three of your FD into a lump of clay that a large enough compartment to fit you inside somewhat comfortably. You inscribe the Adamic word for life on it somewhere clearly visible and breath life into it. While inside the golem, you control its movements and actions as if it were your own body. The golem has its own HP, and any damage it takes is deducted from its HP first. while you are not riding the golem mech suit it can act in the same way a common golem would. You cannot retrieve your FD until the Golem is destroyed or you dismiss it as an action. Your FD returns to your faith pool the next day.
By default a Golem Mech Suit has 3d8 hp, has a AC of 14, a DR of 4, speed of 25' and deals 1d10 damage with range 5'.

Sort of like this in terms of size but made of clay. doesn't necessarily have to be bipedal either.


(C) Golem Mastery:
Your control over your golems is absolute. Your golems will never go rogue and will always follow your commands to the best of their ability.

(D) Animate Sentient Golem:
You can imbue three of your FD into a lump of clay sculpted into the shape of a person. You inscribe the Adamic word for life on it somewhere clearly visible and breath true life into it. This Golem can think, learn, feel and act independently, though they are still utterly devoted to you. They can range in size from a human man to an ogre. You cannot retrieve your FD until the Golem is destroyed or you cruelly dismiss it as an action, though as the golem is sentient this would be an act of cold blooded murder. Your FD returns to your faith pool the next day.
By default a Sentient Golem has 3d8 hp, has a AC of 14, a DR of 4, speed of 25' and deals 1d10 damage with range 5'.

(D) Animate Colossal Golem:
You can imbue all four of your FD into a single immense structure sculpted entirely of clay. Getting your hands on so much clay and sculpting it in a way that is structurally integral will be a truly expensive, laborious and time consuming task,  but at the end of it you will have a mobile cathedral that stomps on things you tell it to. You cannot retrieve your FD until the Golem is destroyed or you dismiss it as an action. Your FD returns to your faith pool the next day.
By default a Colossal Golem has 150 hp, no AC you literally can't miss, a DR of 25, speed of 30' and deals 8d10 damage with range 0' as it deals damage by stepping on people



Miracles:

1. Heal:
R: touch
T: an injured person
D: one action
One creature is healed [sum]+[dice] HP.  For each [dice] used to cast this spell, you may divide the total restored HP among up to that many creatures.

2. Bless
R: Touch
T: A person
D: [sum] minutes
For the duration of the spell, target people add [dice] to every d20 they roll. Characters have advantage on saves against poisons or diseases from blessed rations.

3. Translate writing:
R: legible reading distance
T: Writting in a language you cannot read.
D: 1 hour
[sum] paragraphs of a text you cannot read are translated into Adamic, the letters appear as gold light suspended in the air.

4. Message:
R: [dice] *5 miles
T: A person you know the name of
D: one action
This spell allows you to send a message of [sum] words or fewer to a person you know. You can choose to have this happen immediately or at some point within the next 24 hours. If the target is asleep, you can choose to have the message delivered by an angel in their dream, or normally when they awake.

5. Water from the rock:
R: touch
T: A fist sized rock
D: 1 minute
You cause a rock to emit [sum] litres of holy water then crumble to sand.

6 Quicksand:
R: 60'
T: [dice]*10' square 10' deep
D: one action
You point at the ground and it become loose, ready to welcome any who enter into its smothering embrace. A creature who enters this space or ends their turn there must make a strength save or sink to their waste and become restrained, they may make a strength save at the beginning of their turn to escape if they don't succeed they sink up to their armpits and must make a hard strength save at the beginning of their next turn to drag themselves up to waste height again, if they fail they sink under completely and cannot make any more saves, someone else must rescue them or they will suffocate.

7 wall of earth:
R: 50'
T: A line up to [dice]*10' long
D: one action
You create a wall of earth up to [dice]*10' long and [dice]+10' high.  The wall can be any shape, as long as it is one continuous path along the ground.  Any creatures in the path of the wall as it is created must save.  On a failed save, they are launched [the height of the wall]+10' into the air and take fall damage as normal.  On a success they take [dice]+1d6 damage as they are merely thrown horizontally.
The wall has [sum]*2 HP and takes no damage from sharp damage, half damage from bludgeoning damage and no damage from anything that could not harm a large rock.  The wall is permanent until destroyed. 

8 Hallow:
R: 60'
T: 60' circle, centered on caster
D: variable
You bless the area within 60' of you. for one [dice] it lasts a day, for two [dice] it lasts a month, for three [dice] it lasts a year and for four [dice] it is permanent. Outsiders, Spirits, Ghosts and other purely Spiritual creatures cannot enter the area unless you grant them explicit permission.  This makes the creation of Undead impossible within the hallowed area, unless the caster should permit it.

For each [dice] used beyond 1, select one of the options below:
- Designate a type of creature, belonging to a race, class or other specific group.  Those creatures must make a morale check to enter or remain within the hallowed area.
- Designate a type of creature, belonging to a race, class or other specific group.  Those creatures cannot be frightened or charmed while within the hallowed area and automatically pass all morale checks.
- Designate a type of creature, belonging to a race, class or other specific group.  Those creatures take +[dice] extra damage from an elemental source of your choosing (fire, ice, etc).
- Designate a type of creature, belonging to a race, class or other specific group.  Those creatures take -[dice] less daamge from an elemental source of your choosing (fire, ice, etc).
- Portals or teleportation is impossible inside the hallowed area.
- No sound that you do not wish to be heard can be heard within the hallowed area.
- You have perfect knowledge of the location of all objects and creatures within the hallowed area, as long as you are within it yourself.  This gives you +4 to all attack rolls and saving throws.
- As long as you are within the hallowed area, it is illuminated by natural sunlight, unless you wish otherwise.
- All creatures within the hallowed area gain the ability to speak a language of your choosing as long as they are within the hallowed area.  



Rogue Golems:

A rogue Golem is one you have lost control of, it still has your FD locked up inside it, but it can no longer be dismissed, it must be rendered inert by force if you want your FD back. when a Golem goes rogue there is a 25% chance it will become hostile to everyone, 25% chance it will become hostile to all adherents of its creators religion (it can sense their faith), a 25% chance it becomes hostile to its creator alone, and a 25% chance it becomes neutral only harming those who would harm it.

The following actions have a 10% chance of causing a Golem to go rogue.

  • Issuing it a command that violates its creators religion.
  • Issuing orders that will likely result in its destruction.
  • Issuing orders that might lead to it suffering harm for the first time.
  • If it is attacked with a miracle or some other holy source of harm.
  • When it kills a person for the first time.

 

Inspiration: 

https://as-they-must.blogspot.com/2019/10/blessed-of-gd-class-cleric.html

https://www.remixesandrevelations.com/2019/02/glog-ifying-fifth-edition-spells-d.html

https://nuclearharuspex.blogspot.com/2019/03/the-golemist-glog-class.html

https://goblinpunch.blogspot.com/2019/04/the-cleric.html


Thursday, July 6, 2023

Race/Species of The setting.

There are no humans in my setting although all of the species/ races look mostly human with a few notable differences. similarly all the animals are different from those in the real world though that is another matter entirely.

Rephaite:
The Rephaite have semi-metallic bronze skin that is slightly reflective. Their eyes come in dichromatic shades of blue and brown. Typically, Rephaite individuals have brown or black hair that complements their distinctive skin tone.

Once per day you can reflexively tense your skin to harden it like metal reducing damage from a physical attack by half, this is incredibly uncomfortable to do and leaves you feeling stiff like your skin is arthritic for a week.

Kapre:
Tall and limber, the Kapre are a race with jet black skin adorned with delicate pinkish-white stripes, reminiscent of a tiger's markings, and ridged blue cheeks like a mandrill. They have purple and white eyes with a cratered appearance reminiscent of the moon. Their long and pointed ears poke out from heads of stark white hair. Their forearms also spot strips of hair that follow their ulna bones. Kapre age half as fast as other peoples and can expect to live for two centuries provided nothing kills them first.

Your long life came with an equally long childhood, during which you learned a great deal more than the shorter lived people. begin with two additional skills and two additional skill slots for them (5 starter skills instead of 3).

Dvergr:
The Dvergr possess short and stocky frames, and pallid grub like skin. Their beady eyes are brown or orange. Their distinctive features include long earlobes and insinuative red hair that they typically grow long to insulate them in their frigid ancestral lands. Notably, they have teeth that grow perpetually, much like those of a beaver as well as internal teeth lining their wide throats. Their noses have flesh protuberances around the nostrils that are incredibly sensitive to vibrations.

You can tunnel through loose earth by eating it and expelling it out the other end with some force (this is liable to put a hole in pants without a bum flap). In addition if you press your face against a surface you can feel any nearby vibrations with your nose protuberances.

Bauk:
The Bauk have mottled bluish-grey skin and peach coloured bellies. Their distinctive tusks, reminiscent of a boar, continue to grow over their life time. their white irises stand out against their blood red sclera and are framed by equally fiery red hair. their nostrils are vertical slits that run halfway up either side of their nose.

Your people have iron stomachs, If you go scavenging you have 75% of finding something only a Bauk could eat in addition to any other food you find, this will feed you for a day.

Kaibyo:
The Kaibyo have the shortest stature of any peoples. They have peach skin. Their pointed ears and emerald green eyes are remarkably catlike, and are framed by wavy black hair. This hair extends to the backs of their padded hands and feet. They are also possessed of bifurcated tails, which sway in response to their mood.

Naga:
Scaly green skin characterizes the Naga. Their reptilian eyes are bright blue. They have Frilled membranous ears and jaws which can unhinge like those of a snake. Naga have Antlers like those of Chinese dragons protrude from heads of golden or platinum blonde hair, that harken back to their draconic heritage.

You have an exceptional lung capacity you can hold your breath for an half an hour while doing strenuous activities, 3 hours while in a meditative state. 

Strigoi:
Strigoi have ash-grey skin except on their bellies where it is transparent giving full view of their internal anatomy. Their eyes are unblinking black orbs. Their osseous noses jut needle like from their faces, hard with bone instead of cartilage. They sport curly white hair, which they often style elaborately.

You can heal 1d4 health a day by drinking a litre of blood, it doesn't have to be people blood but it does need to be fresh.

Oni:
Oni possess brilliant red skin and yellow eyes with black sclera. their hair ranges from white to grey to black. Oni are possed of black horns, teeth and tusks like those of a warthog. While ideally not visible all of the bones in an Oni's body are stark black.

Your people are exceptional mountaineers, you can grip and climb near shear surfaces and never suffer from altitude sickness.

Cynocephali:

The cynocephali possess coffee coloured skin, black lips and eyelids. Their eyes are briliant gold. Their hair is black and covers their long and pointed ears reminiscent of a rabbit, and their long bushy tails. the tips of their ears and tails have a much lighter brown colouration. The cynocephali possess protractile jaws, capable of lurching outward to form a snout due to their upper mandible being a separate bone to the rest of their skull.

You have a sense of smell to rival a bloodhound, while this isn't always pleasant it is useful. Additionally when you protract your jaws into a snout you can make bite attacks that deal 1d4+strength mod damage. 



Tuesday, July 4, 2023

GLOG mega wuxia class

So i didn't like how complicated my older wuxia classes were, it felt like they kind of missed the point of GLOG and it started feeling tedious to put them together so here is my solution: a wuxia class with a bunch of sub classes or styles. It has all of the classes I have made and was planning on making as subclasses. I had a lot of fun making this and I hope people enjoy it.

Wuxia Class:

Starting equipment: largely dependent on the first style you pick but you will certainly receive a weapon, a scroll or manual detailing your style, clothes, A master who’s sect you have sworn loyalty to, and an unscrupulous rival.

A: Qi, Style, Precise strike
B: Qing Gong
C: Killing intent
D: Sect master


(A) Qi: You gain a 8 sided Qi Dice (QD) for every template you take in the wuxia class. QD are expended when used to do cool stuff, but having unused QD might let you do other cool stuff as passive abilities. You recover QD after 1 hour of meditation contemplating your martial prowess.

(A) Style: You gain a template in a wuxia style for every template you take in the wuxia class. Your style largely defines the kind of warrior you are. You can only take a template in a new style if you have trained under a master of this style and obtained a manual. You may advance any styles you already have.

(A) Precise strike: you may expend a QD to gain advantage on your next attack as a bonus action.

(B) Qing Gong: As long as you have at least one unspent QD, you may divide your movement between moving horizontally as normal and vertically. To move vertically, you may run up walls or make a superhuman jump or jumps. As long as you have three unspent QD, you may stand and move on things that could not normally support you as if you were weightless (you are still affected by gravity). E.g., a leaf floating on the water, an opponent’s weapon, falling objects.

(C) Killing intent: you may expend one QD to project an aura of killing intent. Creatures with even a modicum of sentience within a radius of 10* your level Imagine you murdering them horribly, and must make a morale check.

(D) Sect master: You have become a reputed master of extreme violence, you can always recruit 1d4 disciples at any moderately large settlement you visit. Disciples will not ask for monetary payment but instead to be taught how to fight good. Disciples who survive with you for an extended amount of time can learn some of your skills. If your disciples die too often your reputation will suffer and it will take longer to recruit more so try to keep them alive.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


Style:
A: Limitation, fundamentals
B: Technique
C: Technique
D: Technique


Youxia Style:
Starting equipment: A bladed weapon (1. Rapier, 2. Shorsword, 3. Medium sword, 4. Longsword, 5. Axe, 6. polearm), a scroll or manual is written in flowery metaphorical language and has illustrations of people cutting and stabbing each other, a long flowing robe (as unarmoured), a master who’s sect you have sworn loyalty to, and an unscrupulous rival.

A: favoured blade, A thousand cuts
B: Principle of cutting
C: Wind slash
D: flying blade

(A) favoured blade: you have a favoured type of bladed weapon, if you are not wielding that weapon you cannot use any abilities from this style.
(A) You may expend any number of QD to deal [sum] damage split amongst any number of foes foolish enough to come within range of your blade in any way you please.
(B) principle of cutting: for the next [sum] rounds your blade can cut through materials far harder than it. For 1 QD steel, for 2 QD magical items, for 3 QD force fields and barriers, for 4 QD artefacts.
(C) Wind slash: you can expend a QD to make a slash that travels beyond the reach of your blade to up to [Dice]*50’. Roll to Hit once and compare it against the AC of all creatures and objects in a line, roll damage for your weapon once and apply it to every creature that was hit. DR still applies, shields may still be sundered to avoid damage.
(D) Flying blade: You can throw your weapon so that it flies though the air as you direct it, it has a speed of 40’, its attack range and damage is as normal for the type of weapon. While using this technique you cannot use any other abilities from this style.


Hoplite style:
Starting equipment: A short sword, a shield(1/2. Small shield, 3/4. Medium shield, 5/6. A large shield), a scroll or manual is written in Militaristic language and has illustrations of people in shield formations, a long flowing robe (as unarmoured), a master who’s sect you have sworn loyalty to, and an undisciplined rival.

A: Shield dependency, Safeguard
B: Disarming defence
C: Immovable object
D: Indestructible Protection

(A) Shield dependency: you must be wielding a small, medium or large shield to use any of the abilities of this style.
(A) Safeguard: Once per round when someone or something would physically harm someone within 5 feet of you, you may intercept it, you may roll parry dice and sunder your shield as normal but the attack does not need to roll to hit.
(B) Disarming defence: Whenever a melee weapon attack would fail to deal damage to you, you can expend a QD to cause the weapon to become stuck in your shield and disarm the enemy.
(C) Immovable object: As long as you have 2 QD and ground beneath your feet nothing can forcibly move you. Anything that collides with you and doesn’t reduce you to a fine red mist is stopped upon collision.
(D) Indestructible protection: You may expend 1 QD and sunder your shield (small shields are destroyed) to completely nullify a physical attack, cannonballs will shatter ineffectively against your shield, avalanches will part before you, unstoppable forces will be redirected. Only the gods could possibly strike you down, or someone using a non physical force like poisonous mist. Them too.


Rakshasa style:
Starting equipment: a scroll or manual is written in grotesque detail and has illustrations of human anatomy contorted in unnatural ways, a loose and skimpy outfit that would look at place on a belly dancer (as unarmoured), a master who’s sect you have sworn loyalty to, and an dogmatically honourable rival.

A: Contortionist, flexible fighting
B: Body hardening
C: Sweaty Net
D: Phoenix form

(A) Contortionist: your abilities stem from your ability to manipulate and contort your body in seemingly unnatural ways, and require a high degree of freedom of movement. You can only use abilities from this class whilst unarmoured and in un-confining clothing. Your contortionist abilities allow you to rest comfortably in a 2’ cube.
(A) Flexible fighting: You have trained your body to become incredibly strong and flexible, your unarmed attacks deal 1d6+STRMod damage and have a range of 15’ achieved by temporarily dislocating all the joints in the limb you attack with.
(B) Body hardening: Your Muscles harden to become as strong as steel you gain +[Dice] DR for [sum] rounds.
(C) Sweaty net: You may expend 1QD to secrete and fling strands of sticky sweat at a target location. The sweat strands cover and connect all surfaces in a 10’x10’x10’ cube.  Anyone who touches the sweat must save or become stuck in it.  The sweat has 6 hp and takes double damage from fire and sharp damage. If you expend an additional QD you can cause your sweat to become acidic dealing 1d4 damage to anybody stuck in it per round.
(D) Phoenix form: your body is now immune to fire damage, additionally you may expend 1QD to ignite the oils in your skin for [sum] rounds during which you are on fire and deal 1d6 fire damage to anything you touch in addition to any other damage you would have done, and ignite it if it is flammable.


Zuiquan style:
Starting equipment: A large flask filled with either vodka or absinthe, a scroll or manual that smells of alcohol and vomit and is written in slurred script with poorly drawn illustrations of people brawling, a stained and soiled robe (as unarmoured), a map of all the best local breweries and distilleries, a master who’s sect you have sworn loyalty to, and a prude and principled rival.

A: Alcoholic, Bar brawler
B: A likely story
C: Pub crawl
D: Drunken dragon

(A) Alcoholic: you can only use abilities from this style while drunk, and you have developed a formidable tolerance to alcohol requiring you to drink three times as much as the average person.
(A) Bar Brawler, you are a master of bar fights, where another might see a broken bottle you see a knife, where a sober man would say that's a bar stool you would insist that it is a small shield. You can treat improvised weapons as proper weapons.
(B) If you are caught trespassing alone or with other drunks you can convince whoever found you that you stumbled in by mistake. If you saw something you shouldn’t have, you can convince them that you are so black out drunk you’ve already forgotten what you saw (roll 1d4, on a 1 you are being honest about this). Unless the person is particularly cruel or paranoid, they will only chastise you and throw you out.
(C) Pub crawl: As long as you have at least two unspent QD, you can move and fight just as effectively while lying on the ground as while standing, you do not suffer any penalties for being tripped or prone.
(D) Drunken dragon: You belch fire from your mouth in a 5*[dice]' cone.  This blast of fire does [sum] damage and sets flammable objects on fire.


Shinobi style:
Starting equipment: A disguise kit, 4d6 shurikens and kunai, a garrote, and a manual or scroll explaining how to perform your techniques written in a convoluted cipher only your sect is privy to, it is devoid of imagery, a master who’s sect you have sworn loyalty to, and a rival who’s true identity is unknown to you.

A: walk in darkness, infiltrator
B: Shadow step
C: Substitution jutsu
D: Disappearing strike

(A) walk in darkness: your abilities rely on you being stealthy, you can only use abilities from this style in dim light or darkness. You can always see 30’ so long as there is a little bit of light.
(A) Infiltrator: As long as you have at least 1 QD when terrain features obstruct your passage, you are 25% likely to be able to render the obstruction irrelevant with minimal effort. You can unlock doors, pry open windows, or find an alternative entrance to where you want to go.
(B) Shadow step: As long as you have two unspent QD whenever you can make a stealth check to move undetected you automatically succeed.
(C) Once per day, when an attack would hit you it instead hits a decoy like a log or a rock and you appear up to 20’ from the substitute.
(D) Disappearing strike: After you make an attack you may expend QD to become invisible for [dice] rounds, this invisibility ends if you attack a creature and the attack does not kill it.


Kodoku style:
Starting equipment: A nest of venomous animals tunnelled into the meat and sinew of your body, a scroll or manual is written in journalistic language and has illustrations of various poisonous creatures, a tatty roughspun robe (as unarmoured), a master who’s sect you have sworn loyalty to, and a dogmatically principled rival.

A: Infestation, swarmlord
B: Poisonous body
C: Dominion worm
D: Gu

(A) infestation: your body is home to vast assortment of venomous creatures, they must be fed (and combined eat as much as an additional person) and looked after, if you ever become submerged in water or are set on fire the creatures will attempt to forcibly escape from your body dealing 1d6 damage. You require these creatures to use any of the abilities of this style, and it takes you a week to find suitable replacements if you ever lose them.
(A) Swarmlord: you can expend a QD to call forth a swarm of venomous creatures dwelling in your body to act as you command.
(B) Poisonous body: You are completely immune to poison, and the venom of your tenants seeps throughout every fluid in your body making them all into deadly poisons. Each day you may harvest enough venom from your saliva to coat a weapon or poison a well. Alternatively you can use your blood by injuring yourself, obviously this harms you.
(C) Dominion worm: You implant one of your bugs inside a person, the person must make a constitution save. You can give this person orders if they ever disobey your orders they suffer excruciating pain until they either comply with the order or die. Implanting a bug in this way reduces your qi pool by 1 QD. You can regain this QD by taking your bug back, taking your bug back has a 25% chance of killing the victim.
(D) Gu: You produce a particularly venomous creature called your Gu. It is the most venomous creature in your body. You may expend 1QD to send it after a target. Any creature bitten by your Gu must make a constitution save or Die. The Gu will hunt after its target for [sum] hours after which it will forget what it was doing. You can remind your Gu of its target by speaking to it. The Gu has 1 HP and is small, it moves at normal speed.


Physician Style:
Starting equipment: A scalpel (as a knife), acupuncture needles, herbal medicine, a scroll or manual is written in dry medical terminology and has illustrations of the human body and it meridians in various stages of dissection, a long flowing robe (as unarmoured), a master who’s sect you have sworn loyalty to, and a callous and cruel rival.

A: Duty of care, Balance humours
B: acupressure points
C: Poison dosage
D: Peg prosthetist

(A) Duty of care: As a practitioner of the healing arts you have a duty to save lives, if an ally is dying you must use your remaining Qi to save them, if you do not you lose access to all abilities from this style until you next save a life.
(A) Balance humours: you may expend any number of QD to heal a target from injury by [sum] hp or from disease. You hastily accomplish this by means of moxibustion, bloodletting, acupuncture and massage
(B) Acupressure points: when you make an attack against a person you may expend 1 QD to target their acupressure points to immobilise them. They may save vs paralysis every round at the end of their next turn.
(C) Poison dosage: you can expend QD to make your attacks poisonous for [sum] rounds.
(D) Peg prosthetist: you can craft and install functional prosthetics made from wood, iron and thread (and glass in the case of eyes) to replace any part of the body. If you replace a person's limb, you can add a single piece of equipment to the prosthetic, like from sekiro or berserk.


Kyujutsuka style:
Starting equipment: A Bow (1-5 a bow, 6 a crossbow), a scroll or manual is written in flowery metaphorical language and has illustrations of archers firing on people with parabolic arcs drawn and annotated, a long flowing robe (as unarmoured), a master who’s sect you have sworn loyalty to, and a patient and inspired rival.

A: Bowman, Eagle eyed
B: Qi Arrow
C: Arrow rider
D: Fight in the shade

(A) Bowman: You require a Bow, or crossbow to use any of the abilities of this style.
(A) Eagle Eyed: As long as you have at least 1 QD your vision is superior to a sniper scope, you can see incredibly far away and fire ranged weapons to their maximum distance with no disadvantage to accuracy.
(B) Qi Arrow: you can expend QD to conjure [sum] spectral arrows
(C) Arrow rider: as long as you have 2 unspent QD You can leap atop an arrow and let it carry you to your target.
(D) Fight in the shade: You may expend QD to fire a great many spectral arrows All targets within a [dice]*10’ circle take [sum] damage as the spectral arrows blot out the sky and fall upon them.


Scourger style:

Starting equipment: A flexible weapon (1. whip, 2. flail, 3. chain, 4. Razor wire, 5. A chain sword, 6. A flying guillotine), a scroll or manual is written in lurid detail and has suggestive illustrations of people bound and whipped, a long flowing robe (as unarmoured), a master who’s sect you have sworn loyalty to, and a timid but determined rival.

A: flexible inflexibility, serpentine
B: Ensnaring strike
C: get over here
D: lashing barrier

(A) flexible inflexibility: you can only use abilities from this style whilst wielding a flexible weapon.
(A) Serpentine: you can control flexible weapons as if they were snakey appendages of your body.
(B) Ensnaring strike: You may expend QD to force a target to save or be restrained, each round the target takes [dice] damage and may then attempt to break free.
(C) Get over here: you may expend QD to force a target within [dice]*15’ to save or be pulled to within 5’ of you, though you can choose to not pull them that far.
(D) lashing barrier: you may expend QD to set up  a barrier by lashing your weapon around you for [dice]*2 rounds. Anyone who comes within [dice]*5’ takes [highest] damage.


Skald style:
Starting equipment: An exotic musical instrument (), Sheet music from classical composers on a scroll or in a book, a long flowing robe (as unarmoured), a master who’s sect you have sworn loyalty to, and a rival with great artistic ambitions.

A: instrumentalist, Inspiring Virtuoso
B: Performer
C: banshee sound
D: siren song

(A) instrumentalist: you must be using an instrument to utilise abilities from this style
(A) Inspiring Virtuoso: you may expend QD to inspire people. You can give [dice] allies a [sum] bonus towards completing a single thing, e.g. combat, negotiating, flirting.
(B) Performer: in any settlement you are able to find employment as a musician
(C) you may expended QD to force everyone who hears you other than yourself to make a constitution save or take [dice] damage, and you can be very loud.
(D) you may expend a QD to force enemies who hear you to save or move towards you irregardless of danger, though people won’t take suicidal actions if there is another way to get to you.


Grafter style:
Starting equipment: A tin box of Immunosuppressant pills, A sickle (as an axe), a scroll or manual is written in botanical language and has anatomical illustrations of limbs and their meridians, an easily adjustable robe (as unarmoured), a master who’s sect you have sworn loyalty to, and an unimaginatively virtuous rival.

A: Immunosuppressants, Limb grafting
B: pairs of limbs
C: Bonus attacks
D: strange grafts

(A) immunosuppressants: you rely on a strong cocktail of drugs to keep your body from rejecting the extra limbs you attach to your body. If you ever stop taking these you cannot use any abilities from this style and your body rejects all the extra limbs you have accumulated.
(A) you may expend a QD to harvest a limb from a corpse and add it to your body. You may have up to a maximum of (2^templates) total additional limbs. Each additional arm allows you to carry another item, each additional leg grants you an extra 5’ feet movement speed.
(B) each pair of additional arms allows you to wield a 2 handed weapons, each pair of additional legs grants you another movement action
(C) Bonus Attacks: you may expend a QD to gain an additional standard or move action
(D) Strange grafts: you may graft limbs from non-humanoid creatures to your body, e.g. dragons heads, wings, tentacles etc. strange grafts count as two limbs for the purpose of additional limbs.


Berserker style:
Starting equipment: A longsword, a scroll or manual is written in uncompromising language and has illustrations of the meridians of the body with emphasis on the circulatory system, a long flowing robe (as unarmoured), a master who’s sect you have sworn loyalty to, and a headstrong rival.

A: Blood reversal, immense strength
B: Oversized weapon
C: inescapable strike
D: Hulk out

(A) Blood Reversal: to use any of your berserker style abilities you must be in a state of blood reversal. You can enter a state of blood reversal by expending a QD, your blood reversal ends if you do not attack an enemy during your turn.
(A) immense strength: add double your strength bonus to your damage instead of just your bonus.
(B) Oversized weapon: you can wield an oversized weapon that deals 2d8 + strength mod (it will be 2* strength mod due to immense strength), oversized weapons take up 4 slots, and may only be effectively wielded while in blood reversal.
(C) Inescapable strike: when you miss an attack you can expend QD to gain +[sum] to hit.
(D) Hulk Out: you may expend a QD while in blood reversal to hulk out. You become a size category larger and you use 3*strength mod instead of 2 for your damage.


Cavalier style:
Starting equipment: A loyal steed of good breeding, a polearm, a scroll or manual recounting heroic exploits and techniques through text and image, comfortable pants and a good tunic (as unarmoured), a master who’s sect you have sworn loyalty to, and a reputable rival, loved by many.

A: trusty steed, jouster
B: uninterrupted charge
C: Air jump
D: spur on

(A) Trusty steed: your abilities only work whilst mounted on a steed of some kind.
(A) Jouster: you can make part of your move action, attack then resume your move action.
(B) uninterrupted charge: you may expend a QD so that you may attack any number of different targets in between moving for a turn.
(C) Air jump: as long as you have 1 QD your steed can double jump and alter its trajectory whilst in mid air.
(D) you may expend a QD to double the movement speed of your mount, 2QD to quadruple, 3QD to multiply by eight and 4QD to multiply by sixteen.


Tessenjutsuka style:
Starting equipment: An iron fan the size of an adult (as a polearm), a scroll or manual is written in sophisticated flowery language and has illustrations of the sky, a long flowing robe (as unarmoured), a master who’s sect you have sworn loyalty to, and a cunning and duplicitous rival.

A: Fan Art, Gust
B: Wall of wind
C: Alter weather
D: Air glider

(A) Fan Art: you must utilise a folding giant fan to use Tessenjutsuka style abilities. Treat the fan as bludgeon for damage.
(A) Gust: you can expend QD to generate a powerful gust of wind in a [dice]*5+5’ cone from your fan that deals [dice]d4 damage and forces all creatures in the area to save or be thrown back 5 feet and knocked prone.
(B) Wind wall: you may expend QD to generate a wall of wind [dice]*10’ long and [dice]+10’ high. The wall can be any shape as long as it is continuous and it lasts [dice] rounds. Projectiles fired at those behind the wall either automatically miss as the wind knocks them wildly off course, though larger projectiles like boulders are unaffected. Additionally, those within 10' of the outside of the wall when it first appears must save.  On a failure, they are blown backwards and take [dice] damage if they are in an open space, or 1d8+[dice] if they could be blown backwards into something hard enough to damage them (rocks, a tree, a person with a spear, etc).  Those who attempt to get close to the wall from the outside must also save or be blown away and take [dice] damage.
(C) Alter Weather: you can expend a QD to cause extremely localised weather phenomena like mist, thunder clouds, dust devils, blizzards or clear weather with your fan. The area may extend no more than [dice]*15’ radius with you at the centre. The weather lasts for [dice] hours.
(D) Air glider: as long as you have 1 QD you can ride on top of your fan similar to a hang glider it descends at a rate of 5 feet per round, and is lifted by updrafts. If you expend a QD you can bring a passenger with you.


Ashigaru style:
Starting equipment: A firkin of black powder, A slightly singed scroll or manual written in allegorical language and has alchemical illustrations of deep symbolism, a robe (as unarmoured), a master who’s sect you have sworn loyalty to, and a scarred and weary rival.

A: Powder keg, Demolitionist
B: Quick draw
C: black wind
D: Implant explosive

(A) Powder keg: you make use of black powder for your Ashigaru style abilities, if you ever run out of explosive powder you can not use these abilities.
(A) Demolitionist: You may expend a QD to set an explosive trigger on some black powder you can reach, it could be due to proximity with people an individual you are familiar with or after an amount of time. You can also spend a QD to detonate any black powder you have personally deposited regardless of established trigger or proximity.
(B) Quick draw: as long as you have at least one QD unspent you can load and fire a gun in the same round.
(C) Black Wind: you can expend QD to deposit black powder [dice]*30’ away by scattering it on the wind.
(D) Implant explosive: you can implant black powder explosives into willing or helpless living beings.


Inspiration:
https://archonsmarchon.blogspot.com/2023/05/glog-class-martial-artist-blogswap-in.html
https://as-they-must.blogspot.com/2020/01/to-death-class-monk.html
http://attnam.blogspot.com/2018/07/class-sword-mage.html
https://blog.d4caltrops.com/2021/02/d100-magic-shields.html
https://cyberjazzfusion.wordpress.com/2021/03/15/the-glog-core-classes-reimagined/
https://crateredland.blogspot.com/2019/01/the-scholar-and-thief.html
https://coinsandscrolls.blogspot.com/2018/01/osr-spider-wizards.html
http://unlawfulgames.blogspot.com/2018/05/osr-snake-wizard.html
https://www.remixesandrevelations.com/2017/10/osr-necromancers-waker-of-ghouls.html

Dense ex parabola for the grafter