Thursday, May 11, 2023

Classy World Building (pt. 4)

Scions of Chaos from Majesty: The Fantasy Kingdom Sim ©2000 MicroProse

 Now that I have established the setting, and created an interesting racial group, the next step I wanted to take with it was to create some religious orders.

I actually don't have issues with the Cleric as a class; they're fine... So long as Paladins don't steal their role and their thunder the way they did in 3.5 and onward... But I always thought it an odd thing thatthey didn't differ more. The variant priests in the AD&D Deities & Demigods was my go-to solution for this problem in highschool. The mix of Domains and Prestige Classes in 3e also worked alright, but I feel they needed to do more to alter the base class, not just add to it.

In The Drowned World, mystery cults and holy orders are much more unique in their design and purpose. I want each religion to come with a unique class for its most devout. (The Stonespeakers from the last article would fit here, too.)

Holy Thieves

I always thought that a god of thievery should be - well - Thieves. I wanted a holy order was designed to steal something specific for their gods. Ones that would use a mix of magical powers and thief skills to do so. The Braid were my answer to this and an odd combo: Thief-exorcists who hunt down demonic artifacts for destruction. To keep their operations low profile, they commit other crimes, pardoned by their gods.

The Braid 

An order of thieves that have given themselves over to the Seven Lords of Shadow, these rogues can become invisible, climb impossible walls, and change into cats as needed to carry out the thefts on artifacts

Few know that The Braid are charged specifically to hunt the Atmor, demon-possessed Weapons that are powerful,  but often possess mortals who use them recklessly.  The Braid collect Atmor, then return them to their order to be exercised and the Morzan demon within cast into the void. All other heists conducted by these thieves serve as a cover for their true purpose. 

HD: D4 ● Requirements: DEX 12  WIS 9 ● Attack as: Thief ● Save As: Thief ● 
Special: Cat Shape, Invisibility, Magic Sense, Thief Skills, Weird Stride ● 
Armor: leather ● Weapons: any conventional

Level

Experience

Hit Dice

Title

Notes

1

0

1d4

Alley Cat

Thief Skills [4], Cat Shape, Magic Sense

2

1,200

2d4

Bird-Catcher

Thief Skills [2], Weird Stride

3

2,400

3d4

Cruxshanks

Thief Skills [2], Invisibility 

4

4,800

4d4

Mog

Thief Skills [2]

5

9,600

5d4

Cait-Sith

Thief Skills [2]

6

20,000

6d4

Grim Mouser

Thief Skills [2]

7

40,000

7d4

Shadow-Cat

Thief Skills [2]

8

80,000

8d4

Pather

Thief Skills [2]

9

160,000

9d4+1

Cat Lord

Thief Skills [2]

10

280,000

9d4+2


Thief Skills [2]

11

400,000

9d4+3


Thief Skills [2]

12

520,000

9d4+4


Thief Skills [2]

13

640,000

9d4+5


Thief Skills [2]

14

760,000

9d4+6



15

880,000

9d4+7



16

1,000,000

9d4+8



17

1,120,000

9d4+9



18

1.240,000

9d4+10



19

1,360,000

9d4+11



20

1,480,000

9d4+12



Thief Skills: A Braid has a 1 in 6 chance of Open Locks, Find & Disarm Traps, Climb Walls, Move Silently, Hide in Shadows, Pick Pockets, or Hear Noise. They may distribute 4 extra points out of six (to a maximum of 5 in 6 in any skill) in any skills. Every level after first up to thirteenth they may add another 2 points across their skills.

Magic Sense: A Braid can use detect magic. detect evil, and analyze once per day each.

Cat Shape: Braids are taught the art of transforming themselves into housecats. If they take any damage while in this form they instantly revert to their human form. Their equipment is subsumed when they are in this form and they cannot use magic items or benefit from them. They can speak as a cat.

Weird Stride: Once per day a braid can grant themselves the ability to walk on walls and ceilings for 3 turns. They experience gravity as always pulling toward whatever surface their feet are touching.

Invisibility: Once per day, after  a Braid has successfully hidden in shadows they may choose to become invisible, so long as they remain in dim light (magical light, bonfires, beacon lanterns, or daylight will deactivate this power.)  They remain visible until; they attack, use a magical power or item, pick an object up, or are exposed to daylight.

Alien Healers

I wanted the most familiar role for clerics in TTRPGs to come with some unique flavor. Thus the spellcasting healer becomes a rare human-angel hybrid that feels more like a biblically accurate angel, or one from Madeline L'Engle's A Wind at the Door than a man. I even gave them a terrible Gaze like something out of the Old Testament.  There's a reason every time someone is visited by an Angel they have to be told "be not afraid. "

The Gliff have the only spell list in the Drowned World with healing in it... and it is very limited, Raising the Dead, in particular has a terrible cost. This is a big part of my overall experience design: I am handing players Characters with a lot of strange abilities at low levels; you are going to need to use them intelligently and creatively to survive.

The Gliff

The Gliff are descended from heretics of the priesthood of Runa during the Deluge. Horrified at what their goddess’ grief had wrought, they chose to become inhuman things - merging themselves with the dying remnants of her angels, so that they could save human lives from their Goddess’ wrath. The Gliff are Inky black beings dozens of whose eyes open and close all over their person and who communicate by luminous runes that appear on their flesh. When they speak, they can do so only in whispers. They are healers and surgeons without peer.

HD: D6 ● Requirements: WIS 9 ● Attack as: Cleric ● Save As: Cleric ● 
Special: Judgement Gaze ● Magic Thresholds: As Magic User● 
Armor: leather ● Weapons: as Cleric 

Level

Experience

Hit Dice

Title

Spell Bonus

Notes

1

0

1d6

Gliff Aspirant

+0

Judgement Gaze, Sacrifice

2

1,300

2d6

Gliff Novice

+1

Spellcasting Magic Threshold 1st Level

3

2,600

3d6

Gliff Initiate

+1


4

5,200

4d6

Gliff Rector

+2

Magic Threshold 2nd Level

5

10,400

5d6

Gliff Vicar

+2


6

21,800

6d6

Gliff Cantor

+3

Magic Threshold 3rd Level

7

43,600

7d6

Gliff Luminary

+3


8

87,200

8d6

Gliff Hierophant

+4

Magic Threshold 4th Level

9

187,200

9d6

Gliff Ponitff

+4


10

287,200

9d6+2


+5

Magic Threshold 5th Level

11

387,200

9d6+4


+5


12

487,200

9d6+6


+6

Magic Threshold 6th Level

13

587,200

9d6+8


+6


14

687,200

9d6+10


+7


15

787,200

9d6+12


+7


16

887,200

9d6+15


+8


17

987,200

9d6+16


+8


18

1,087,200

9d6+18


+9


19

1,187,200

9d6+20


+9


20

1,287,200

9d6+22


+10



Judgement Gaze: A Gliff can spend an action casting its gaze on any number of foes of up to 60’ away, so long as they can see the Gliff. Those that do must Save vs. Spells of be affected as follows:
  • Creatures with 3 HD or less are knocked unconscious for 3d4 rounds. When they wake up they are blind for 2d4 rounds, and stunned for 1d4 ronds.
  • Creatures with 4 or 5 HD are Blinded for 1d4 rounds and stunned for 1 round.
  • Creatures with 6 or more HD are stunned for 1 round.
This power can only work on a single target once per day. Once a creature has succeeded a Save against this effect they are immune for one day.

Sacrifice: A Gliff my sacrifice itself to raise another creature of equal or lower HD from the dead. The GM will not tell the Player if a potential target has the correct number of HD.

Gliff Spells Known

Gliff Spells

Cure Blindness

Cure Light Wounds

Cure Serious Wounds

Dispel Magic

Neutralize Poison

Regenerate

Remove Disease

Remove Fear

Remove Curse

Slow Poison 


Vulgar Arcana

Detect Magic

Floating Disc

Light

Locate Object

Protection Evil

Read Languages

Read Magic

Sanctuary


3

1

4

3

4

9

3

1

3

2



1

l1

1

2

1

1

1

1

Blessed Clowns

Many years ago, I worked as a research assistant for a PhD candidate in Social Work who was trying to figure out how to design mental Healthcare programs for Muslim immigrants in the U.K..Which required me to learn a lot about traditional methods of care in Islamic countries.  Namely about Sufis and Holy Hermits. 

Generally,  trauma In Islamic nations before the 1960s was handled three ways: ritual service prescribed by your local mullah (charity, amulets, animal sacrifice, recitation of the Quran, or cleansing,) going into the service of a Sufi mystic (a.k.a. a Dervish or a Pir) to learn meditation and seek personal gnosis, or, in extreme cases, you would dissociate from your old identity,  take a few things, and wander into the wilderness in hopes that God would provide you food, shelter, and eventually a sign.

The Sufis were of particular interest to us, because during our research (in the 90s and 00s,) they already had a presence in England and were offering a parallel means of getting mental Healthcare. Sufis fascinated me; they often became Sufis by being chosen by their own Pir, usually because they were struggling with deep,  life altering trauma. Becoming a Sufi, meant learning not just meditation and rituals, but ceremonial songs, dances, in some orders even juggling or swordsmanship. They would give up their whole life before to become advice-givers, dancers, and singers in service to God.

At the same time as I was doing this work, I was also reading a lot of modern mysrics like Hakim Bey and Igor Kalinauskas. Kalinauskas, a Baltic mystic suggested a similar,  but very European approach to becoming a mystic and leaving trauma and toxic life situations behind. He recommended becoming God's Jesters: intentionally playing fools, and learning performing arts to give one's self a personal goal, express pain artistically, and eventually to forget it in laughter. Which will make the world I  general a better place.

I wanted to blend the Sufi, and God's Jester with the idea of God's of fate and luck. To create an order of Clerics who wear masks, leave everything behind, and trust to fate and chance.  They have a very simple magical knack for being lucky, fighting prowess that is pure dumb luck, and the Thief skills only that are associated with needing to gamble or escape a bad situation.  Thus gave me The Fortunate,  part Sufi, part Mystic, part clown.

The Fortunate

For some people a single painful tragedy - a stroke of bad luck that they had no control over - leaves them with nowhere to go. These people put on holy masks and become wandering pilgrims in the service of the luck goddess Entrypta. They are called “The Fortunate.”

They wander performing and gambling for food and favors. They trust that the favors they trade for will give them purpose and let them carry out Entrypta’s divine plan. Over time they learn to bend luck itself… although their goddess punishes those who use that power to cheat.

HD: D6 ● Requirements: DEX 9 CHA 9 ● Attack as: Cleric ● Save As: Cleric ● 
Special: Augury, Bend Luck, Fool's Fortune, Thief Skills, Mighty Deeds ● 
Armor: leather ● Weapons: any conventional

Level

Experience

Hit Dice

Title

Notes

1

0

1d6

Skulker

Bend Luck 3/day,  Fool’s Fortune+1,  Mighty Deeds d4, 

Thief Skills [4]

2

1,650

2d6

Creeper

Thief Skills [2]

3

3,300

3d6

Prowler

Thief Skills [2], Augury

4

6,600

4d6

Stalker

Thief Skills [2], Fools Fortune +2

5

13,200

5d6

Hunter

Thief Skills [2]  Bend Luck 4/day

6

27,200

6d6

Slayer

Thief Skills [2], Augury 2/day

7

54,400

7d6

Shadow

Thief Skills [2]

8

108,800

8d6

Ghost

Thief Skills [2],Fool’s Fortune +3

9

217,600

9d6

Invisible Blade

Thief Skills [2], Bend Luck 5/day

10

337,600

9d6+2


Thief Skills [2], Augury 3/day, Mighty Deeds d6

11

547,600

9d6+4


Thief Skills [2], 

12

667,600

9d6+6


Thief Skills [2]Fool’s Fortune +4

13

787,600

9d6+8


Thief Skills [2], Bend Luck 6/day

14

907,600

9d6+10


Thief Skills [2]

15

1,027,600

9d6+12



16

1,147,600

9d6+15


Fool’s Fortune +5

17

1,267,600

9d6+16


Bend Luck 7/day

18

1,387,600

9d6+18



19

1,507,600

9d6+20



20

1,627,600

9d6+22




Bend Luck: Three times a day a Fortunate can cause himself or someone else to reroll an attack, saving throw,  ability check, damage roll, or thieves skill roll. They gain an extra use per day at 5th, 9th, 13th, and 17th level. If they use this power to cheat at a game of chance they lose all class abilities.

Fool’s Fortune: A Fortunate gets a +1 bonus to AC and Saving throws at 1st level. It increases by an additional +1 at 4th, 8th, 12th, and 16th level at 6th and 10th level.

Thief Skills: A Fortunate has a 1 in 6 chance of Open Locks, Find & Disarm Traps, Climb Walls, Move Silently, Hide in Shadows, Pick Pockets, or Hear Noise. They may distribute 4 extra points out of six (to a maximum of 5 in 6 in any skill) in any skills. Every level after first up to thirteenth they may add another 2 points across their skills.

Mighty Deeds: Thanks to stunning luck, rather than skill, A Fortunate can attempt to trip, blind, stun, disarm, push, reposition, etc. an enemy each time they attack. The Player describes the result they hope to gain and rolls the Mighty Deed die indicated by their level. On a 4+ they achieve their aim. Unlike other classes, this die progresses very slowly, and cannot be used to improve attack or damage rolls.

Augury: Starting at 3rd level, a Fortunate may perform an augury once per day as if they were a cleric of equal level. They gain an additional augury per day

2 comments:

  1. Great example of a frightening angel. Scroll down to near the bottom.
    https://www.arkhaven.com/comics/supernatural/the-sword-of-god/scariest-thing-imaginable-thats-all-you-had-to-say

    Really enjoying this series. Good work, great imagination!

    ReplyDelete
    Replies
    1. That was a great interpretation! I enjoyed the comic Kill Six Billion Demons for their depiction of the cherubim. It is absolutely stunning.

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