Monday, April 29, 2024

A Rough Sort (Trio of GLOG Classes)

    Got a couple of classes rattling around in my brain. Thought I'd publish them here, so at least someone might get use out of them.


"Chocolate"! AI generated, with a watermark from some sleazebaggianos... and yet, still "chocolate".

    The Thieves World series consisted of sword-and-sorcery anthologies of stories written by some of the most influential fantasists of the 70s and 80s (including the never-more-than-just-out-of-frame Marion Zimmer Bradley). They were mostly pretty terrible books, containing mostly pretty terrible stories — at best, they reach the height of "pastiches of Robert E. Howard and Clark Ashton Smith" and at the worst they're about the unshakeable love between an author-insert and a prepubescent. I've read the first two out of twelve collections, and there have already been 3 or 4 stories where a man infiltrates a wizard's house by sneaking in through the hidden escape route backwards (like in Rogues in the House, January 1934, a story worth reading). But I take real joy in crummy, crime-ridden fantasy cities, and because my current weekly game has taken the party to one (and stuck them there for a good while) I've been scaring up brain-fodder.

    The connections between Thieves World and 1980s fantasy tabletop gaming is obvious, worth discussing, and has been discussed elsewhere in long essays and shit. Go read those if you're interested; I'm only here to post some classes.

    I suppose I have one thought to share with you, a bit of Theory before the content. A common thread in the GLOG is the idea that the class is the primary medium by which the player understands the world. Vivanter has a post about class selection as the way players signal what kind of game they want to play. I couldn't find this post in time for publishing, but I've read some good posts (possibly from Grognardia?) about how Jack Vance and other sword-and-sorcery authors used throw-away references to strange peoples, secret cults and far-off lands to good effect, giving the impression that their worlds were much broader and deeper than they probably were.
    Here's that thought I promised you, reader: you don't need to write any "lore" or "setting info". You don't need a timeline, and you hardly ever need a map (unless the map is cool). The classes can speak for themselves. In Thieves World each new weird guy — Shadowspawn the witch-blood burglar; Tempus the murderously sociopathic avatar to a host of gods; Lythande the magical pedophile (written by Marion Zimmer Bradley); many more — expands and deepens the setting exponentially. Just come up with good ideas! That's all you need!

    "Nobody knows how big Sanctuary [the city which the stories are set in] really is. Anytime any one of us needs a secret meeting place we just create one – Sanctuary is either very large or very cramped." - Lynn Abbey, author, co-editor of Thieves World



Wizard School: Three Primes


    When several factors beloved by the Lord of the Three Primes align in the life of a soon-to-be acolyte (among them the loss of all family ties, a certain bloodless interest in the human body, and a talent for dark magic), then the Black Book of Sal-Carrion may appear to them, bound in soft, creamy hide, lettered in red ink. Its secrets are cruel, and difficult to believe — but if you have the inclination, surely it wouldn't be so hard to disprove them.

Perk: By your education, dress and manner of speech you are recognized as a gentleman-medico. You're permitted to enter places that are usually forbidden to wizards, adventurers, or common surgeons. Highly-placed people trust your judgment, and seek your advice in emergencies. 
Drawback: Peasants and children makes a reaction check when they realize what you are. They may attempt to ward you off with an apple. 
Cantrips
  1. Once per disease you are infected with, you may attempt to pass it to another person who fails a save.
  2. When you spill blood, you may choose to have it disappear before it touches the ground.
  3. Given a bird and a windup toy, you may make one windup bird with 10 minutes of work.
Spells:
  1. Abstemious Supply
    R: touch T: see description D: permanent
    The caster passes their hand over a target not produced or previously affected by this spell, revealing [best] extra doses, portions or slots of...
    1MD: any food or drink...
    2MD: or poison or drug...
    3MD: or potion or magical ingredient...
    4MD: or small creature or object. 
  2. Dirty Needle
    R: self T: n/a D: until dismissed
    Caster draws a light epee +[dice] from thin air. Those struck by the blade save v. disease or contract one of the following at random: blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom.
  3. Ant Haul
    R: touch T: creature D: [sum] hours.
    [dice] copies of the creature appear. They follow the original in a long line, mimicking its actions, and carrying its burdens.  If slain, or at the end of the duration, the copies curl up into a dry little ball. Each corpse may be boiled into 1 ration of unpleasant soup.
  4. Carrion Compass
    R: touch T: corpse or undead creature of [dice] HD or fewer D: [sum] miles
    Caster touches a part of the target, traditionally an organ or bone, and it begins to levitate. If the target was a corpse, their piece begins to slowly levitate towards the person they would most blame for their death (if murdered, this is typically their killer). If the target is an undead, their piece begins to slowly levitate towards its controller; if they had no controller, the piece levitates towards their resurrector; if raised as undead by some curséd tomb or battlefield or artifact instead of a necromancer, the piece levitates towards some curséd tomb or battlefield or artifact; if none of these things are the case, or if they were the case but the controller/resurrector/curséd tomb has been slain or destroyed, the piece burns to ash. 
  5. Face of the Devourer
    R: touch T: creature D: [sum] minutes
    Target's face gains a hideous new shape, such as a half-melted visage with insect legs instead of teeth, seeping pits instead of eyes, and suckered tongues dangling from its misshapen mouth. The face is different every time this spell is cast. This spell does not interfere with the target’s senses or breathing, though it might prevent the target from speaking. The face is so horrible that it triggers a morale check with a [dice] penalty in any creature who looks upon it, including the target if they glance in the mirror. When dealing with outsiders, the face instead grants a reaction bonus equal to [dice]. Additionally, the target gains a medium bite attack for the duration.
  6. Know the Enemy
    R: sight T: creature of [sum] HP or fewer D: instant
    Choose a target within range. Learn [dice] relevant facts about them (of the kind appropriate for Assassins, Monster Hunters or Gumshoes) instantly.
  7. Furious Rat
    R: n/a T: n/a D: see description
    Caster summons a rat with [sum] hitpoints and [dice] levels in Berserker to their hand. Once the rat is flung, it's go time.
  8. Placebo Effect
    R: touch T: injured or sick creature D: one day
    Caster mutters some mumbo-jumbo and target "heals" up to [sum] hitpoints and [dice] injuries, fatal wounds or diseases. All damage the target takes is doubled for the duration of the spell, or until they have received a total of [sum] damage (before doubling). Every time the target takes damage, a random injury, fatal wound or disease reasserts itself. 
  9. Woundweep
    R: 30' T: an injured creature D: instant
    Target saves or takes as much damage as they are already missing from their max HP (e.g. a creature at 6/9 hitpoints is now at 3/9 hitpoints). This process is excruciating. The damage cannot directly kill the target, but if it reduces them to 0 hitpoints they must check constitution or fall unconscious from the pain, and if they have sustained any injuries they must again check constitution or suffer that injury a second time.
  10. Retained Foreign Object
  11. Revolution
  12. [data not found]


Barbarian: Cloudskater


    Tall, thin, broad-browed, blue-eyed strangers come migrating in silk-tented hordes every few years. You don't see them much before dusk. They'll do most things for pay. They're barbarians, of course, but not the common kind, if common kinds there be. 


Skills: 1. Love songs 2. Siege engines 3. Armory maintenance
Starting Equipment: boltcutters (as medium, but must be used in two hands), blue lantern, crescent harp, silver medallion
  • A Little Shadow
  • B Close Encounter
  • C Memory of Drums
  • D Round Worlder
Little Shadow
    Your wear a silver medallion around your neck, which is a token of the Moon's love for you and of the protection she has granted your people. So long as you never show this token to her jealous lover, the Sun, your jump distance is trebled and you take only 1d6 points of damage for every complete 30' you fall. Should you fail to conceal the token, by mistake or malice, you lose this benefit and gain the ire of the Sun. His light will burn you like fire. This continues until you create or obtain a replacement token made from at least 1 slot of silver that has never been touched by sunlight
    While you are raging, your jump distance increases by a factor of 10, and you take 1d6 points of damage for every complete 100' you fall. Additionally, you may only fall 100' per round. 

Close Encounter
    You can spend a point of Rage to cause a willing person, or a roughly person-sized object, to rise into the sky on a beam of light. It is trivial to move out of the way of the light, so unwilling persons must first be pacified. Later, you can spend a point of Rage to cause that person or object to descend from the sky in the same manner. 9-in-10 that the same one comes down as went up. 4-in-6 odds nothing really weird has happened. 

Memory of Drums
    Every night you dream of war in heaven. Your visions are of ships of blue glass rigged with silver wire and morning mist, swords that burn, warriors slain without a touch by air too cold to breathe, bows and lances of light, starry horns blowing silent signals, and other beautiful things no one else can understand. In your waking hours you possess a sourceless knowledge of how to build, maintain and use inexplicable devices.
    Each inexplicable device has a cost in materials (listed generically, generally available in a city or a relevant workshop) and in sourceless knowledge. You have 1 point of sourceless knowledge per level. Every time you sleep, you may reinvest and redistribute any amount of sourceless knowledge, though your devices will quickly fail without your constant upkeep. 
Inexplicable Devices:
  1. Lightning Sling.
    Cost: 10x polearm, 1 sourceless knowledge.
    This inexplicable device resembles a bident with a crescent-shaped buttspike and two toothed blades, each canted about 30° off from where a single blade would be. A cumbersome massive weapon, capable of devastating scything blows, with significant reach. If held from the bottom with one hand in the crescent, the Sling may project a 20' thunderbolt that catches metallic objects and either violently pulls or explosively pushes them. May be used to grapple with armored targets at range, or to pick up medium or heavy swords (or other all-metal weapons and objects) and fling them 60'. 
  2. Lamplighting Knife.
    Cost: 10x sword, 1 sourceless knowledge.
    This inexplicable device resembles a rainmaker with a textured rubber exterior, about ten inches long and an inch in diameter. It rattles pleasantly when shook because it is full of lead pellets. When sharply flicked, as if getting blood off a sword, a 24" baton of liquid lead extends from one end of the device. This baton remains for one minute, and then automatically retracts and cannot be reactivated for an hour. Used as a weapon, this is a light club +2, and deals an additional 1d8 fire damage to creatures who aren't very heavily insulated. Mind the spatter.
  3. Reflective Stonebow.
    Cost: 10x crossbow for the weapon, 10x arrows for the ammunition, 2 sourceless knowledge.
    This inexplicable device resembles a heavy fiddle of some polished marble-like material, with long darts of black metal. When the darts are drawn across one or more of the weapon's four steel strings, they are launched with varying effects to a range of about 330'. You know how to produce the following effects, though others may be possible:
    • Slaying. All of the dart except its head burn up in flight. It inflicts 2d6 damage to one target. 
    • Frangible. The dart disintegrates into a cloud of shrapnel. It inflicts 1d10 damage in a 10' radius sphere, save for half.
    • Freeze Missile. Struck target saves or is rendered immobile for 1d6 rounds.
    • Marking. Dart burns to nothing in flight, leaving a trail of randomly-colored thick smoke that lingers for ten minutes. 
  4. Ascetic Shield.
    Cost : 10x shield, 2 sourceless knowledge.
    This inexplicable device resembles a flat disc of almost-transparent sky-blue glass, about 4'' in diameter. When attached to your arm (donning or doffing the shield takes half an hour), it grants you a +4 bonus to AC. When held over your head, it can bear about 800 pounds of weight comfortably without slowing or fatiguing you, so long as your arm is raised. If carrying more than 800 pounds, the shield violently explodes.
  5. Horned Helmet.
    Cost: as plate, 3 sourceless knowledge.
    This inexplicable device resembles a black glass sallet with long feathery antennae like a moth's. When wearing this helmet, you may broadcast thoughts to targets within 330' whose names you know. If you are struck with a critical hit while wearing it, the helmet peacefully explodes, and all creatures within 3280' besides yourself take 1d12 psychic damage. 
  6. Hippoere Lectern.
    Cost: 10x horse, 2 sourceless knowledge.
    This inexplicable device resembles those gizmos the Battle Droids are flying around on chasing Jar Jar Binks in Star Wars Episode I The Phantom Menace. It moves faster than a horse, and hovers 3' off the ground while in motion, but if [rider's Constitution score] + [number of occupied slots in rider's inventory, excepting chi] ever equals 21 or higher, the lectern violently explodes.

Round Worlder
    While raging, your personal gravity changes to the direction your feet are pointing at the start of each round. 


Rogue: Ratbastard


    In far-away cities your kind is often born, even in the best families. In this cold and dry foreign land you are practically unheard of. Suits you just fine. 
    A Ratbastard is like a Hellbastard, but with oily black rats instead of ink. Your kind seems to fall, inevitably, into a life of crime. It makes sense, I suppose; your blood is so much thicker than water. 

    You are a Rogue, with all that that implies. 

Skills: 1. Horsery 2. Foreign literature 3. Lies
Starting Equipment: set of ridiculous clothes, sword with two blades (medium), flask of cheese-flavored liquor (3 doses)

  • A Still a Rat, However Mutable My Form
  • B Veil of Rodents
  • C Inveterate Gnawer, Poisonous Teleport 
  • D All Bastard
Still a Rat
    Your veins are full of rats. These rats are dangerous criminals. You may surreptitiously nibble on things your fingers are touching — cheese, ropes, faces, &c. When you strike someone with a sneak attack and have a free off-hand, you may make an additional attack against them at +[level] to-hit for 1d6 chewing damage. 
However Mutable My Form
    Your veins are, as mentioned, full of rats. For every point of damage you take, 1d6 rats spill forth and flee. When you would take a fatal wound, you are instead dispersed into the local environs. You will reform [max HP] weeks later, less one day for each rat which escaped the fatal wound (not the rats that you've lost in general, those guys ran off to find cheese). Friends and associates are accustomed to you disappearing for months at a time. In theory it would be possible to permanently kill you by tracking down every rat that you have ever been and destroying it, but this is obviously impractical. 
    On your character sheet, write down "LIST OF FEARS". When something disperses you, add that thing to the list of fears; record the name of a person if it was a homicide, otherwise write down the hazard. You must pass a save vs. fear to approach that FEAR in the future. If something is on the list multiple times, you must pass multiple saves. Begin play with a FEAR rolled from the following list:
  1. Fire
  2. The Sea
  3. Cats
  4. Delicious-Smelling Food
  5. Something??? in a Wizard's Tower
  6. A Grue

Veil of Rodents
    You may willingly separate yourself into a teeming swarm of rats. They occupy at least a five-foot square, and at most a ten-foot square. As a swarm, you take 1 damage from most sources, normal damage from fire, and the maximum amount of damage from explosions, bursts of poison gas, &c. On your turn in combat the swarm may force any number of creatures standing in it to save or take 1d6 damage. The swarm may pass through any opening or tunnel large enough for a rat. If the swarm takes 6 damage or more from any source, you are dispersed. It takes at least a round for the swarm to reform into you, more if they're spread out (say, on the rafters of a feasting hall you've snook up into).
Inveterate Gnawer
    Your teeth, even in human form, grow continually. They are slightly harder and more durable than aluminum.
Poisonous Teleport
    Whatever area you are in always seems to be teeming with bright-eyed sable-furred rats. Once per round, you can disappear from where you are standing and reappear up to 20' away in a location a rat could have reached. 
All Bastard
    In your human form you have a prehensile tail and can squeeze into any gap your skull can fit through. As a rats, you can speak with your human's voice. 



Tuesday, January 16, 2024

Random Encounters by Stephen Crane

    Stephen Crane was an odd duck. A well-beloved writer, poet and Darwinist, you can read about him on Wikipedia as easily as I did; and his poems are all in the public domain. It tickles me pink to read about how he wrote poems along the lines of "If G_d is real, He will have to answer to me!" and the reviewers of the nineties (the eighteen nineties) all said "this would have been pretty edgy 20 years ago, but now it's a little trite." Time is a flat circle.
    Among the things Crane wrote are a few poems that are personally dear to me. These poems are short, very short, often only eight or ten lines. A great work of art is probably going to have several "themes" and "motifs" and what-have-you. Novels have complex characters, plays have meaningful scenes, poems have multiple interpretations of their verses. Crane's short lines contain no such fripperies, no unneeded details or names or characters or scene-setting or timelines, nothing but the dramatic significance. They're a flash of insight, just a taste of a Theme that could itself take a thousand forms in a thousand other works. Because of this, they're also easily-metabolized seeds of pure inspiration. Each one could be a random encounter on the road, a faction in your setting, the conflict of a character, or a hex (if you're doing Hex24 as I and Velvet Ink are).

    N.B. like most were historically, these poems were written to be read aloud. Do so. Roll the words around in your mouth; why did the author choose these and not some other?


Source: Francis C. Franklin.

    P.S. I started out by writing down almost every one of Crane's short poems, but I had to cut for time. For each poem that made it, there are two more you can read online right now. These that I kept are the poems I think any DM ought to make something out of immediately, practically read-aloud text with no further alterations already. Imagine an old coot at a tavern speaking these words to the party, as he nurses his mug of cheap beer.

  1. Black Riders came from the sea.
    There was clang and clang of spear and shield,
    And clash and clash of hoof and heel,
    Wild shouts and the wave of hair
    In the rush upon the wind:
    Thus the ride of Sin.
  2. I saw a man pursuing the horizon;
    Round and round they sped.
    I was disturbed at this;
    I accosted the man.
    "It is futile," I said,
    "You can never —"

    "You lie," he cried,
    And ran on.
  3. There was a great cathedral.
    To solemn songs,
    A white procession
    Moved toward the altar.
    The chief man there
    Was erect, and bore himself proudly.
    Yet some could see him cringe,
    As in a place of danger,
    Throwing frightened glances into the air,
    A-start at threatening faces of the past.
  4. In the desert
    I saw a creature, naked, bestial,
    Who, squatting upon the ground,
    Held his heart in his hands,
    And ate of it.
    I said, "Is it good, friend?"
    "It is bitter — bitter," he answered;

    "But I like it
    "Because it is bitter,
    "And because it is my heart."
  5. Behold, the grave of a wicked man,
    And near it, a stern spirit.
    There came a drooping maid with violets,
    But the spirit grasped her arm.
    "No flowers for him," he said.
    The maid wept:
    "Ah, I loved him."
    But the spirit, grim and frowning:
    "No flowers for him."

    Now, this is it —
    If the spirit was just,
    Why did the maid weep?
  6. "Think as I think," said a man,
    "Or you are abominably wicked;
    "You are a toad."

    And after I had thought of it,
    I said, "I will, then, be a toad."
  7. I met a seer.
    He held in his hands
    The book of wisdom.
    "Sir," I addressed him,
    "Let me read."
    "Child—" he began.
    "Sir," I said,
    "Think not that I am a child,"
    "For already I know much
    "Of that which you hold,
    "Aye, much."

    He smiled.
    Then he opened the book,
    And held it before me.
    Strange that I should have grown so suddenly blind.
  8. I stood upon a high place,
    And saw, below, many devils
    Running, leaping,
    And carousing in sin.
    One looked up, grinning,
    And said, "Comrade! Brother!"
  9. Many workmen
    Built a huge ball of masonry
    Upon a mountain-top.
    Then they went to the valley below,
    And turned to behold their work.
    "It is grand," they said;
    They loved the thing.

    Of a sudden, it moved:
    It came upon them swiftly;
    It crushed them all to blood;
    But some of them had the opportunity to squeal.
  10. On the horizon the peaks assembled;
    And as I looked,
    The march of the mountains began.
    As they marched, they sang,
    "Aye! We come! We come!"
  11. Friend, your white beard sweeps the ground,
    Why do you stand, expectant?
    Do you hope to see it
    In one of your withered days?
    With your old eyes
    Do you hope to see
    The triumphal march of Justice?
    Do not wait, friend
    Take your white beard
    And your old eyes
    To more tender lands.
  12. He was a brave heart.
    Would you speak with him, friend?
    Well, he is dead,
    And there went your opportunity.
    Let it be your grief
    That he is dead
    And your opportunity gone;
    For, in that, you were a coward.
  13. The ocean said to me once,
    "Look!
    "Yonder on the shore
    "Is a woman, weeping.
    "I have watched her.
    "Go you and tell her this —
    "Her lover I have laid
    "In cool green hall.
    "There is wealth of golden sand
    "And pillars, coral-red;
    "Two white fish stand guard at his bier."

    "Tell her this
    "And more —
    "That the king of the seas
    "Weeps too, old, helpless man.
    "The bustling fates
    "Heap his hands with corpses
    "Until he stands like a child,
    "With surplus of toys."
  14. Three little birds in a row
    Sat musing.
    A man passed near that place.
    Then did the little birds nudge each other.
    They said, "He thinks he can sing."
    They threw back their heads to laugh,
    With quaint countenances
    They regarded him.
    They were very curious,
    Those three little birds in a row.
  15. Bands of moving bronze, emerald, yellow,
    Circle the throat and arms of her,
    And over the sands serpents move warily
    Slow, menacing and submissive,
    Swinging to the whistles and drums,
    The whispering, whispering snakes,
    Dreaming and swaying and staring,
    But always whispering, softly whispering.
    The dignity of the accursed;
    The glory of slavery, despair, death,
    Is in the dance of the whispering snakes.
  16. There was one I met upon the road
    Who looked at me with kind eyes.
    He said: "Show me of your wares."
    And I did,
    Holding forth one,
    He said: "It is a sin."
    Then I held forth another.
    He said: "It is a sin."
    Then I held forth another.
    He said: "It is a sin."
    And so to the end.
    Always he said: "It is a sin."
    At last, I cried out:
    "But I have none other."
    He looked at me
    With kinder eyes.
    "Poor soul," he said.

    Bonus G. K. Chesterton prophecies and doom-saying:
  1. Deep grows the hate of kindred,
        Its roots take hold on Hell;
    No peace or praise can heal it,
        But a stranger heals it well.
    Seas shall be red as sunsets,
        And kings' bones float as foam,
    And heaven be dark with vultures,
        The night our son comes home.
  2. He reared his head, shaggy and grim,
    Staring among the cherubim;
    The seven celestial floors he rent,
    One crystal dome still o'er him bent:
    Above his head, more clear than hope,
    All heaven was a microscope.
  3. We came behind him by the wall,
        My brethren drew their brands,
    And they had strength to strike him down —
        And I to bind his hands.

    Only once, to a lantern gleam,
        He turned his face from the wall,
    And it was as the accusing angel's face
        On the day when the stars shall fall.

    I grasped the axe with shaking hands,
        I stared at the grass I trod;
    For I feared to see the whole bare heavens
        Filled with the face of G_d.

    Therefore I toil in forests here
        And pile the wood in stacks,
    And take no fee from the shivering folk
        Till I have cleansed the axe.

    But, for a curse, G_d cleared my sight,
        And where each tree doth grow
    I see a life with awful eyes,
        And I must lay it low.

Thursday, January 11, 2024

Everybody Brings His Own Fire (GLOG Class: Mesmerist Pathfinder Conversion)

    "All schizophrenics are mad, and none are sane. Their behavior is incomprehensible. It tells us nothing about life and gives no insight into the human condition. There's nothing profound about it. Schizophrenics aren't clever or wise or witty — they make novel remarks, but that's because they are mad. When they laugh at things the rest of us don't, like the death of a parent, they're not being penetrating. They're not wryly amused at the simplicity and stupidity of the psychiatrist, however well justified that might be in many cases. They're laughing because they're too mad to tell what's funny any more. The rewards for being sane may not be very many — but knowing what's funny is one of them."
        - unknown source

    This is the second of my Pathfinder conversions, which I suppose I've been doing in addition to the D&D 5e posts. The Mesmerist is a strange fellow, somewhere between a Gygaxian illusionist and a creature from a nightmare. I like the idea of someone who... well, there's this common delusion, that the eyes of others aren't simple receivers but are somehow transmitting, that it's not enough to close your eyes, to not see its face, but that you must somehow close the eyes of the Basilisk. There's a man out there on the internet who doesn't believe that eyes "see light". He thinks light is projected out of the eyes. He's already answered your common objections, I'm afraid. There's nothing left to do but believe him.
    The idea that it's the being perceived, not the perception, that harms you, it's a bit alarming to me. "Not what goes into the mouth of a man, but what comes out of the mouth", and so forth. Goodnight, goodnight. Full credit to Eos at Nobless Goblige, who invented not only this class but also the d20 system and by extension all of Pathfinder.


Source: Absolute Reality, Joan Miro

Class: Mesmerist


    You are a huckster, a charlatan, a lunatic. You're a cold-reading liar, a soul-killed "psychic" who combines childish trickery with overconfidence with emotional abuse to achieve your wildest dreams. Those white-irised eyes have seen things that should have destroyed you, and have certainly damned you. Now that haunted gaze sees the sorts of things that make people think you're clever. Haven't you read The Snow Queen? You fools think cruelty is a gas, and that hardheadedness is the surest sign of wisdom. I tell you, I don't care how many screams you hear, I don't care how many anguished cries: death is a million times preferable to ten more days of this life. If you knew what was ahead of you — if you knew what was ahead of you, you'd be glad to be stepping over tonight.

    If you have at least one template of Mesmerist, you may wear light armor, and never fumble while using knives, clubs or staves. You gain +1 to reactions on odd-numbered levels, and inflict a +1 penalty to enemy morale rolls for every even-numbered level. The spells of the Orthodox Wizard count as being from your school.

Skills: 1. Bullying 2. Mechanical convection incubators 3. Addiction
Starting Equipment: Cheap suit (as unarmored), flask of holy water (3 doses), flask of fire water (3 doses), spellbook.
  • A Stare, +1 MD, roll for a spell
  • B Suggestion, Mind Palace
  • C Eyelights, +1 MD
  • D Domination,
Stare
    At will, you may stare at any intelligent creature you can see. The target is befuddled, and you may force them to suffer a penalty to any save you see them make equal to your [level]. This penalty is doubled for saves v. mind-altering effects. Once per round you may befuddle them such that they take an additional [level] points of damage from a melee attack. Finally, choose one stare improvement from the list below the class features.
    Targets never realize that you are staring at them, and do not remember afterwards. While staring you are not required to maintain unbroken eye contact — you may blink, or briefly glance away to find your footing or pick up an object — but you cannot read a text, scrutinize the workings of a trap, or do anything else that would require significant visual attention. The stare ends when you choose to look away or the target moves out of view for more than a moment. You can only stare at one target at a time, though any number of Mesmerists may stare at the same target.

Implant Suggestion
    You may implant powerful hypnotic suggestions in the minds of friends and allies, and enemies as well if preparation is taken. To do this, you need to first develop the suggestion inside your Mind Palace, and keep it prepared there. You may keep as many suggestions prepared as you have [levels].
    To implant a suggestion you must make direct skin-to-skin contact with the target — a handshake is plenty, though a fatherly pat on the head, or a steady hand on the shoulder that ju-uu-ust brushes the neck with a pinkie or the collarbone with a thumb, will do just as well in different circumstances.
    When you implant a suggestion, it's gone and cannot be reused unless prepared again. You may only have one of your suggestions implanted in a creature at one time, but you may have any number of them extant.
Mind Palace
    When dreaming, drunk, high or otherwise in an altered state, you may project your mind into a construction contained within itself. This construction bears a stark resemblance to an old and comfortable country house, with creaky floorboards, narrow and crooked stairs, ugly paintings on the walls depicting yourself in various costumes, a quiet and somewhat dusty library containing every book you've ever read, a kennel containing your prepared spells, a study where you may prepare suggestions, a hall of statues and mirrors, a dining room set for a feast, and a grand atrium in the center which looks up at a black and starless sky. This is your Mind Palace, made just for you. It's quite empty — not the emptiness of abandonment, or of the open grave, but of anticipation, as if the whole place is holding its breath waiting for the honored guests.
    In the Palace, you may consider your schemes and plans, develop suggestions, prepare spells, read your books, or walk among your collections. The mind may move as the body rests. You can bring willing people to the Palace as guests by sleeping next to them, getting drunk from the same wine, high from the same chemic, etc.

Eyelights
    Study, training and introspection has made your gaze more palpable. Choose three stare improvements now.

Domination
    Your mind is as pure and clean as formaldehyde. Even the fools who once doubted you can't deny that for much longer. Gain the CR3 trigger When I next hear you speak and the CR5 effect , I will unflinchingly obey the next simple command I am given. immediately.
    When you and an NPC are off-screen together for more than an hour, you can declare that they have become your thrall. Your thralls behave normally, except they treat your opinion as their opinion, act on your suggestions as they would on their own ideas, and become very offended if someone suggests something negative about your character.
    Maintaining this level of constant control over someone is exhausting. You suffer a -1 penalty to all checks per thrall you control, and you lose at least as many inventory slots as they have HD (plus however many more if their nature is draconic or divine or so forth. DM's call). You may wish to invest in a nice walking stick.
    You may release a thrall at-will, and they will not recall the experience as being out of the ordinary, though it will take you at least a month to recover your vitality. Your thralls are not released upon your death.


Stare Improvements
  • Alluring. Target finds you fascinating, and suffers penalty to initiative checks.
  • Deceiving. Target's ability to detect falsehood fails them. They cannot pierce illusions, and they must save to disbelieve any lie not immediately disproven (no "the sky is green").
  • Disorienting. Target finds their own vision beginning to flash and darken, and suffers the penalty to to-hit rolls.
  • Disquieting. Target becomes oddly frightened, and must pass a morale check to enter darkness or deep water.
  • Oscillating. Target's vision swims, and they perceive only vague movement and colors past 30'.
  • Sapping. Target feels their supernatural abilities weaken, and suffers the penalty to [sum].
  • Stupefying. Target's hands grow clumsy, and they suffer the penalty to skill rolls.
  • Binding. Target's soul grows heavy, and they suffer the penalty to attempts to escape.
  • Dismissing. Target feels uncomfortable and has a desire to leave the situation.
  • Dying. Target knows they are doomed, and the penalty is added to all damage inflicted on them.

Developing Suggestions
    A suggestion has two components: the trigger and the effect. Learning new triggers/effects is one of the essential parts of becoming a more capable Mesmerist. Mesmerists may share any triggers/effects they know by visiting each others' Mind Palaces, and you will likely discover or invent more of them in play.
    Some more complicated triggers/effects require more knowledge of the target's mental state and so have an associated cold-reading number. To implant a suggestion with a CR, you must know at least that many interesting facts about the target. "Interesting facts" are interesting to the target: names of parents, names of children, place of birth, date of birth, significant regrets, major hobbies, occupations, details of love-life — in short, the sort of thing they would be delighted to hear a fortune-teller guess about them.
    Preparing a suggestion takes one hour, plus one hour per CR.

Example Triggers:
  1. When I next roll a save against a spell
  2. When I next experience a mind-altering effect
  3. When I next make eye contact with you
  4. When I next am in darkness
  5. CR1: When I next enter combat
  6. CR1: When I next become angry
  7. CR3: When I become angry
  8. CR1: When I next roll to use a skill
  9. CR3: When I roll to use a skill
Example Effects:
  1. , I will experience agony for one round.
  2. , I will add your [level] to the result.
  3. , my legs will go limp for one round.
  4. , you will be able to see through my eyes for 1 minute per your [level].
  5. CR1: , I and every intelligent creature within 30' will suddenly perceive you as being present.
  6. CR1: , my face will contort into a hideous and demonic mask, forcing saves vs. fear from all creatures unprepared for this.
  7. CR1: , I will gain 1d6 plus your [level] temporary HP.
  8. CR2: , I will enter a violent rage.
  9. CR3: , I will begin to levitate, gaining the ability to float at walking speed in any direction for one minute.

Mesmerist Spells:
  1. Unwitting Ally
    R: sight T: [dice] creatures D: [sum] rounds
    Caster's stare inflicts paranoia and confusion. Each target saves individually; those who fail become unusually aggressive and lose the ability to distinguish friend from foe. For the purposes of spells, abilities, flanking and backstabbing, &c, affected creatures are no one's "ally", everyone's "enemy", and never "willing".
    Affected creatures are still capable of tactical thinking and, perceiving themselves to be surrounded by enemies, will prefer to retreat. If trapped in close proximity to other creatures they will fight desperately to escape.
  2. Animate Rope
    R: touch T: a length of flexible cord, rope or chain no more than [sum]*10' long D: until dispelled
    Target rope lives. It is obedient to the caster's spoken commands, can climb as well as a large python, can stand half its length tall and pull itself up by one end, can knot or unknot itself, and doesn't mind being climbed. When not moving the animated rope is indistinguishable from normal rope, unless in very close proximity to fire, in which case it flinches.
    If cut, the longer piece is the animated rope until reduced below 5' in length.
    Animated rope can't tell people other than its caster apart, can't perceive anything except touch and its master's voice, doesn't understand that other creatures have senses other than touch, can't remember more than [dice] words outside of its caster's presence and is, of course, terrified of fire. Besides these restrictions it is an exceedingly dangerous assassin.
  3. Bungle
    R: touch T: a creature D: [dice] checks or attacks
    Target takes a -[sum] penalty to all checks or to-hit rolls, no save.
  4. Color Spray
    R: projected from self T: a 15' cone D: instant
    A burst of violent color erupts from the caster's fingertips. Creatures in the target cone save or are stunned for a round, falling prone and dropping any held items, then save again or suffer disadvantage on any sight-based checks for [best] rounds. Those with no sense of sight are immune to this spell. Creatures with more than [dice] HD are not stunned. If cast with more than 1MD,  creatures with 1 HD or fewer don't get to save.
  5. Fool's Gold
    R: touch T: [sum] coins, pieces of jewelry or other tiny valuables D: n/a
    Caster lays a curse on target valuables. Creatures receive a penalty to saves v. hostile magic equal to the number of these valuables they have accepted from the caster as payment for goods and services. Valuables given as a gift have no effect, nor do valuables slipped into a pocket against the pants-wearer's knowledge, though the caster may tip outrageously. This effect lasts as long as they keep the objects in their possession: creatures do not need to actually carry the valuables on their person for the effect to occur. Effect ends when target valuables are passed on to a third party.
  6. Blistering Invective
    R: voice T: creatures capable of understanding your tone, if not your words D: instant
    Caster utters a stream of foul language so obscene, menacing and blasphemous that those who hear it who have any reason to suspect it might be directed at them are physically harmed. All such creatures check morale: those who fail flee, and must also save or take [best] damage and be set on fire. Creatures immune to fire must still check morale, but creatures who cannot be intimidated are unaffected by this spell.