Wednesday, October 11, 2023

GLOGtober 2023-10

So I missed yesterday again, not sure if I can do 11 today. Might be behind by a day for a bit. Ah well.

Divinity Incarnate
The prompt was, "Notes about a family of gods."

GLOG Classes: Clerics of the Rodent Family

The Churches of the Rodent Family are seemingly divorced in their practices, but still consider each other as parts of the same whole. How could Pip and Pop have slain the great dragon king Dalian without Skipper and Zipper's necromantic insight. And how could Skipper and Zipper have convinced Death to open it's gates again without Dip and Dop stealing the Throne of Bones as leverage? And certainly, none of these great acts could have been done without the gentle oversight of Mother Lea.

Class: Cleric of Mother Lea

Starting gear: Shield (+1 DEFENSE), white gown
Background: 1-2:nurse, 3-4:teacher, 5-6:priest

ABILITIES:
1: Blessing of the Journey, +1 DEX
2: Rodentesque Body, +1 DEX
3: Blessing of the Treasure, +1 DEX
4: Blessing of the Destination, +1 DEX

Blessing of the Journey
You can carry a person (and all they are holding) in two item slots. +2 ITEM SLOTS

Rodentesque Body
You can crawl through any space that fits your head. You can appear convincingly dead to all mundane examination.

Blessing of the Treasure
Every morning you can summon the Lunchsack of Lea, which contains 7 magic lunchboxes. These boxes disappear the next time you use this ability. Anyone who eats one of these lunch boxes gains the ability to negate one instance of damage or magic that would affect them. This ability wears off the next time you summon the Lunchsack.

Blessing of the Destination
You gain +2 MOVE and +2 DEFENSE for each person you are carrying. +2 ITEM SLOTS

Class: Cleric of Pip and Pop

Starting gear: dagger(1d6 damaged), leather armor (+2 DEFENSE)
Background: 1-2:ruffian, 3-4:farmer, 5-6:priest

ABILITIES:
1: Blessing of the Journey, +1 DEX
2: Rodentesque Body, +1 DEX
3: Blessing of the Treasure, +1 DEX
4: Blessing of the Destination, +1 DEX

Blessing of the Journey
Every time you eat a meal that is at least decent-tasting (not average trail rations), gain a Meal Point - max of twice your level in Cleric of Pip and Pop. Spend a Meal Point to give yourself +4 to a STR, ATTACK, MOVE or DEFENSE check. If it was an ATTACK check, the ATTACK deals +2 damage as well.

Rodentesque Body
You can crawl through any space that fits your head. You can appear convincingly dead to all mundane examination.

Blessing of the Treasure
You can summon the Sword of Pip and Pop. It is a magic shortsword that is physically and magically indistinguishable from an ordinary ladle, except it cuts like a magic shortsword. If it breaks you may re-summon it. You may spend a Meal Point to turn it into a +2 flaming longsword for one minute. It looks like a ladle, only mantled in flame.

Blessing of the Destination 
You can gain Meal Points from biting dangerous creatures such as bandits or large dogs. Your bites deal 1d2 damage.

Class: Cleric of Dip and Dop

Starting gear: bag of ball bearings, identity-concealing mask, lockpicks
Background: 1-2:petty thief, 3-4:merchant, 5-6:priest

ABILITIES:
1: Blessing of the Journey, +1 DEX
2: Rodentesque Body, +1 DEX
3: Blessing of the Treasure, +1 DEX
4: Blessing of the Destination, +1 DEX

Blessing of the Journey
You gain +4 to DEX checks made to open locks or take objects unnoticed. +2 STEALTH

Rodentesque Body
You can crawl through any space that fits your head. You can appear convincingly dead to all mundane examination.

Blessing of the Treasure
You can summon the Dagger of Dip and Dop. It is a magic dagger that is physically and magically indistinguishable from an ordinary shard of glass with some cloth wrapped around it, except it cuts like a magic dagger. You can cut something away (such as a coinpurse or key attached to a belt by string, or a painting from a frame) and leave a tangible illusion in its place that lasts for an hour before fading.

Blessing of the Destination
You can walk on walls and ceilings, and crawl on them as fast as you can run. +2 STEALTH

Class: Cleric of Skipper and Zipper

Starting gear: skull-shaped lantern, talisman of death (undead have -2 to rolls maliciously targeting the bearer)
Background: 1-2:gravekeeper, 3-4: headsman, 5-6:priest

ABILITIES:
1: Blessing of the Journey, +1 DEX
2: Rodentesque Body, +1 DEX
3: Blessing of the Treasure, +1 DEX
4: Blessing of the Destination, +1 DEX

Blessing of the Journey
If you die, you come back to life a minute later with 1 HP. You must personally end the life of something larger than a beetle before using this ability again. +3 HP

Rodentesque Body
You can crawl through any space that fits your head. You can appear convincingly dead to all mundane examination.

Blessing of the Treasure
You can summon the Glaive of Skipper and Zipper. It is a magic glaive that is physically and magically indistinguishable from an ordinary shovel, except it cuts like a magic glaive. If you use the Glaive to dig a trough and pour a few drops of blood into it, you can summon the a nearby ghost. If you know its name, you can specify the ghost. Summoned ghosts cannot move far from where the trough. They know whatever they knew in life and have at least a general understanding of what has happened in the area near their death site. An unspecified ghost uses the following 2d6 table to determine it's demeanor.

2-4: The ghost is angry and confused. They may attack.
5-9: The ghost wants something for their assistance.
10+: The ghost is helpful.

Blessing of the Destination
When you die and come back to life, you bring something back with you (1d8):
1-2. Nothing
3-4. 1d8 gold
5-7. A helpful ghost (level 1d4, random class, returns to the underworld at the next dawn or when reduced to 0 HP)
8. An angry and confused ghost (level 1d4, random class, returns to the underworld at the next dawn or when reduced to 0 HP)

Class: Cleric of Stu

Starting gear: clown mask, marked cards, weighted dice
Background: 1-2:carny, 3-4:jester, 5-6:priest

ABILITIES:
1: Blessing of the Journey, +1 DEX
2: Rodentesque Body, +1 DEX
3: Blessing of the Treasure, +1 DEX
4: Blessing of the Destination, +1 DEX

Blessing of the Journey
You cannot be magically forced to tell the truth, and any attempts to magically determine whether you are lying always fail. Anyone attempting to attack you or target you with malicious magic has a 5% chance of instead targeting another random person nearby. For attack rolls, on a natural 1 have them reroll an attack on the new target. For targeting magic without an attack roll, simply roll 1d20 and change the target on a 1. If there's no-one else they could target, they still target you.

Rodentesque Body
You can crawl through any space that fits your head. You can appear convincingly dead to all mundane examination.

Blessing of the Treasure
You can summon the Hammer of Stu. It is a magical carpenter's hammer that is physically and magically indistinguishable from an ordinary hammer. It does not hit things like a magical hammer. By waving it in the air, you can change your appearance to match that of anyone you've seen, for as long as you continue to hold the hammer.

Blessing of the Destination
Anyone attempting to attack you or target you with malicious magic now has a 5% chance of targeting themselves - a roll of 2 exactly on the same d20 roll used for Blessing of the Journey. You have +4 MIND for the purposes of resisting magical effects.

No comments:

Post a Comment