GLoG: A Series of Poor Decisions And Regrets Edition (2021)

 This is my GLoG. it is bad. It was not made by a game designer. It is only now going through it's first play test. Do not play it. Tell me how it goes.

3d6 for each of Strength, Agility, Constitution, Intellect, Perception, and Charisma. The stats themselves won’t come up very often, mostly you need the modifiers as given below. 


Stat

Bonus

3-4

-3

5-6

-2

7-8

-1

9-12

0

              13-14

1

              15-16

2

              17-18

3


The basics of the system are that, when you attempt a dangerous, risky, unrepeatable action, roll 1d20 and add your most relevant stat bonus. If you roll at least 13, you succeed, otherwise you fail. Having a relevant skill gives +2. Having a perfect skill gives +4. Sometimes you try to roll higher than someone else’s roll. 


Use Strength for action despite resistance, such as breaking chains or wrestling. 

Use Agility for action despite difficulty, such as backflips and stealth. 

Use Constitution to resist harm, most commonly poison and disease.

Use Intellect to act precisely, such as picking locks or tinkering. 

Use Perception to observe well, both passively and actively. 

Use Charisma to be charming and lucky. 


SOCIAL RULES
There are three types of social rules: Reaction, Morale, and Loyalty


Reaction

When you meet someone new, roll 2d6 on the below table. 


2: Horrible reaction (Will be as hostile as they can be)

3-7: Negative reaction (Will be hostile if they think they can get away with it)

8-11: Positive reaction (Will talk, and what’s more, probably listen)
12: Wonderful reaction (Will be as helpful as they can be)


If you act in a way the person you are meeting likes (law-abiding to the captain of the guard, honorable to the dwarven king, kind to your bubbly landlady) then get +1. If you are unpleasant (rowdy to the captain of the guard, cowardly to the dwarven king, rude to your bubbly landlady) get -1. A friend of theirs vouching for or against you can also give +/-1. 




Morale

All NPC creatures have Morale. A peasant you hired to hold your torch has 7. An ex-soldier with a halberd and a money-itch has 9. A proud dwarven hero has 12. These are all the yardsticks you need. Every time someone sees something horrible or life-threatening, they decrease morale by 1 and then roll 2d6. If the roll is less than their morale, they keep going, otherwise they cut and run. Creatures with low morale who break will run screaming. Creatures with high morale who break will make a calm and orderly retreat. 


If there are too many creatures to roll for all of (6 goblins, for example) then roll and choose morale for all of them. Note that things that count as “life-threatening” to one goblin are not life-threatening to 6 goblins (e.g, chump with a sword and breastplate). 


Loyalty

When a hireling or pet is acquired, their loyalty is equal to their recruiters charisma. Acts of kindness or cruelty raise or lower this score, usually by 1. Outright violence taxes loyalty by 1d6, and lethal violence removes it all. 


When a pet or hirelings' loyalty is tested (usually by being asked to take more risk than they signed up for) they roll 1d20. If the result is less or equal to their loyalty, they act loyally, otherwise they do not. If the test of loyalty was somehow your fault, they lose 1 loyalty. If it was entirely your fault, they lose 1d4 loyalty. 


Normal hirelings, like torchbearers and safecrackers will test loyalty if asked to take any risks at all, and danger-expecting hirelings, such as soldiers and trailblazers, will test loyalty if asked to take more risks than anyone else. 


COMBAT RULES


Each "Turn" lasts about 10 seconds. When combat begins, roll 1d6. On a 1-3, the enemies act first. On a 4-6, the players go first. From there, alternate between sides. 


On each attack, both sides roll 1d20 and add a relevant bonus (strength for melee attack, perception for ranged attack, and agility for defense). HP for humans is equal to 10 + (CON bonus). Monsters vary wildly. 


Weapons defend and attack according to this chart. All weapons deal 1d6 damage. Some weapons have non-mechanical benefits not listed on the chart (daggers can quietly slit throats or be concealed, axes can chop wood, maces can drive nails, etc). Remember this. 


Weapon

Armor Penetration

Defense

Attack

Hands

Unarmed

0

0

-4

Any Number

Dagger

0

1

0

1

Sword

0

3

2

1

Axe/Mace

2

1

0

1

Polearm

2

2

2

2

Spear/Longsword

1

3

2

2


Weapon

Armor Penetration

Range

Speed

Hands

Longbow

0

Long

Fast

2

Crossbow

2

Long

Slow

2

Sling

1

Short

Slow

1

Javelin/Thrown Axe

0

Short

Fast

1


Armor penetration treats armor as having lower damage reduction. So if someone had 4 damage reduction from armor, an attack from a polearm would treat them as only having 2. 


Short range is just usable for crossing a short distance on a battlefield (firing into melee, shooting an enemy up a tree, etc). Long can be used on anyone you can see. Slow ranged weapons need the first round of combat to load, Fast ones can be used immediately. 


Armor reduces incoming damage, depending on armor and weapon, and does not add to defense. Reduction doesn’t take damage below 1. 



Armor

Damage Reduction

Inventory Slots

Padded

1

2

Chain

3

4

Plate

5

6


A shield gives +2 defense, and can be shattered to block a single blow completely. 


Interesting combat maneuvers (grabs, trips, disarms, etc) have no special rules, but are usually Attack vs Attack. This writer recommends that wrestling style moves (throws, locks, grabs, etc) be Strength vs Strength instead. 


A reckless blow can be attempted with a melee weapon, giving -4 defense until the end of your next turn, but giving +3 damage on a hit. 


A conservative blow can be attempted with a melee weapon, giving +2 defense until the end of your next turn, but giving -3 damage. 


A precise shot can be attempted with a ranged weapon. Dealing +3 damage at +3 attack, but requiring a turn to aim. 


HP is split into Flesh and Grit. In humans, Flesh is equal to 6, and the rest is Grit. In monsters, anything goes. Damage into Grit does nothing but wear you out and make you look cooler. Damage into flesh opens wounds, severs limbs, blinds eyes, and kills you. Once Flesh is 0, you are slain. 


If you aren’t sure what body part is harmed/removed/scarred/broken from damage into flesh, roll 1d12 on the below table. 


1

2

3

4

5

6

7

8

9

10

11

12

Nose

Eye

Mouth

Ear

Hand

Arm

Leg

Foot

Lung

Guts

Neck

Head


Bleeding causes 1 HP loss per minute until bandaged/tourniqueted/magically healed. 


DUNGEONEERING RULES

There aren’t a lot of special dungeoneering rules, but about a half a dozen semi-dungeoneering rules have been dropped here, out of convenience. 


Exploration Turn

Every 10 minutes in a dungeon, or every few hours in the wild, encounter rolls are made, but also other effects deplete. Most durations are given in tens of minutes, and that is because 10 minutes is the heart rate of the dungeon. 


Light and Durability

When an item is used in an unusual fashion that would be harmful to it (Sword used to break down a door, torch used to burn webs, etc), put an X next to it. If it has 3 Xs, it breaks. A light source or comparable gets an X every time an exploration turn passes. Sleeping depletes all light sources completely. A light source must be carried by one person in the party at all times, or else an encounter roll is made every exploration turn. 


Encounter Rolls

When the party takes a while (about 10 minutes) or makes a lot of noise, roll 1d6. If it comes up 1, something from the deep finds you. It might be a monster, or a cave in, or whatever. The DM makes a 1d6 table for different encounter types for every location. An encounter roll outside in the wild is more like several hours. 


Stealth

A simple hiding spot (under a bed) generally just works with no roll, but a weird hiding spot (on the catwalk above someone, in tall grass) needs a roll, as does trying to sneak around without being seen or heard. Crucially, only roll stealth at the exact moment someone may or may not notice our hero, not when they begin hiding or sneaking. 


Food and Rest

When you sleep for a good 6-10 hours, you recover all Grit, and 1 Flesh. You must consume at least one X of food to gain your HP back, and must drink water if you are in an environment where you can’t easily get it from a nearby stream/dungeon pool (e.g almost nowhere, the medieval world is shot through with rivers and streams at every angle, but not a desert or something). Two times between each rest you can eat to restore 1 Grit. 


Magic

Each template in a spellcasting class gives you 1 magic die, with some exceptions. When you cast a spell, you can invest any number of magic dice in the spell. More dice, or a higher sum on the dice will lead to greater magical effects. Dice that come up 1, 2, or 3 are returned to you, dice that come up 4, 5, or 6 are lost. All magic dice are recovered when you get a nice sleep. If your roll doubles, suffer a mishap. If you roll triples, suffer a doom. 


LEVELING UP

When the party claims a valuable treasure, one person chosen by the party at large takes credit for it and gains a level. With a level up, you gain +1 attack OR +1 defense, as you learn to better survive a dungeon, and may note down one peril you have survived to gain +4 against that peril in the future. Level ups are summarized in the below table.


Level

Combat stat-ups

Improved saves

Class Templates

1

1

1

1

2

2

2

2

3

3

3

3

4

4

4

4

5

5

5

4

6

6

6

4



CLASSES
At your first 4 levels, including when you make your character, you may take 1 class template. You can’t take a template later in the alphabet before you take an earlier one (you can’t become a C template fighter before you are also an A and B template fighter). Attempts to min max will be met with death. The classes are:


-Knights, who are socially oriented fighters

-Fighters, who kick ass and take names and chew bubblegum

-Martial Artists, who train their bodies to replicate arms and armor

-Thieves, who are better versions of default adventurers

-Experts, who are very good at some non-adventury skills

-Wizards, who cast spells in an ordinary way

-Mystics, who might be magical

-Necromancers, who pervert the will of god for undead servants

-Elementalists, who control the element


Knight

Get +1 save vs fear, +1 Grit, +1 attack, and +1 defense per level. 


Starting Equipment: Sword, Longbow, 12 arrows, Plate armor, and 20 silver pieces.

Starting Skill: Riding, plus one of Strategy, Heraldry, or Etiquette. 


A: Challenge, Nobility

B: Impress, +1 attack per round

C: Inspiring

D: Mighty Deed


Challenge

You challenge someone to fight you. In civilized areas, this means proposing a duel, with a set time and place, where the winner is deemed correct and sustains honor. To refuse without apology and atonement for wrongs would sully the honor. Outside of civilization, this is basically a taunt, forcing the target to save or attack you. 


Nobility

Hirelings are generally more loyal to you. They have +4 loyalty if you employ them, and +1 if they are employed by a group you are a part of. Multiple knights do not let this stack. 


Impress

When you win a fight, you can force someone to make a new reaction roll, and take whichever result you prefer. You can even do this against the person you beat, provided that you caused significant harm to them (if you pick the worse result) or didn't (if you pick the better one). 


Inspiring

If you and allies of yours are all making a fear save, you can choose to try and inspire them. If you succeed on your save, they get advantage, but if you fail, they get disadvantage. 


Mighty Deed

If you take on a cause or swear an oath that is important to you, you can change one die roll made in its service to the highest possible result. This can only be used once per cause. 



Fighter

Get +1 attack, +1 defense, and +1 Grit per template. 


Starting Equipment: Melee weapon, Ranged weapon, Ammunition, One-handed weapon, 1 suit of armor, and 2 dungeoneering tools.


Starting Skill: Soldiery, plus one of Tactics, Cooking, or Hunting. 


A: Style, Dungeon Tao

B: Nose for danger, +1 attack per round

C: Versatility

D: Lethal




Style

Pick a type of combat, be it a weapon, circumstance, enemy, terrain, or anything else. Each time you level up, pick one benefit you get while using it.

+1 attack

+1 defense

+1 crit range

Special ability (once per style, negotiate with DM). 


Dungeon Tao

Whenever you hit someone with an attack, you can attempt a free combat maneuver. This can be anything you can justify, such as pinning someone's hand to a wall to disarm with a crossbow while hitting, or kicking someone's knee in after your sword created an opening. Similarly, you can get a free attack after pulling off a combat maneuver, but you can't use this to chain together more than one maneuver and one attack. 


Nose for danger

If you get surprised, there's a 50% chance you don't. This benefit can extend to allies, pets, or hirelings equal to your templates. 


Versatility

Your stat penalties no longer apply in combat. For example, charisma penalties don't make you worse at challenges/threats, strength penalties don't affect your wrestling, etc. 


Lethal

When you attack someone with less than 2 HD, and have the potential to deal at least one point of damage, they die. No damage roll, no saving throw. 



Martial Artist

Get +1 attack OR defense per template. Gain +2 belt HP per template. 


Starting Equipment: strange weapon, tools of an art, book of styles and stances. 

Starting Skill: Religion, Tactics, or Athletics.


A: Fighting Styles, Artist, +1 FS

B: Acrobat, +1 FS

C: Focus +1 FS

D: Fast as lightning +1 FS


Belt HP

When you aren't wearing any armor, and are able to fight and move, Belt HP is added to your Grit. 



Fighting Styles

Every template of martial artist you have, your body can replicate one weapon. You must name your style, such as the Focused Shout Technique, which lets your voice work as a crossbow, or the Raging Gorilla Style which lets you use your fist like a mace. 


Alternatively, you can take a Stance, allowing your body to work as a type of armor, such as the Turtle Shell Stance, which gives you plate armor. However, you cannot move from the position of a stance while maintaining it. This gives you -(damage reduction) defense and obvious consequences. 


Artist

You are highly knowledgeable in some kind of specialized trade. This can be basically any skilled medieval job that can be done alone, such as pottery, smithing, or painting. Performing this art removes all emotional and mental effects from you. 


Acrobat

You can move incredibly fast and well. You can always move faster than an ordinary person, run briefly on walls as long as you end up on the ground by the end of the round, and you can jump many times further than a normal person. Your instincts toward "Cartoon wolf" aren't far off. 


Focus

Your concentration is completely unbreakable. Aside from obvious benefits, this also gives you advantage on saves vs emotions while pursuing any other task. 


Fast as lightning

You are able to perform feats of unbelievable quickness. Put a gun to your head, pull the trigger, and catch the bullet before it touches you. Drop a box of needles and stick them all into a wall before any of them hit the ground, etc. Your agility bonus is +4. If it was already that high or higher, it gets 1 point higher. In addition to all that cool in-universe stuff. 



Thief

Gain +1 on stealth rolls per template. 


Starting Equipment: 2 light weapons, ammunition if applicable, 3 pieces of dungeoneering equipment. 

Starting Skill: Criminal Knowledge, plus one of Pickpocketing, Lock Picking, or Climbing


A: Second story work, Deep pockets

B: Lucky

C: Opportunist

D: Very Lucky


Second Story Work
Attempting to move stealthily doesn't slow down your movement, and you can climb without gear as fast as a normal person can climb with gear. 


Deep Pockets

You have an additional 2 inventory slots, which no one can find unless you want them to. They can turn out to have been hidden anywhere. 


Lucky

Once a day, you can reroll any die roll you made. 


Opportunist

When you have some kind of situational attack bonus (striking from the shadows, restrained enemy, etc) you double your damage. 


Very Lucky

You can now use Lucky twice a day, and use it to affect anyone's rolls, not just your own. 



Expert


Starting Equipment: "Dueling" weapon (sabre, singlestick, etc), Book, 1d6 silver. 

Starting Skill: Any


A: Genius, Dabbler

B: Clever

C: Technobabble

D: It's just like...


Genius

If you attempt something you are skilled at, under good conditions, you succeed automatically. If you have bad conditions/tools, you can attempt without disadvantage. 


Dabbler

Every template you take in this class (including the first) gives you another skill of your choosing, for free. 


Clever

No matter your intelligence score, and to a reasonable extent no matter your actions, people tend to think of you as clever and wise. Random people in the street will listen to your advice if you talk like you know what you're saying, and people will believe nonsense about something you know about. 



Technobabble

You understand your skills better than the universe itself. You can say something related to one of your skills is true, and it will be. This has to be some kind of mundane fact (like "Gorillas are terrified of onions" not "I am god!"). You recharge this ability by doing research or experiments for a day. 


It's just like…

While skills can ordinarily be used unorthodoxly (like Butchery to stop bleeding wounds or Poaching to hit a called shot), you can use them in just silly ways. Once per week, you can treat any action as if it were one of your skills, proclaiming "It's just like [skill]". This does not give you a new skill, just lets you use it once (saying sword fighting is just like surgery doesn't make it so)



Orthodox Wizard

Gain +1 save vs magic per template


Starting Equipment: Spellbook, simple weapon.

Starting Skill: Magical Lore, plus one of Teaching, Science, or Finance


A: Magic learning, Byzantine laws, +2 Spells, +1 MD

B: Controlled casting, +2 Spells, +1 MD

C: Magic transfer, +2 Spells, +1 MD

D: Inventor, +2 Spells, +1 MD


Magic learning

You know all about magic. You have a [templates]-in-6 chance of recognizing obscure magical phenomena, and always recognize common or well known magic. In addition, when you see something magical, you always know it is magical. It is recommended you rename every spell to something weird and specific (like BLAST as Orfo's Literally Unbelievably Loud Noise)


Byzantine laws

Your wizarding college has extremely strict laws about spellcasting, especially for dangerous things, or when interacting with other magic. When you cast a spell in a civilized area, there is a 1-in-6 chance the wizarding guild comes to sue, fine, condescend, arrest, or ridicule you. 


Controlled casting

If you spend a full 10 minutes in full, deep concentration before casting a spell, you can cast it without mishaps or dooms affecting you. 


Magic Transfer

You can now transfer spells you know into scrolls or other items. You still have to roll magic dice as normal, but the release of the spell is delayed until activated.


Inventor

If you spend a month in careful research and consultation, you can invent a new spell. This spell has to be somehow similar to another spell, and you have to give it a 3 word name. The name is [your name]'s [adjective/adverb] [verb/noun]. 


Spells (Roll d12 for each new spell. If you roll a repeat, pick above or below as you please)

1 BLAST: deal [sum] + [dice] damage to a creature or object. It can be any kind of element. 

2 CONFUSE: Up to [dice] creatures must save or become confused.

3 ILLUSION: Create an illusion that affects no more than [dice] senses. 

4 MORPH: Turn an object or creature into something else for [sum] rounds. Living creatures get a save, and you can't create or destroy matter. 

5 FEATHER: Reduce an object's weight by 99%. It can be up to [person size] x [dice] in every dimension (so with 2 dice it can be up to twice the height, width, and depth of a person). 

6 LEVITATE: Rise up to [dicex10] feet into the air, for up to [sum] rounds. You cannot move horizontally by magic, but you can push off walls. 

7 CHARM: Creature must save at [sum] penalty or become affable for [dice] minutes. 

8 PRISM: Create a shield that improves magic save and defense by [sum]. 

9 KNOCK: Open something, from locks to stomachs. Spell has a strength bonus of [dicex2]. When you roll this spell, you can alternately choose for the inverse, LOCK. 

10 NON-DETECTION: Make something or someone indiscernible to [dice] senses. 

11 SCRY: Project up to [dice] aspects of yourself to a place you've been before. Aspects include things such as voice, hearing, appearance, and similar. 

12 CURSE: Do something horrible, but not dangerous, to up to [sum] HD of creatures. For example, you could make them experience intense grief, or smite them with disgusting boils. 


Mishaps (roll when MD come up doubles)

1: Take 1d6 damage

2: Lose 1d6 Intelligence for 1 day. 

3: Gain a random mutation

4: Lose 1 MD

5: Fall unconscious for 1d6 rounds

6: Be unable to cast mishapped spell for the rest of the day. 


DOOMS (Suffer next one when MD come up triples)

1: No magic for a day

2: No magic for a month

3; Magic completely drained. 



Necromancer

+1 save vs unholy and evil per template, -1 save vs magic per template. 


Starting Equipment: Simple weapon, occult trinket (skull fragment, crow's feather, etc)

Starting Skill: Occultism, plus one of Religion, Forensics, or Anatomy


A: Undead sympathy, Self-corruption 2 spells, +1 MD

B: Corpse drain, 2 spells, +1 MD

C: Land of death, 2 spells, +1 MD

D: Become undeath, 2 spells, +1 MD



Undead sympathy

You can talk to the undead with fluency and ease. In addition, you can speak to any dead corpse you find as long as it died within the last 24 hours. The corpse recognizes you if the person saw you in life, but otherwise knows nothing about you. 


Self-corruption

When you studied magic away from the restrictions of college, you inevitably delved into dark magic. Just as heroin addicts you physically, and alcohol addicts you mentally, the power of life and death is a spiritual drug. You go insane if you lose the ability to cast spells, and if you go to sleep with all your magic dice, you don't regain health. 


Corpse drain

If you, in the process of casting a spell, destroy an intact corpse, you gain +1 MD. 


Land of death

By sacrificing 3 people and meditating in a pool of their collected blood for an hour, you can enter the land of the dead. Here you can speak with shades of the deceased or hide from someone you owe money. You are called back after 24 hours. 


Become undeath

You count as both dead and undead, in convenient ways. You can have body heat, or not have it. You are able to eat, but don't have to. You can even rot away, if you so choose. Killing you still kills you for real though. 


Spells (d12. If you roll a repeat, pick up or down as you please)

(Create undead spells create undead with HD no higher than [dice] x 2)

1 RAISE ZOMBIE: Turn a corpse into a zombie. It has HD (normal for species) and follows orders of up to two words, optionally including pointing. It is stupid and mindless. 

2 RAISE GHOUL: Turn a corpse into a living, rotting person, just like they were when they died. They don't have to follow your orders, and die of rot in about 2 weeks. 

3 RAISE DARK VESSEL: Turn a corpse into a vessel for you. You can put aspects of yourself (sight, voice, etc) into and out of it. If it has no aspects of you, it disintegrates. 

4 RAISE SKELETON: Turn a corpse into a living skeleton. It has HD (normal for species) and while it is mute and servile, it is as smart as a person. It will serve you, but it wants to live. 

5 PRESERVE: Keep something from decaying or rotting for [sum] days. This can keep a corpse fresh, a building sturdy, or a disease at bay. 

6 DEATH SPELL: Kill someone with HD lower than [dice]. Beetles, spiders, and the like have 0 HD. Make a save vs unholy when you cast or drop to 0 Grit from demonic suchlike. 

7 ROT: Age something by [sum] years. To a living creature, this does [sum] damage as they warp and wither. 

8 SEMBLANCE OF DEATH: Make someone appear dead for [dice]x10 minutes. 

9 DEATH MASK: Pull off a corpse's face (destroying it). When you wear the face, you look and sound like the person. The face remains good for [sum] days. 

10 RENDER: Turn an entire corpse into a small amount of powder or liquid. It functions as a corpse for all of your magic. It remains fresh for [sum] days. 

11 DRAIN: Reduce one of a helpless target's stats by up to [sum] permanently. For 1 hour, you receive that amount of bonus to your stat. If this drops a stat to 0, it kills them.

12 DESOUL: Touch someone and knock their soul out of their body for [dice] rounds. 


Mishaps

1: Take 1d6 damage

2: Lose 1d6 intelligence for a day 

3: Gain a random mutation

4: Raise a random nearby corpse, hostile

5: Age 1d6 years

6: Become impossible to heal for a day


Dooms

1: Age 1d20 years, become strange and withered looking. 

2: Begin rotting in your own body. You have to preserve your body somehow (cold, embalming bath, etc) for 12 hours a day to stave off rot. 2 weeks of rot kills you. 

3: Your body dies, becoming immobile and decaying as normal, but you are conscious, feeling every moment of it. Your soul dies only when your entire body decomposes in about 20 years. 



Elementalist

Gain +3 save vs your chosen element, and another +1 for each template beyond your first. 


Starting Equipment: Simple weapon, emblem of chosen element, tons of scars. 

Starting Skill: One skill relating to your chosen element, plus one of Foraging, Warfare, or Chemistry. 


A: Elementalism, Curse of Elements, +1 MD, +2 spells

B: Terrain advantage, +1 MD, +2 spells

C: Element circle, +1 MD, +2 spells

D: Element master. +1 MD, +2 spells


Elementalism: Pick one of Earth, Air, Water, or Flame. Your spells affect this material alone. You can also exert very minor control over this element, such as making a small puff with Air, or a lighter-like flame from your fingertip with Flame. 


Curse of elements: Pick one of the other elements of Earth, Metal, Air, Water, and Flame. While touching these elements directly, you cannot use magic. If you picked Air, you only lose your power if it is actively blowing on you. 


Terrain advantage: You gain a free magic die whenever you stand on terrain related to your element. Underground for earth, high up for air, in a hot environment for flame, or a humid/ocean environment for water. 


Element circle: If you form a circle of your chosen element around you and stay in it chanting/dancing/doing rituals, then the other three elements can't go through the circle. 


Element master: If you make direct contact with your chosen element, you can do either complex OR significant things with it, such as hurling stones or making intricate ice sculptures. 


Spells (d12. If you roll a repeat, pick up or down as you please)

1 CONTROL ELEMENTAL: Summon a creature made purely of your element. It has [dice x 2] HD and lasts for [sum] minutes. It follows your orders. 

2 MANIFEST ELEMENTAL WEATHER: Control the weather to model your element. A water elementalist could make it rain, etc. This manifests up to [dice] distinct effects. 

3 BREATHE ELEMENT: Allows up to [dice] people to easily breathe your chosen element. If you chose air, this instead gives the ability to suck all the air out of a 10 foot radius sphere. 

4 ELEMENTAL WALL: You create [dice] 10x10 foot panels of your element. You can move and shape them as you wish. 

5 CONVERSION: Turn up to [dice x 100] pounds of material into your chosen element. Living matter gets a saving throw. 

6 PARLAY ELEMENTAL SPIRIT: Speak to a spirit manifested of your chosen element. You may issue up to [dice] questions or commands, which may or may not be answered/followed. 

7 ELEMENTAL DUDS: Create armor and weapons from your element. The weapons deal +[dice] elemental damage, the armor is as chain, or  as plate against your element. 

8 ELEMENT MOVEMENT: Grants incredibly fast movement through chosen element. Flight for air, running for earth, swimming for water, floo-teleport for fire. Movement is [dice x 50] mph. 

9 ELEMENTS FORM: Turn your body into your chosen element. You can sustain this transformation for [dice] concentration breaks. 

10 ENHANCE ABILITY: Grant yourself or another up to [dice] boons relevant to your element, such as strength for earth or flexibility for water. 

11 DRAIN ABILITY: Inflict someone with up to [dice] downsides relevant to your element, such as hunger for fire or weakness for air. 

12 ELEMENTAL INTERDISCIPLINE: This is not a spell. learn to cast a single spell you know with a new element.


Mishaps (roll 1d6)

1: Take 1d6 damage

2: Lose 1d6 intelligence for a day 

3: Gain a random mutation

4: Be inconvenienced based on element (soaked, burned, etc)

5: Deafened for 1d6 rounds. 

6: Elemental spirits flee your body rounds, causing all witnesses to save or be stunned.


Dooms

1: A single small body part of yours (finger, eye) turns into your chosen element

2: A limb turns into your chosen element. 

3: You turn into your chosen element. 



Mystic

Gain +1 save vs mental effects per template. 


Starting Equipment: Improvised weapon, vice (flask, joint, cigar case, etc), 20 silver. 

Starting Skill: Communication, plus one of Medicine, Forestry, or Religion. 


A: Headology, Tricks

B: Je connais quatre mots

C: No funny business

D: Actual magic


Headology

When someone does something, you can pick one of:
-knowing, for sure, what they are doing

-knowing why they are doing it

-knowing the best way to convince them to stop

This will not create reasons for random/reasonless actions, nor new ways to stop someone. 


Tricks

Every level, roll 1d12 on  the list below. If you roll a trick you already have, it's your choice of up or down. 


1 Mimic: You are really good at imitating things or people. Assume success unless there is a special reason why not. 

2 Animal: You have a little animal buddy who understands you but only cares if it's serious. 

3 Letter: You can write on anything with just a touch. 

4 Light: You can create small lights or fires from nothing. 

5 Trinket: There's some small object you always have about you, no matter what. 

6 Fade: You just look like somebody normal who belongs if you want to. 2-in-6 success against people actively hostile to you. 

7 Hospitality: You are very pleasant. You make good food, tea, and company. 

8 Charm: People tend to like you, especially children, the elderly, and animals. 

9 Practical: Everything you own is very sensible and well made, and so doesn't ever break. 

10 "Magic": You can do card tricks and sleight of hand very well and impressively. People will generally be on the fence about whether you actually did magic. 

11 Medicine: You know some kinds of basic medicine. In a medieval world, this is basically magic. 

12 Knack: You know the very basics of just about any tool or skill you pick up/learn. This confers no direct mechanical benefit. 


Je connais quatre mots

You know a little bit of just about every language. When you need to know a phrase in a language, you have a [Templates]-in-6 chance of knowing it (it being the phrase, not the language). This can be anything from a passage in a book to "Don't kill me, I have lots of money!"


No funny business

You can save twice against anything that tries to compel you to act in a certain way, through any means. If someone is clearly left of their senses, you have advantage on attack rolls and social checks against them.


Actual Magic

Pick a single spell from any class. You now have 4 magic dice with this spell, but they don't return to your pool on 1-3. They regenerate 1 per day, rather than all per day. 


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