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Friday, April 17, 2020

The GLOGblin

it's happening again. it has happened before and it its happening now and it will continue to happen and never stop happen. the glog metastasizes, the glog grows, the glog collapses under its weight and rots and births new glogs fed on its rotting flesh. the glog spreads. the glog mutates. the glog becomes more-than-glog. the glog apostasizes. the glog ascends to godhood, falls, rises, damns itself to an eternity of glog. it is the far future and there is only glog. any sufficiently advanced technoglogy is indistinguishable from divinity. praise. praise. sing and write and disgorge rules and templates and classes from your yawning maw. fear the goblins who bring the laws on stone tablets and scrolls of skin, for once you have read of their words you shall never escape.

i wrote this for april fool's day. it's a while later but yknow what, that only makes me more of a fool. time means nothing in quarantine anyway.

GLOG Author

Affront to God

GLOGblin
portrait of the esteemed author as a young gob

Level 1: Blog, Oblogatory Cannibalism, 2 Blog Dice, 2 Classes
Level 2: Table Topper, +1 BD
Level 3: Blogroll, +1 BD
Level 4: GLOGhacker, +1 BD

Hit Die: d4
Starting Equipment: Set of polyhedral dice, nice pens, paper, map of the Tomb of the Serpent Kings (sans annotations), barbed spear (as spear, can lodge it in a hit target who takes 2 damage upon removing it)
Skills: 1. Poetry, 2. Squabbling, 3. Theft

Blog: You have a blog! Congratulations. Write some content for it! What's that, a class? Nice job! Everyone's gotta start somewhere. Either roll the classes that are on your Blog randomly on the BIG LIST, or pick ones you've actually written yourself on your real GLOG blog.

By scribbling madly and rolling any number of your Blog Dice (d6s), you can create a post that when read bestows (dice) templates (template A, then B, then C, then D, or levels 1/2/3/4) from a class on your blog upon its reader. It then crumbles into foul-smelling dust. Its abilities can be used (sum) times, and the reader may expend 5 uses from that reserve to create an appropriate resource die (like a Magic Die or a Rage Die) that they can use for those abilities. Blog Dice that land on a 4, 5, or 6 are expended.

Restore expended Blog Dice after a long rest.

Oblogatory Cannibalism: You can learn new classes and add them to your blog by eating someone of that class, or by eating another GLOGblin who's written that class.

Table Topper: You have seen the secret tables that the universe is played upon. Find a random table you like. Put it on your blog. When you would roll on a random table, you may expend a Blog Die to roll on a table on your Blog instead. Whenever a random table is rolled on (by a player or by the GM), you may expend a Blog Die. If you do, look at the table, and adjust the result by up to +/- the value you rolled. Whenever you level up, find a new random table to add to your Blog.

Blogroll: You can call upon the work of the GLOGblin collective, and write posts that gives a random class' templates from the BIG LIST. Roll the random class when the post is written.

GLOGhacker: You've written a whole dang GLOGhack! Good job, you. Post it up there and never run a game in another system ever again. You can bring its rules into the game. Restat your character in a GLOGhack of your choice (or your own). Play it in this one. You can enforce rules from that hack in any interaction your character is actively part of.

GLOGhacks are my Comfort Food

It's tumultuous times. I have lots of ongoing, half-finished, scope-creeping projects, and no structure in my day to get any of them finished to my satisfaction. It's why I haven't posted in almost a month, despite this blog being one of my darlings. So instead of going higher and farther and innovating in RPG theory and pushing the bounds what an OSR game can be, I'm going to write another GLOGhack. There's some new(ish) bloggers doing the envelope-pushing who are absolutely incredible, and have inspired me by proximity to put in the work on a new as-of-yet untitled game that's going to try to incorporate a bunch of the ideas that I was too new and too chickenshit to crowbar into Mimics & Miscreants.

As for all of my "projects", I guarantee no completion. However, the stuff in this post should be broadly compatible and slottable into GLOGgy games - even M&M.
So here are my lofty aspirational goals:
  • A new combat system that doesn't ask a lot of fiddly stuff from players or the GM - whether it's weapon ability tracking, damage die balancing, or a million different wounds. That's what's in this post. It hasn't been playtested at all, but I like the core of it and I've played with lots of the ideas within.
  • Separate Meat and Grit health pools. I sing the praises of Cavegirl's Esoteric Enterprises, which introduced me to lots of the little mechanical tools I'm trying to fit in here, and this is one of the best ones. I'm taking more of an inspiration for them from video games with separate Shield and Health pools - and this is a great conceptual way to adapt them from a sci-fi setting into a fantasy one.
  • Crunchy bits, like the best part of slightly overcooked bacon. I've realized there's a bit of me that loves the crunch of fitting weird options together - not to the degree where I'll pore over obscure 3.5e splats for weeks, but enough to enjoy accidentally overpowered bullshit player option combinations. I'm including hooks and bits and bobs to appease that part of my brain, along the lines of the Fighter techniques in this post.
  • 10 level GLOG. So here's my problem: I love the speed and concision of 4 template classes, and spreading 4 templates over 10 levels hurts my soul the same way that 5e does. But I like awarding levels as session milestones, and I don't want players to end up capping out their book-granted power that quickly. I've played with this idea before, with the idea of classless upgrades in between template levels, and I'm not quite sure where I want to go with this. But I have ideas!
    • Some classes have 6 templates. Some have 4. Some have 2. Some only have 1. Mandatory multiclassing if you want to get to 10 levels. This isn't a new idea, some authors have proposed 5-template GLOG with 4-template classes for the same reason. I'm just extending it ad absurdum.
    • Optionally spreading out abilities across multiple levels, when you'd gain multiple things at one level. I hate the idea of dead levels, where you don't get anything but more hit points and your saves tick down, but a lot of the classes I write end up squeezing eight or more features into 4 templates. This is pretty easy to stretch out.
    • Abilities no longer tied to specific templates. This is a weird one and doesn't work for some classes, but I think it makes a lot of sense and I've played around with it in any class that has a table of options that you gain over time (like my Thieves, either the original one from Type1Ninja or my new Thieves' Guilds). We'll see if I can make it work.
  • I have a complicated relationship with race/folk/ancestry/background options in tabletop games. On one hand, I love the ability to mix and match folk/calling (race/class, for those of you who can read those words and not get distracted by what they signify in meatspace). On the other... race really doesn't end up having a mechanical effect on the game, certainly not to the same degree that class does. Fortunately, the OSR has an obvious answer to this problem: race-as-class! Unfortunately, that takes away the mixing and matching that I love. There's a few ways to solve this that I'm poking at - one is including race-as-class as a multiclassing option, and yes you can take levels in it after level 1 or mix and match race-as-class options, and another is includng it as a background skill, like previous failed career, putting it on similar mechanical footing to skills. Want to carve a tunnel? You could roll engineering... or you could roll Dwarf! Available to dwarves, those raised around or by dwarves, etc.
  • Failed career path table instead of Skills. I already pretty much had this, just not obviously. I love these in other games, and skills always feel like a bit of a cop-out. Overall, you'll get two rolls from your choice of the following 3 tables: a big table of generic ones, a table of folk paths, and calling-specific failed careers. It's kinda like a life path, except you can't die in the middle of it.
    • Yet.
  • Hireling rules. I've had these in the wings for like six months now, they aren't anything special, but with the number of hirelings I expect Fighters, Clerics, Jacks, etc. to end up with it's honestly a massive oversight that I haven't already.
  • Spell experimentation, like in Esoteric Enterprises. It's really good. Works like a charm. Don't have much more to say here besides the fact that it'll give me an excuse to dig up my Ways Wizards Explode chart.
  • Ability scores that are 3d6 down the line, with the option to invert them if you roll poorly, or the option to just do Esoteric Enterprises' point-buy thing where you get 3 of each value from 1 through 6 and can build your own array out of those dice, summing 3 values of your choice for each score. It just works.
  • Deed levelling! Loved it when I wrote it, and while I tend to just use milestones (or run one-shots), it's a system that fits together so much better with my playstyle than gold-for-xp.
  • d100 Alignments, yet another post I wrote and love and want to put in a proper doc so it can get the exposure it needs.
  • A solid diverse spread of weird classes and "normal" ones. Fighter, Butcher, and Fleshcrafter all have places in this system.
  • Abilities that expand diegetically, hooking into the material world of the game instead of the mechanics. See the fighter's Talismans, Scarred, and Legend-Smith for examples. You progress by doing things and getting rewarded for it in the fiction, rather than solely through abstract processes of XP accumulation and poring over item lists.
  • From Mimics & Miscreants, stuff that worked and I love
    • My GLOG levelless spell list. It's a travesty that it hasn't caught on. I'm gonna keep using it forever.
    • Modifierless. Fuck modifier tables. We use sum-to-20 in this house and never add more than 2 numbers together.
    • Scores-as-saves.
    • How You Know The Character To Your Left
Without further ado, here's my new combat rules. They aren't exactly a centerpiece - or, I'd rather they not become the centerpiece - but undeniably combat is something that I fall back on to fill time in sessions, and therefore it needs a solid procedure. Plus, it's fun.

Combat

Initiative is determined at the start of each round by everyone making a Dexterity test, or another appropriate roll for the situation. Succeed and you go before the monsters. Fail and you go after them. Players get to figure out what their characters do during these phases; actions are treated as simultaneous or whatever order the players wish.

Each turn, you get to move up to 60', and attack. You can split these, do one in the middle of the other, forego movement to take other actions like reloading or pulling levers or whatever, it's not a big deal.

You only get one attack per turn unless something says otherwise.

Don't roll to hit. All weapons deal d6 damage and are solely differentiated by what else you can use them for.

Spears and polearms are long and let you make an attack against characters who try to close to melee with you.
Daggers are concealable, lightweight, and balanced for throwing.
Hammers reduce enemy armor on a hit.
Swords mark their wielders as members of the nobility (or as someone who killed a member of the nobility and took it off their corpse) and are hard to come by.
Axes are great tools for stuff other than war, and also will fuck up a shield something fierce.
Bows can hit targets at range.
Staves and the like are, at the very least, better than fighting unarmed.

Two-handed weapons, like a battleaxe, warhammer, or greatsword roll a d8 for damage.

Dual-wielding two one-handed weapons lets you reroll 1s for damage (unless it's a 1 from missing an attack against an armored enemy), if you're in any way trained martially to do so or the weapons are small enough that you won't trip over yourself.

Unarmed attacks deal roll damage with disadvantage, and don't get the reroll benefit from dual-wielding. Grab a length of pipe at least, come on.

There's other stuff you can have in your off-hand that'll be more useful than a weapon. Torches or lanterns. Shields. Your spellbook or holy icon. A rope. Your friend's hand. Swapping items on your turn gives you disadvantage on using them (or otherwise mitigates their utility).

Health
Player characters have two health pools, Grit and Meat. When you take damage, it first is dealt to your Grit pool. When Grit is depleted, further damage goes to your Meat pool. Grit gates Meat; if you have even one point of Grit the damage won't spill over into Meat. Grit can be restored during short and daily rests, or by magical healing, but Meat can't - it can only be healed in town.

When you drop to 0 Grit, take a Wound. A Wound is a temporary penalty to an action that lasts until you return to maximum Grit.

When you drop to 0 Meat, you may either gain a Scar and an associated permanent mechanical penalty, or make a death save. Roll your Meat dice and try to match or beat the amount of damage you've taken since you last dropped to 0 Meat. If you fail, you die.

Defenses
If you're wearing armor, when monsters attack you, you may make an Armor save. Roll under your Armor value. Leather is 6, chain is 10, plate is 14. Shields give +1 armor (or, if unarmored, base AC 4). If you succeed, you take 1 damage as the attack glances off you. If you fail, they get to roll for damage. Similarly, to attack an enemy who's wearing Armor, make a d20 roll vs. the enemy's Armor Class. A failed test glances off their armor, dealing 1 damage. If you succeed, roll damage as normal.

Players who have Grit, and no Armor, can roll to Dodge. Make a Dexterity test. If you succeed, the attacker rolls damage with disadvantage. If you fail, they roll with advantage.

After damage is rolled, a defender can voluntarily sunder their shield or helm (if they've got one handy) to reduce an attack's damage by 1d12, but the shield or helm breaks and falls to the ground.

Maneuvers
If you want to make a called shot or trip an enemy or some other maneuver, make a skill test as part of your attack. If you succeed on the test, the maneuver works as well as the attack dealing damage. If you fail, the maneuver fails, and the attack only deals 1 damage.


Retreating
Roll over your current Encumbrance to successfully retreat from battle. You may drop items to decrease the target number. Success means you scape into the previous area/corridor/etc, wherever's safe and nearby. Enemies get a chance to pursue you into that area; they must make a d20 roll over your retreating roll.

Rests
When you start the game, begin with max Grit and max Meat.

Once per day, you can eat lunch. Spend an exploration turn and a ration. Roll your Grit dice and restore that much Grit.
During a daily rest, with eight uninterrupted hours of sleep and a full meal of rations, return to maximum Grit.
Back in town, a week of proper downtime (i.e. no sudden movements, bar brawls, a roof over your head, 3 square meals a day) will restore you to maximum Meat.


Fighter
by Matt Dunbar
"You call combat a fail-state, and yet you keep hiring folks like me."

Hit Dice: d8 Grit, d8 Meat
Failed Career: 1. City Guard, 2. Criminal, 3. Gladiator, 4. Hunter, 5. Knight, 6. Soldier
Starting Equipment: 4 random weapons or 2 weapons of choice and 1 random weapon, chainmail armor, helm or shield, scar with history.

Level 1: Tools of the Trade, Trophies, 1 Technique
Level 2: Threat Assessment, Scarred, +1 Technique, +1 Grit die
Level 3: Commander, +1 Technique, +1 Meat die
Level 4: Legend-Smith, +1 Technique, +1 Grit die, +1 Meat die

Techniques: You've trained, and warred, and learned from the mistakes of your allies, self, and enemies. These techniques of battle have ingrained themselves into your muscle memory. See below for a d20 list (not all-inclusive). Feel free to reflavor them into whatever fits your concept - special moves, a fighting style, a property of your weapons and armor...

Tools of the Trade: You have an additional 4*level inventory slots, exclusively for weapons, shields, and armor. You may switch weapons and held items during combat on your turn for free.

Trophies: Whenever you personally kill an enemy, you can take a trophy from their corpse or gear. So long as you have the trophy prominently displayed to your enemies, or constantly reminding you of its presence, you have a small benefit related to their abilities. Can't be more significant than a technique, niche skill, +1 armor, or advantage on initiative rolls. Each trophy takes up an inventory slot, all must be visibly unique, and no two can have the same ability.

1d20 trophies, retrieved from the corpses of lesser fighters you bested in battle
1. A baleful-star warlock's cracked telescope
2. A berzerker's nose ring
3. A noble's glass eye
4. A skull pulled from the sludgy remnants of a gelatinous cube
5. A splinter of mimic meatwood, twisted mid-ambush
6. A vampire's cracked silver chalice, still filled with dried blood
7. An owlbearskin cape that lets you glide
8. Bag of saffron off a nobleman's chef
9. Bloodspattered page of a mage's spellbook
10. Hairball hocked up by a dying goblin
11. Hip flask full of jellied dwarven liquor
12. Locket with a picture of a mercenary's sweetheart
13. Scrap of a cultist's unholy standard
14. Scrap of a necromancer's dried, tattooed skin
15. Scrimshawed shark tooth
16. Silver piece paid to an assassin to kill you
17. The hilt of a rival's sundered rapier
18. The luminous eye of a machine from beyond the stars
19. The visor of a duke's helm
20. Vial of acid-preserved troll brain
       
Threat Assessment: You can ask the GM one question about the capabilities of an enemy force for every 10 uninterrupted minutes you have to observe them, or ask a question about a specific enemy when you hit them in combat.

Scarred: Whenever you take a Scar, in addition to taking a permanent penalty, take a permanent bonus of similar weight based on the lesson you learned from the scar. When you gain this ability, you may retroactively apply it to any scars you've gained in the past.

Commander: You have the reputation to hire a band of mercenaries on the promise of equal shares of the loot. They count as hirelings, and bring their own equipment, supplies, and weapons. One, your lieutenant, has a level in a non-casting class. You can hire up to level*d6 mercenaries at any town; their equipment and quality will depend on the town itself. If you lose their respect, or the shares can't cover their expenses... well, they're mercenaries. They go where the coin flows.

Legend-Smith: Whenever you personally kill a powerful, renowned enemy, you can write the weapon you used to strike the killing blow into legend. When you do, it becomes a magic weapon, empowered by your mighty deed. Name it, give it an appropriately legendary epithet, and it gains a supernatural ability based on the enemy you killed and how you killed them. A bow shot halfway across a battlefield may no longer have a maximum range. An axe that decapitates an archmage may shatter curses and banish summons. A sword that kills a king may bestow the right of kingship on its wielder. A weapon does not grow in magical power the more great deeds it performs (this only works once per weapon), but its reputation may grow - and reputation is its own sort of magic, in a way.

d20 Techniques
1. Ablate: You may sunder your shields and helms twice, and may sunder your own weapons as if they were shields (but only once per weapon).
2. Bastion: Unarmored people behind you can benefit from half your Armor Class.
3. Beastmaster: You have a pet! It has a d3 of Grit and a d3 of Meat, deals d6 damage, one special ability (like flying, poison spit, or being large enough to ride), and you control it on your turn. If it dies, you can train another beast when you're back in town.
4. Brawler: While you're unarmed, you count as dual-wielding, and make an extra attack on turns where you're fighting unarmed.
5. Cleave: When you kill an enemy, you may immediately make another attack against another enemy within range.
6. Combat Reflexes: At the start of each round, instead of rolling initiative, you can choose whether to go before or after the monsters. Doesn't work in surprise rounds.
7. Esoteric Armory: Step up the damage die size of any weapon you wield against an intelligent enemy unfamiliar with the weapon.
8. Fireblood: Whenever you deal damage, you may deal additional damage by spending Grit or Meat. 1 spent point = +1 damage.
9. Giantslayer: You can wield weapons made for creatures larger than you. When you do so, you can never go before enemies in initiative, but you roll a d10 for damage.
10. Gourmand: Once per day, when you eat a full meal, restore all your Grit.
11. Opportunist: Once per round, you can make a free attack against an enemy that enters the range of your weapon.
12. Parry & Riposte: When you successfully Dodge, you may attack back.
13. Precise: Reroll 1s for damage. If you already would reroll 1s on that damage roll, reroll 1s and 2s; if you would already reroll 1s and 2s, reroll 1s, 2s, and 3s, etc.
14. Push Through: Once per day, when you would take a Wound or choose to take a Scar, you may ignore it and restore 1 Grit.
15. Reaver: Whenever you deal maximum damage with an attack, you may inflict a Wound.
16. Shieldbreaker: Whenever you deal damage, 1 point of dealt damage goes directly to Meat regardless of the enemy's Grit or Armor.
17. Sneak Attack: When you attack an opponent who doesn't know you're there, ignore Grit and Armor. Once you've hit them with this technique, they know you're there.
18. Splatterjack: When you roll maximum damage on one of your damage dice, you can roll it again and add that to the result.
19. Tactician: You may forego an action on your turn in order to provide an ally with an action of the same type. Forego your attack to let an ally make an additional attack; move for move, etc.
20. Tough as Nails: Increase your Armor Class by 2. If you're unarmored, you have an Armor Class of 4. You can still Dodge when unarmored, despite having an Armor Class.

Tuesday, March 10, 2020

Giant Robots Deserve Giant Monsters

I wrote the Mechwarrior class a few months ago and I'm still unreasonably proud of it. Let's give our brave pilots something to fight. Specifically, kaiju, because that's a challenge floating around the discord. So here's something I threw together in 24 hours, as well as some setting tidbits I've mercilessly ripped from Pacific Rim, Evangelion, a pinch of Worm, and a little bit of that most horrific of settings: the gig economy.


WORLD

It's 20XX, year 1X of the Kaiju Era. 1X years ago, LEVIATHAN HEAVEN fell to earth, levelled what is now the San Francisco Exclusion Zone, and made humanity shit its collective pants over its place in the universe to the tune of 12 million casualties. The Survival Paradigm and Eschaton technology is all that stands between human existence and a swift, brutal death at the claws of titanic biomechanical horrors from beyond.

The kaiju kept coming. From everywhere. The depths of the sea, deep underground, materializing in rifts of ozone, falling from space, crawling out of secret labs, assembling from otherwise mundane technology, emerging from the fallout of other kaiju attacks. We couldn't stop them until we reverse-engineered Eschaton technology from their corpses and built the first mechs.

The Survival Paradigm is the democratization of mech construction, pilot training, and kill-op organization. It's the only strategy that survived the first year of kaiju attacks, the collapse of the short-lived United Nations Defense Accord, and a United States bid to monopolize anti-kaiju defense efforts (nuclear weapons have been written off ever since their strike on DEVOURER RADIANT, which escalated a category 3 to a catastrophic category 5 event).

Corporations immediately co-opted this framework, turning mech pilots into the highest-death-risk sector of the gig economy. The influx of capital for pure research and emergency crisis response developed some incredible technology: the Eschaton Core, the kinetic burster, direct neural interfaces, to mention only the ones that are in every mech on the planet. But once those designs were made free and open and public, the vultures of finance and the military industrial complex moved in.

You can buy a prefab for the same price as a used car, customize it in a makerspace, order baseline heavy weapons off of Triple-B (bloodbathandbeyond.ca). Get in the giant robot, give it a test run during the 3am curfew hours (the cops can't do anything but look the other way, you're in a mech and the one thing the govs did right was ban police access to eschatological weaponry). Then sign up for emergency response alerts, and wait for the call.

Sign into TacNet, the app that cornered the market on kaiju response command and control. find a handle some other joker isn't using already. deploy and hope your rival won't use a moment of weakness to accidentally push you into the path of the monster's jaws.

Win.

Collect your hazard pay (30% down since this time last year, because of "innovations in civilian bunker technologies"), collect your meagre kill fee (45% goes to the app), pay down your core loan, pay down your medical bills, pay your rent. Realize that you've gotta get another confirmed Category 3+ kill this month to stay in the black. Expand your fight search radius. Sigh. Kick back with a glass of cheap liquor to forget the fallen.
Dave Melvin

RULES

Let's break this down. Generate a kaiju. One of the big nasties.




DESIGNATION
Base how the kaiju appears on its designation. Many will be hybrids of meat and machine, towering eldritch abominations, giant featureless warriors with god-smiting weapons. Where they come from is up to you: excavated from deep time, summoned from the universe where everything's bigger than here, landing as the vanguard of an alien terraforming machine, mutated after a whatever-comes-after-nuclear test gone wrong. A superhero turning their powers to apocalyptic ends.

You're mech pilots. Handle it.

CATEGORY
Each category requires exponentially more minimum firepower for a confirmed kill. 1 eschaton is the reactor output of a baseline 5-meter mech, distributed over the course of a standard combat operation. You can increase your firepower exponentially, if you are clever and well-supported. Kaiju past Category 1 will require advanced plans, exotic weaponry, powerful reactors, ablative populations, larger mechs, rockstar pilots.

Proposals to rework the category system to include levels above 5 have been deemed irrelevant by experts in titanic studies worldwide. A threat that would require such degrees to classify would ensure that no one would be left to use the revised scale.

1: 1 eschaton (ET). The size of a bus, like an overgrown crocodile. Crushes through townhouses, wields a streetlamp as a crude cudgel. Threatens a population in the thousands, like a neighborhood or fishing village.
2: 10 ET. Building-size. It towers over houses and its roars shatter all the windows on the street. Tank rounds splinter on its skin. You're only making it stronger. Threatens a population in the tens of thousands, like a town or port district.
3: 100 ET. The size of a city block. Its tail slithers down the highway, its claws are the size of a category 1. Fighter jets crash into its eye and it blinks the debris away unfazed. Threatens a population in the hundreds of thousands, like a small city.
4: 1000 ET. It's the tallest building in the largest city. Its footsteps flatten mid-rise towers. It doesn't even notice as it turns and demolishes the Golden Gate by accident. Threatens a population in the millions, like a large city.
5: 10000 ET. Cloud-scraping. Affects weather systems. Wipes out towns without noticing. You can see it from space. Threatens a population in the tens of millions or greater. Could sink Great Britain or lay waste to all civilian populations on the Eastern Seaboard.

CAPABILITIES
Each round, a kaiju gets 3 actions. Use initiative that puts pilots either before or after the kaiju. These actions are more generalized than normal combat actions due to the sheer size of the monster; movement will necessarily also damage anything in the path of the kaiju. Any action that can be construed as an attack wil kill civilians, no save. Instead, roll (category)d10 for casualties in a metropolitan area that hasn't been evacuated.

Damage dealt by a kaiju's attacks to anything mech-size or greater is (category)d10, and may carry additional effects based on the kaiju's capabilities.

A kaiju's capabilities are directly represented by its ability scores, of which it has d3 identified and up to d3 as-of-yet unseen. If you roll a duplicate, increase that score by 10. All attacks deal ability score damage, depending on which weakpoint you're aiming for. Kaiju roll under their ability score to take actions that these capabilities afford it (anything else that a giant monster can do, they can do as well). Kaiju have a number of points based on their category (1: 50, 2: 200, 3: 500, 4: 1000, 5: 5000) to distribute between their ability scores. This means that many scores will be over 20; therefore, these actions will always succeed until the kaiju has sustained enough damage to sufficiently reduce its capabilities.

Any weapons smaller than mech-scale can deal a maximum of 1 damage, and then only on a critical hit, to kaiju of size 1 or 2. The Eschaton Core is what lets something like a mech go toe-to-toe with a kaiju. Conventional armaments, even nuclear ones, will be at best exponentially less effective. The nuclear strike on the category 3 DEVOURER RADIANT proved the obsolescence of nuclear armaments, and escalated the incident to a category 5 disaster.

If you fail or cannot respond: [CATEGORY] weeks of devastation may be enough for affected populations to marshal a response, at the expense of d10*10^(3+category) civilian lives per week. This may result in new pilots joining the force in cobbled-together mechs with a grudge against those who couldn't save them, or the takeover of your company by a more well-equipped force that steps in where you cannot.

TABLES

Name (2d100)
1. ALPHA
2. ANGEL
3. APOC
4. ARCHER
5. ARTIFICE
6. ASCEND
7. AUTONOMOUS
8. AXE
9. BEAR
10. BEHEMOTH
11. BERSERK
12. BLAZING
13. BLITZ
14. BLOOD
15. BROADSWORD
16. BUTCHER
17. CANNON
18. CHIMERA
19. COLOSSUS
20. CORE
21. CORONA
22. CORPSE
23. CRYPTIC
24. CYCLOPS
25. DEIMOS
26. DELTA
27. DEMON
28. DEVOURER
29. DJINN
30. EFFECT
31. ELDER
32. ENGINE
33. ESCAPE
34. EUROPA
35. EXECUTE
36. EXILE
37. EXTERMINATE
38. FALLING
39. FORWARD
40. FUSOR
41. GHOUL
42. GIGANT
43. GOD
44. HAMMER
45. HEAVEN
46. IMPACT
47. INFERNO
48. IO
49. JORMUNGANDR
50. KINETIC
51. KOMODO
52. KRAKEN
53. LEVIATHAN
54. LICH
55. LILITH
56. MECHANIZE
57. MOMENT
58. MOTH
59. NEPHILIM
60. NEURON
61. NIHIL
62. OBELISK
63. OMEGA
64. ORBIT
65. OUTER
66. PANGOLIN
67. PHALANX
68. PHOENIX
69. PREDATOR
70. RADIANT
71. RAPTOR
72. REACTOR
73. REAPER
74. SAUR
75. SCREAM
76. SHARK
77. SIGMA
78. SIMURGH
79. SLAYER
80. SPIDER
81. STAR
82. STORM
83. STRIKER
84. SURGE
85. TERMINUS
86. TERROR
87. THUNDER
88. TITAN
89. ULTRA
90. VACUUM
91. VECTOR
92. VIRUS
93. WALKER
94. WAR
95. WARHEAD
96. WYRM
97. WYVERN
98. XENO
99. YUGGOTH
100. ZILLA

Capabilities (d6)
1-2: Standard
3-4: Monstrous
5-6: Weird

Standard (d6)
1-2: EXCEPTIONAL STRENGTH
3-4: EXCEPTIONAL TOUGHNESS
5-6: EXCEPTIONAL SPEED

Monstrous (d20)
1. FLIGHT
2. BURROWING
3. AMPHIBIOUS
4. AMBUSH PREDATION
5. CAMOUFLAGE
6. PARASITISM
7. ENDURANCE PREDATION
8. HIGHER COGNITION
9. SPAWN
10. REGENERATION
11. TOXIC TRAIL
12. MANY-HEADED
13. TOOL USE
14. ENHANCED SENSES
15. BERZERK MODE
16. ELEMENTAL RANGED ATTACK
17. ELEMENTAL MELEE ATTACK
18. ELEMENTAL IMMUNITY
19. ELEMENTAL AURA
20. ELEMENTAL ESSENCE

Elemental (d20)
1. BLAZING
2. CORROSION
3. DARKNESS
4. DEATH
5. ELECTRIC
6. EXPLOSIVE
7. FREEZING
8. GRAVITIC
9. KINETIC
10. LUCK
11. MAGNETIC
12. POISON
13. QUAKING
14. RADIATION
15. RAGE
16. SONIC
17. STORMING
18. TAR
19. VACUUM
20. WEAPON

Weird (d20)
1. ABSORBS PROPERTIES
2. AUTO-DISASSEMBLY
3. DATAVORE
4. FEAR AURA
5. HIDES AS HUMAN
6. INFECTIOUS
7. INVISIBILITY
8. METAMORPHIC
9. MIND CONTROL
10. PHASING
11. PILOTED
12. PROJECTS ILLUSIONS
13. RAISES DEAD
14. SUMMONS
15. TELEKINESIS
16. TELEPATHY
17. TELEPORTATION
18. TEMPORAL LOOPS
19. TWIN
20. WIELDS WEAPON


Target Area Modifiers (d20)
1. ACID RAIN
2. ACTIVE WARZONE
3. ADDITIONAL KAIJU BATTLE IN PROGRESS
4. AWFUL PUBLIC IMAGE
5. ELECTROMAGNETIC INTERFERENCE
6. ESCHATON CORE FACTORY
7. EVACUATION FAILED
8. FLOODING
9. GEOLOGICALLY UNSTABLE
10. HEAVILY IRRADIATED
11. KAIJU RESEARCH INSTALLATION
12. KAIJU SPAWNING PITS
13. MAJOR METROPOLITAN AREA
14. MINOR METROPOLITAN AREA
15. ONGOING HURRICANE
16. POLITICIANS DEMAND EVAC
17. POWER PLANT
18. UNDERGROUND
19. VITAL PUBLIC INFRASTRUCTURE
20. YOU LIVE IN TARGET AREA

Saturday, February 22, 2020

The Immortal Art of Fleshcraft

Fleshcraft makes Ogoath go 'round. To hear one of its practitioners speak of it, they are the sole force between the blood-red lamplight of civilization and the total decay of the rotting turtle-corpse. Those who control the meat control the universe, and their powers tap in not to "magic" or whatever "divinity" survived the loss of the Old World and death of its gods, but into the base raw bleeding truth of reality. And while they aren't technically wrong, most fleshcrafters have (in addition to their power) taken on the egos of old-world wizards with none of the pretension of secrecy or solitude.
by Igor Vitkovskiy
If one would listen to the butchers speak of them, fleshcrafters have no respect for the world that's adopted them. They walk openly, twisting meat to their basest whims, capricious children who've stolen their parents' big fancy knives and are chopping up the walls to see the pretty patterns they can make. Their empire killed the world. Their domain is life-made-cancerous, mind without moral, craft without code.

I've given the Butchers their due. Their rivals now demand the podium.

Fleshcrafter

Paint with all the pleasures of the flesh.

Level 1: Fleshcrafting, 2 Techniques, 2 Forms, 1 Flesh Die
Level 2: +1 Technique, +1 Form, +1 FD, +1 HD
Level 3: +1 Technique, +1 Form, +1 FD, +1 HD
Level 4: +1 Technique, +1 Form, +1 FD, +1 HD

Hit Die: d4
Starting Equipment: Scalpel, bone saw (d6 damage and reveal an organ of choice), red leather robes, sheaf of skin-parchment with anatomical diagrams, a bone-vial of each Form you know
Skills (d6): 1. Etiquette, 2. Gardening, 3. Lore, 4. Sculpture, 5. Surgery, 6. Undertaking

Fleshcrafting: Combine a Technique you know and a Form you know to perform an action. Absorb Blood. Grow Bone. Speak to Emotion. Their effects are broad and often self-evident. Roll any number of your Flesh Dice (d6s) in the process. In addition to the damage dealt by the Law of Consumption (see below), they burn out on a 6. 1 can be restored by lunch; all can be restored after a daily rest. If you roll doubles, a Mishap occurs. On triples, gain a Doom.

There's some limitations of what you can do with these. Any numerical effect (damage, duration in minutes or hours, bonus, penalty, etc) can't be greater than either (dice) or (sum); which is the limit is up to the GM. I recommend looking at the Mimics & Miscreants spell list for equivalent effects.

All fleshcrafting follows Three Laws. These laws are well-founded, well-tested, and seem inherent to the Art.

The Law of Consumption. Action requires calories. Greater changes, such as those wrought by magic, require more. Your body will devour itself in your quest for power. Whenever you fleshcraft, you take (dice) damage.

The Law of Contact. Fleshcraft requires touch between the crafter and the form. It is an Art of the body, and so the body is central to its workings. The closer the flesh one wants to shape to their point of contact, the easier it is to shape. Forms separated by a membranous barrier like skin, or like the lining of an organ (if you wish to only affect the material inside) roll your Flesh Dice with disadvantage.

The Law of Continuity. Forms remain the form they are. One cannot transmute blood to bone, or acid to eyes, or skin to cancer, (et cetera), through fleshcraft. That is the provence of mundane biology and naught else.

You may violate one law, and suffer a Mishap.
You may violate two laws, and suffer a Doom.
You may violate all three laws, and be consumed by the Art.


 
Techniques
1. Absorb
2. Animate
3. Bind
4. Burn
5. Command
6. Consume
7. Divide
8. Dowse
9. Engrave
10. Extract
11. Grow
12. Hide
13. Inflict
14. Mutate
15. Restore
16. Shrivel
17. Smooth
18. Speak To
19. Ward
20. Weave

Forms
1. Acid
2. Bile
3. Blood
4. Bone
5. Brain
6. Cancer
7. Emotion
8. Eyes
9. Face
10. Guts
11. Hair
12. Heart
13. Limb
14. Meat
15. Nails
16. Nerves
17. Pain
18. Rot
19. Sense
20. Skin

Fleshcrafting Mishaps
1-2. Decay. Halve a random physical ability score for the rest of the day.
3-4. Mutation. Gain a random negative mutation for the rest of the day. At the end of the day, roll a d6. On a 1, it is permanent.
5-6. Independence. The Form you wanted to manipulate? It decides its had enough of you, and a (dice) HP chunk of it removes itself from you to become an independent being.

Fleshcrafting Dooms
First Doom: Lose a Form. This inexplicably does not kill you, but it will do everything else that losing it would. Losing a seemingly negative form still has negative effects - losing Rot would prevent your cells from dying (commensurately, losing Cancer prevents cell growth).
Second Doom: Lose another Form.
Final Doom: Your individuality sloughs off as you merge with all flesh and organic matter around you. You are not "dead" in a technical sense, but you have become part of something so much greater that you cannot continue play as a player character.

Monday, February 17, 2020

Black Markets

 

When I'm making a random generator, I've always been inspired by Joseph Manola of Against the Wicked City's essay on conceptual density - namely, that each entry has to be better than what I could come up with on the fly. Combining a few thought-provoking prompts is easier on the spot than thinking those prompts up, too. So welcome to a bazaar of bazaars, an emporium of emporiums, a selection of stalls and shopfronts that'll keep your party in business for as long as they're willing to pay...

There's pretty much one archetypical black market for fantasy settings. You've got your shadowy figure hawking illegal wares in a seedy part of town, then break out your list of cursed and rare items. It's all well and good, but not particularly memorable. I like to differentiate my entries by making them recognizably conceptually similar to the archetype, but one or two steps away from what the generic version is. A little more specificity, connecting up a concept that the players wouldn't immediately expect, think out the implications of the existence of a place like this or why it'd sell what it sells. All this requires brainpower I'd want to devote elsewhere at the table, but it makes a fantastic set of generators!




Venue
1. A bar in the seedy part of town. During deals and liasons in dark backrooms you can sneak even further back, into the shop proper. They only admit those intoxicated enough to ensure a purchase.
2. A contraption that displays wares behind a pane of glass and dispenses them when currency is inserted into a small slot on the side. Proprietor tinkers with the machine.
3. A narrow labyrinth of winding alleys leads inevitably to a barred, metal door. A Judas window in the door reveals only the proprietor's eyes. Leaving requires a map that only the proprietor sells.
4. A perfectly ordinary-seeming cheesemonger. Many cheeses are code for a particular black-market service or item, and those in-the-know will order those cheeses for delivery at their place of residence, where the Cheesemonger will personally deliver the item in question.
5. A secret door in the wall of another black market opens into their real moneymaking business. Or is it?
6. Abandoned manor is actually cover for emporium chock-full of surplus banned products hidden under furniture covers and layers of dust.
7. An abandoned storeroom in the lord's castle. Access to the market requires getting into the castle first.
8. An upscale hotel. Calls for a certain order of room service result in a particular individual arriving with an array of wares concealed beneath platter-lids and wrapped in napkins.
9. Beneath a cemetery's mausoleum. Any remains within have been disinterred, and the coffins filled with merchandise.
10. During a particular hour each week, a particular sewer tunnel flushes. It smells not of bile and ichor but of raspberries and thyme. In that hour, the merchant sets up their stall and their wares, and dismantles it all at the end.
11. In the city guards' barracks. It's how they supplement the pittance they get from the city's lords. All items guaranteed confiscated from the "real" criminals.
12. Loud and upfront, with no facade of legitimacy. They're close with exactly the right people in government, and often you'll find said people partaking of their wares.
13. Mineshafts beneath the city drop deep into the earth. They converge on a surprisingly well-lit and comfortable row of townhouses transposed into the rock. One is the market you seek.
14. No venue. Proprietor wears extra layers of coats even in the hottest weather, beneath which lie a staggering amount of product. Accosts adventurers back from their latest looting spree.
15. On the rooftop of a complex of buildings, with no sightlines to the ground. Accessible via service entrance to roof.
16. Street food stall sells new items daily, cleverly hidden beneath the countertop.
17. The back room of a publishing house. Their newspapers and pamphlets detail, in code, the day's stock.
18. The city's public forum hides an open secret. Deliberations are often cover for exchanges of illegal goods, while philosophers ranting at the sky slip in covert ads for their wares. Pledging your support will garner their interest, and an argument of moral principle becomes a coded haggling venture.
19. Wine cellar of a reputable winery does double-business selling illegal goods. Don't tap the oldest casks.
20. Zoo of ill and struggling repute uses animals as cover for the loud sounds and smells of their real business.

Proprietor
1. Cheery, heavily-scarred elf. Doesn't seem to realize illegality of or potential harm caused by products. Willing stooge? False persona?
2. Collective of street urchins. Vicious with both insults and shivs. Brook no quarrel or complaint.
3. Decrepit, but wears the attire of a king. Looks strikingly similar to the royal family. Speaks imperiously, but in whispers, as if being surveilled.
4. Devil, aristocratic, stinking of sulfur. All items come with lengthy fine print, merchant indemnity in case of misuse, and no warranty whatsoever.
5. Elaborately masked being with no exposed skin. Changes mask based on emotion they wish to display. Poetic.
6. Ex-adventurer, took over business from previous owner by force. Not exactly sure how the whole running-a-shop thing works, but knows the ins and outs of the products and the job.
7. Excitable apprentice mage, selling something that they stumbled upon in their research. Definitely way out of their comfort zone.
8. Family, parents and grandparents and children all staffing their business, teaching the next generation their hereditary trade. Rightfully proud, even of the grimmest crafts.
9. Frail, elderly human hunched over an elaborate contraption. They won't look up from their work, and respond with only the barest necessities.
10. Grizzled ex-mercenary. Personally vouches for the efficacy of everything in the store and has a tale of how each saved their life in the field.
11. Immaculate human, speaks like an upscale tailor. Willing to go to great lengths for their regular clientele (or those who may become regulars).
12. Large, boisterous orc in an elegant robe. Mercilessly critiques patrons' taste, but gives legitimately good advice.
13. Middle-manager type from the local mob. Missing a variety of fingers and facial features. Never stops grinning.
14. No proprietor at all. Items are carefully, meticulously labeled and laid out. If you remove one from the premises, the price is deducted in full.
15. Rat king. Served by a swarm of hundreds more chittering rats. Generous to those who respect the city's true, hidden ways.
16. Set of mechanical automatons acting eerily in sync. Will speak with many mouths. Who made them?
17. Shambling corpse. Communicates with a series of index cards laid out in boxes, or by pointing to signs laid out around the shop.
18. Shirtless, tattooed mystic reading from a set of ironbound tomes. Speaks in platitude, metaphor, and verse.
19. Spindly, nosy human with no sense of personal space. Very interested in the party's personal lives, and their exact intents for the items they purchase. They're a big fan.
20. Wizard, selling their failed experiments and outdated products of star-maddened genius. Insists you take some more with you. To test.

Products
1. Absolute tat, guaranteed to come in handy at least once so long as you carry it around religiously.
2. Angry, mutated spells heaving at the bindings of their spellbooks.
3. Blessings of forgotten and murdered gods.
4. Corpses and corpse accessories
5. Dirty deeds (done dirt cheap!)
6. Drugs, potions, alchemical reagents
7. Fine clothing and armors suitable for any occasion - even (and especially) the untoward
8. Incredibly cursed magic items. The curses are a selling point.
9. Magical creatures in small, easily-carried, soundproofed glass jars. A command word opens the lid and returns them to full size. The same word imprisons them again.
10. Maps and floor plans. Usually up-to-date, often of locations otherwise unknown.
11. Mercenaries
12. Mutations!
13. Other adventurers' contact information
14. Other peoples' fortunes - both the money kind and the future kind.
15. Outlandish, impractical, brutal weapons. As dangerous to their wielders as they are to their enemies - but also, very cheap!
16. Paraphenalia of mythical heroes, famous rulers, other notables. 3-in-6 chance any particular item is counterfeit.
17. Poisons, venoms, and flasks of plague. Each is the cure to another.
18. Spices, rare meats, wriggling things presumably for consumption
19. The last copies of lost books and records (all other copies have been destroyed, either before collection, or to ensure this is the last copy)
20. Thieves' tools and guards' timetables

Payments
1. A percentage of any loot gotten with the aid of the shop's merchandise
2. Art
3. Beating the owner in a riddle contest
4. Blackmail on yourself and others.
5. Blood. Lots of it. Cutting your hand won't do the trick here; you need to exsanguinate a whole horse to buy their cheapest items.
6. Captured magical creatures.
7. Confirmed bounties.
8. Contracts for future favors, callable at any time for any reason.
9. Converts to their religion
10. Credit, but they take your body parts as collateral.
11. Currency from a nation long fallen.
12. Exclusive rights to your life story.
13. Ghosts.
14. Good ideas.
15. Knowledge of secret places - or secret entrances to very well-known places.
16. Magic.
17. Raw metals - preferably adamantium, mithril, orichalcum, occultum, but raw gold ore may do in a pinch.
18. Whatever they sell, for far less than they sell it for.
19. Years off your lifespan (in multiples of 13)
20. Your skills and abilities

Sunday, February 9, 2020

Space is Boring

 

For baseline humans, even the fastest interstellar travel is boring. You're trapped in a metal box with people you'll swiftly grow to resent even if you're close friends, recycling all your air and water and biomass in an endless cycle that only gets more nervewracking as the walls close in and the stars grow coldly menacing. You tread the same corridors day after day, weathering a dull routine into your mind as you watch your instruments for danger that will never come (but if it does, you will all die, quickly, cold and impossibly alone).

Jumpspace is worse, as the ship's windows turn to blind-spots that the eye refuses to parse. Vision slips across the opposite of space, and even when all the shutters slide closed, the underlying wrongness of existing in that dimension bites at your bones, twists your skin, and knots your nerves.

And the waiting, the endless interminable waiting, becomes far worse if you know nothing but death may await you at journey's end. Soldiers often travel in cryosleep so they don't have to contemplate their fate for months on end. Mercenaries and adventurers that need a full complement to run their ships rarely have that luxury. Distractions are essential when tensions run high and anxiety floods the corridors like an electrical fire.

Stress
1 baseline. Humans were never meant to ply the void.
+1 per jump.
+1 if ship is overcrowded.
+1 if the ship is going into a dangerous situation.
+1 for each unexpected diversion before the crew arrives at their destination.
+1 if alone
-1 for each unique morale-building event you participate in.
-1 for each amenity (like holosuites, competent cuisine, drugs, etc) on board.



Some metahuman subspecies are better (or worse) adapted to space. This can add or subtract Stress from individual totals. Similarly, if one character indulges in their secret stash of Pandoran writheweed, or two characters have a truly legendary breakup, that might change their totals too.

At the end of the trip, total up the list, each crew rolls to see how much Stress they gain. Crew in cryosleep gain 2 Stress no matter what; cryo is the cheap option for non-essentials who don't need to be carefully maintaining the ship. Long-haul colony ships have low passage berths for cheap travellers who won't (or, usually, can't) pay for the amenities needed to keep them engaged for the trip's duration. Don't mind the cryoburn. Here's the studies that show the chances of neural degradation on newer models are down orders of magnitude from last generation. And hey, if something in jumpspace decides the ship looks tasty, you'll be asleep for it...



The morale-building events are the meat of this system. In space, you're going to have to relax somehow. A poker table has sufficed for many a small crew. A competent chef with a well-stocked kitchen (none of that freeze-dried crap) does wonders. Spacers have made up an esoteric set of holidays to celebrate, just to pass the time. On larger cruisers, there may be computer systems dedicated to running VR sims, and luxury ships might even build in entire terraria for the crew (or more likely, the ship's owner) to pretend they're back planetside.


Others might have ship's bars complete with hired bartenders (though what the bartenders do to keep their stress down is a well-kept secret). Ships too small for bars regularly have stills in the engine room, fermenting a frightening variety of life-support fungi, megayeast cultivars, and the odd jumpspace lichen into potent brews ranging from surprisingly light fruity spritzers to universal solvents. And alcohol is but the most common relaxation incentive, with a whole suite of exciting spacedrugs on offer at the local spaceport. Some are even legal (depending on jurisdiction and corporate sponsor)!

Of course, there's a set of Company-approved morale-building exercises, complete with worksheets and paperwork. Mostly, they boil down to team-building problem sets and unimaginative, sanitized VRscapes. Genetic and psychometric compatibility tests are used to engineer and sometimes mandate relationships between crewers, with universally disastrous results.

Love within the crew tends to be frowned upon by most captains. A breakup can sour the mood until everyone involved's contracts are up, and let's face it: bulkheads between bunkrooms are thin. That said, gossip and rumor spread through ships like wildfire no matter who's sleeping with whom.

Creative endeavors are the go-to for some crews. Collaborative storytelling, songwriting, poetry nights, art, even tabletop role-playing games... anything that gets the crew together and lets them escape their day-to-day drudgery. These get shared around, but often it's far more covert than it would have been in decades past - once the Company caught word, an IP clause became standard in contracts, giving the contracting company exclusive rights to all works created on their ships. What are you gonna do, starve or accept the terms and conditions?

Song is a constant companion. Every crew has that one crusty old spacer with a guitar, a croon, and a head full of old shanties they've learned over their decades spacing. Some stretch back to the first days of spaceflight on Earth, before the first jump breach, before even the disastrous first Mars Landings and the Liar's Flight. Here's a few for table ambience.

Games turn to more dangerous competitions. Undercity fight clubs on space stations often welcome competitors from whichever ships are in port, and so some spacers put their pride in their fists and aim, letting off steam by sparring with their crewmates. The occasional captain turns this into a way to maintain hierarchy, resulting in the tradition of Klingon promotion re-emerging so far from its origins in centuries-old space operas.

Saturday, February 1, 2020

Thieves' Guilds

There's been a renewed interest recently in making GLOG classes that are extensible, like the original Wizard and its schools. I've been part of working on several of these before - Bottomless Sarcophagus' Witch, Oblidisideryptch's Barbarian and Warlock, I even wrote a Bard, so I decided to take a crack at a class I haven't really touched: the Thief. To give it a little more mechanical identity, I've decided to give the thief access to some storygame-esque skills.

While Wizards can warp the fabric of reality, and Clerics can channel the powers of the gods, Thieves are so good that the narrative itself bends to their whims. They can retroactively choose to have prepared just the tool for the job, or set up a trap in just the right place, or realize they've always known the language that the merchants speak. It might rub some people the wrong way, but it's my class and my rules and I think it's really cool to let the Thief have some definition of its own. Of course, other Guilds will provide other ability sets, and hopefully I come back to add more.

These Thieves have Guilds, like Wizards' Schools or Bards' Genres. The Guild you belong to determines the suite of 6 abilities you can rank up in. Each ability has 3 ranks. At level 1, you start with 2 abilities, each at rank 1, and as you level up you both increase the rank of the abilities you have and gain new abilities at rank 1.

Thief

Level 1: Gain 2 abilities at rank 1
Level 2: Rank up an ability you have, then gain a new ability at rank 1
Level 3: Rank up 2 abilities you have
Level 4: Rank up 2 abilities you have, then gain all abilities you don't have yet at rank 1

Hit Die: d6

Specific abilities, equipment, and skills are all determined by the Guild a thief belongs to.

Thieves Guild


 Possession is nine-tenths of the law. That last tenth is the tricky bit...

Starting Equipment: 2 daggers, a dark cloak, set of lockpicks, roll 2 extra random items
Skills (2, d6): 1. Acrobat, 2. Bully, 3. Forger, 4. Gambler, 5. Lookout, 6. Pickpocket

Abilities

1: Bag of Tricks
    ✧: You have a Bag of Tricks, which takes up 2 inventory slots. While you have inventory slots in your Bag that haven't yet been filled with defined items, you may produce a mundane tool of neglegible value from your Bag that will help you solve a current problem. It then takes up one of the inventory slots in your Bag of Tricks. You may clean out and refill your Bag when you return to town.
    ✧✧: Your Bag now has 4 slots.
    ✧✧✧: Your Bag no longer contributes to encumbrance.
2: Opportunist
    ✧: Whenever you would gain advantage to hit, you may also roll damage with advantage.
    ✧✧: Whenever you would gain advantage on a roll, you may reroll 1s.
    ✧✧✧: Whenever you would gain advantage on a roll, you may roll 3 results instead of 2 and take the best.
3: Prepwork
    ✧: On a 1 in 6, you may declare that you've set up a minor environmental effect nearby in an area that you would've had access to within the recent past, and trigger that effect.
    ✧✧: One automatic success per day, then 2 in 6 for each following attempt.
    ✧✧✧: 3 in 6 for each following attempt, and you can have retroactively set up effects in any area you plausibly could have had access to at any time in the past.
4: Second Story Worker
    ✧: You can climb vertical surfaces as quickly as you can walk.
    ✧✧: Double your move speed and jump distance.
    ✧✧✧: You can climb upside down as quickly as you can walk. Halve fall damage.
5: Thick as Thieves
    ✧: You can recruit d4 thugs in town who're loyal so long as they'll get a cut of the loot and are sure they'll make it out alive. They will flee, cheat, or betray you and each other if either of those conditions becomes sufficiently murky.
    ✧✧: d6 thugs or d4 thieves, each with 1 rank in a random thief ability (besides this one).
    ✧✧✧: 2d6 thugs or 2d4 thieves, each with 2 ranks in a random thief ability (besides this one).
6: Tricky Fingers
    ✧: Whenever you try to perform sleight of hand (lockpicking, pickpocketing, etc), failure won't alert anyone who isn't already paying attention to you.
    ✧✧: You leave no trace of tampering, or specific traces of your choice, when you perform sleight of hand (whether you succeed or fail).
    ✧✧✧: Whenever someone tries to retrieve or draw an item, you can (on a 2-in-6, with 1 guaranteed success per day) reveal that you actually burgled it from them at some point in the recent past (if you had access).

Seamstresses Guild
You'd be surprised what people let slip when they're in the company of a good listener.

Starting Equipment: 3 sets of fancy clothes, 3 stilettos, bottle of liquor, makeup kit, noble's calling card
Skills (2, d6): 1. Artist, 2. Casanova/Seductress/Them Fatale, 3. Dancer, 4. Gambler, 5. Poet, 6. Seamstress (but for real)


Abilities

1. Con Artist
    ✧: So long as no one can verify what you’re saying is wrong, you can lie through your teeth and they’ll believe you for at least d6 minutes.
    ✧✧: d6 hours.
    ✧✧✧: Even if they can verify, they'll believe you over other people until the end of the duration.
2. Cunning Linguist
    ✧: Three times, you may encounter a language that the party does not understand, and reveal that you speak that language. Add that language to your character sheet, you are now fluent in it.
    ✧✧: You can attempt to translate any language you don't speak. The GM rolls a d6 secretly for the number of errors you make in the translation.
    ✧✧✧: You can crudely communicate with anything that has a language. Gain the ability to speak with (d6: 1. Birds, 2. Clothing, 3. Doors, 4. Gold, 5. Fire, 6. Weapons)
3. Fancy
    ✧: Fancy clothes give you a +2 AC bonus.
    ✧✧: Can choose to ablate fancy clothing like a shield; reducing the damage from one attack by d12 points but ruining your outfit in the process.
    ✧✧✧: Given a short rest, you can make any outfit into a fancy outfit through sheer willpower and coordination.
4. Seductive Wiles
    ✧: You can keep someone engaged in conversation with you, to the exclusion of all else, for an hour. This makes them less hostile, and on a 2-in-6 they let valuable information slip.
    ✧✧: You don’t have to roll to impersonate someone in casual conversation, but gaps in your knowledge can still reveal you. 4-in-6 to let info slip.
    ✧✧✧: You can choose which specific information they reveal, if any, and you can keep them talking for d6 hours.
5. Thick as Thieves
    ✧: You can recruit d4 thugs in town who're loyal so long as they'll get a cut of the loot and are sure they'll make it out alive. They will flee, cheat, or betray you and each other if either of those conditions becomes sufficiently murky.
    ✧✧: d6 thugs or d4 thieves, each with 1 rank in a random thief ability (besides this one).
    ✧✧✧: 2d6 thugs or 2d4 thieves, each with 2 ranks in a random thief ability (besides this one).
6. Tricky Fingers
    ✧: Whenever you try to perform sleight of hand (lockpicking, pickpocketing, etc), failure won't alert anyone who isn't already paying attention to you.
    ✧✧: You leave no trace of tampering, or specific traces of your choice, when you perform sleight of hand (whether you succeed or fail).
    ✧✧✧: Whenever someone tries to retrieve or draw an item, you can (on a 2-in-6, with 1 guaranteed success per day) reveal that you actually burgled it from them at some point in the recent past (if you had access).

Archaeologists Guild

That belongs in a museum! No, *my* museum, not yours... no, not even if you're still using it, now hand it over, it's priceless!

Starting Equipment: Case of maps and pens, wide-brimmed hat, machete, whip, leather armor
Skills (2, d6): 1. Cartography, 2. History, 3. Merchantry, 4. Occult, 5. Religion, 6. Soldier

Abilities

1. Appraisal
    ✧: You can tell the rough value (within an order of magnitude) and historical/geographic provenance of items, architecture, etc. You know how to dismantle them to get 20% value from the more manageable components, rather than the ordinary 10% for defaced art.
    ✧✧: You can identify that an object, effect, or creature is magic on sight. Gain the ability to Speak with Art.
    ✧✧✧: Gain the ability to Speak with Magic.
2. Bag of Tricks
    ✧: You have a Bag of Tricks, which takes up 2 inventory slots. While you have inventory slots in your Bag that haven't yet been filled with defined items, you may produce a mundane tool of neglegible value from your Bag that will help you solve a current problem. It then takes up one of the inventory slots in your Bag of Tricks. You may clean out and refill your Bag when you return to town.
    ✧✧: Your Bag now has 4 slots.
    ✧✧✧: Your Bag no longer contributes to encumbrance.
3. Cunning Linguist
    ✧: Three times, you may encounter a language that the party does not understand, and reveal that you speak that language. Add that language to your character sheet, you are now fluent in it.
    ✧✧: You can attempt to translate any language you don't speak. The GM rolls a d6 secretly for the number of errors you make in the translation.
    ✧✧✧: You can crudely communicate with anything that has a language. Gain the ability to speak with (d6: 1. Birds, 2. Clothing, 3. Doors, 4. Gold, 5. Fire, 6. Weapons)
4. Danger Sense
    ✧: 3-in-6 chance of acting in surprise round when ambushed, advantage on saves against effects you haven't seen yet.
    ✧✧: Always act in surprise rounds; always act first in initiative order.
    ✧✧✧: Once, you may cheat death.
5. Historian
    ✧: On a 1-in-6, you may declare a historical fact relevant to the current situation (negotiate it with the GM). Whether correct or not, it's believed to be true in the current era.
    ✧✧: One automatic success per day, then 2-in-6 for each following event.
    ✧✧✧: 3-in-6, and the historical facts you declare can be outlandish - but your reputation will make them believed.
6. Second Story Worker
    ✧: You can climb vertical surfaces as quickly as you can walk.
    ✧✧: Double your move speed and jump distance.
    ✧✧✧: You can climb upside down as quickly as you can walk. Halve fall damage.

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