Sunday, 11 October 2020

Thieves' Guild: Greaser

This is a Thief Guild following the format invented by Velexiraptor, as follows:

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 (if you use those)

If you use weapon proficiencies, you are proficient with greaser weapons - that is, practical urbanite stuff.

 Starting Equipment: Comb, Jumbo tub of thick grease, hand mirror, spring-loaded knife, stylish outfit, a narrative-and-setting-appropriate mode of transportation (horse, motorbike, T-Bird) that only performs properly for you.

Skills (2, d6): 1. Dance, 2. Smooth-talk, 3. Vehicle/driving/riding skill appropriate to your original mode of transportation, 4. Streetwise, 5. Gambler, 6. Bravado

1. Dance-Fighting

    ✧: You may dance-fight. You must not be encumbered or have anything else hampering your movement, and be able to hear some kind of appropriate and familiar music to quicken your soul. A group of people clicking fingers in unison works in a pinch, as does hallucinatory music. You get +2 to your AC and Attack against foes that cannot match your smooth moves.

    ✧: You may add your dex bonus to damage rolls (instead of strength) while dance-fighting. If you are hampered or the music stops while you are dance-fighting, you retain the benefits for two more rounds.

    ✧: You can lead a small group of people to dance-fight, though they are subject to the same restrictions and must be able to see and hear you. You can always hear your theme song if you concentrate.

2. Home Turf

    ✧: Declare a Home Turf no larger than a small town. You always know the fastest route through your Home Turf and can always find a place to lay low there.

    ✧: Once per week you can declare you Know A Guy from your Home Turf who could conceivably assist with the current situation. The GM rolls that person's Reaction when they are next encountered - they may require appeasement or refuse entirely.

    ✧: Gain a Reputation in your Home Turf as befits what is known of your actions. Everyone has heard of you (though you are not always recognised on sight). Discuss with your GM what this reputation is and what effects it will have. This reputation can be changed over time through great effort.

3. Percussive Maintenance

    ✧: Precisely strike an object that is entirely mechanical and entirely comprehensible to you, with a body part, after studying it for at least one round; this makes it immediately perform as you would like, within the realms of physical possibility. You can ignore one of these underlined clauses but if you do, you only succeed on 2-in-6. You may not retry unless you meet all clauses.

    ✧: You can now ignore two underlined clauses, but if you do your success rate is only 1-in-6. If you fail, you may retry once without having to meet all clauses.

    ✧: Ignoring one clause succeeds on 5-in-6. Ignoring two succeeds on 3-in-6.

4. Fast Hands

    ✧: You can draw and make use of the item in your very first inventory slot even if surprised.

    ✧: Gain an extra two quick draw slots. Get the ✧ benefit for your second inventory slot also.

    ✧: You can declare that an item in a quickdraw slot is already in your hand, once per hand per round, as long as you could have reached it.

5. Pompadour

    ✧: With 10 minutes of work and the correct tools, you may style your hair beyond the ken of mortal man. Hats/helmets/etc will ruin it. You may sunder your hairstyle to reduce damage from an incoming attack by 1d6, similar to a shield; you gain advantage on attack rolls against whatever ruined your hair until you hit them.

    ✧: When you sunder your hairstyle it reduces incoming damage by 1d6+2 points. You gain advantage on the attacker until you have hit them twice.

    ✧: When you sunder your hairstyle it reduces incoming damage by 1d6+4 points.You roll damage twice and take the higher result the next two times you hit the attacker.

6.  Magnetic Personality

    ✧: When Reactions are rolled you can adjust the result to be one point more favourable if you are prominently visible and groomed properly. (Not all creatures have variable Reactions.)

    ✧: While you are in a location where you are regarded well, you can draw a room of people to come to your aid if you succeed on a Charisma check. They are not much more willing to endanger themselves than usual. Misusing this ability may cause people to dislike you.

    ✧: All else being equal, anyone will take your side of the story.


Friday, 2 October 2020

Mental Inventory and Mindsets

I said that the spell mutator was next, I was wrong, I want to rewrite it first and I need to figure out the code to make a non-flat random table work right.

Without further ado: Mental Inventory. Jellied Rat uses Mental Inventory.

Just as you have a physical slotted inventory, you can have a mental slotted inventory. You have a number of slots: 7 + Wis Mod.

Mental slots can hold:
    - Your persistent sense of self
    - Homes for memorised spells
    - Permanently fused "passive" spells
    - Mindsets
    - Mental stowaways: mnemonomorphs, parasites/parasitoids, spies, etc.
    - Mental Baggage (Trauma)
    -     Trauma may be gained by experiencing or seeing a friend sustain terrible injury.
    -     Trauma may not manifest immediately. Maybe a day later?
    - Negative status effects: Fear, Hunger, Stress are big ones.
        Drunkenness doesn't go in there. That's separate.
        Hangovers do.
        Bards might give you Earworms.

Skills do not go inside separate mental slots.
The act of gaining a skill is hard work but they don't really take up space - the existence of a skill is encoded within the intersection of the Animal Soul (instinct, which is retrainable) and the Purple Soul (memory).

In addition to your normal Mental Inventory slots, you have 5 Suppressed slots. If you would exceed your mental inventory, Souls, Mindsets, and Fused Spells (the things are are most deeply linked to who you truly ARE) can be relocated to Suppressed slots - they're not really gone but they're also not usable. Spells and negative effects cannot be willingly moved to suppressed slots in this manner; spell homes are simply lost and the spell falls out. If you lose a spell home, you can usually recreate it more easily than you did the first time, but the spell might be pissed at you.

Things suppressed in this manner can be restored to their rightful place once space exists for them again and a proper rest is taken (a meal and a rest in a safe place).


== Souls ==
Starting with Arnold's stuff, he envisions that a person is a *gestalt* of multiple distinct souls. Three lower souls and four upper souls. All can be modified. All can be removed and moved around.
Upper souls depart the body quickly after death and are USUALLY eventually drawn to the River of Souls and then sorted into some kind of afterlife.
Lower souls - earthly souls - stick around for varying amounts of time (Mineral much longer than the others) and then evetually are reincarnated.
If the upper souls are prevented from going where they should, they will reincarnate too.
Be aware that they are still wilful and may deliberately evade capture.
An "escaped" soul will eventually grow - all things strive - so it no longer lacks the other parts.
= Lower =
Mineral: Raw material interactions. Can remember a few basic facts.
Vegetable: Knits together fleshy form. Makes zombies go.
    Lack: cellular functions cease. Immunity to poison. Death in 1d6 hours.
Animal: The desires of the flesh.
    Lack: Dwarves don't have this.
= Upper =
Purple: Memory
Red: Personality
    Lack: No style or individuality. Dwarves don't have this.
White: Goals
Blue: Spirit
    Lack: No casting, no religion. +4 to Save vs Magic.

If you're paying attention, you'll realise that you could have 3 wisdom and have to store 4 souls. In practice this means that you will either have no Personality or no Goals.

However, barring extereme circumstances, those first four slots are going to be filled up with your YOU.

== Mindsets ==
Players can adopt or discard a mindset if they can supply a good enough reason to do so, such as some critical and life-changing event that they recently went through. Anything traumatic or stressful, or a pyrrhic victory, or an interaction with a cherished acquaintance. Replacing a mindset in the middle of a desperate battle is fine. Replacing a mindset multiple times in one turn is less fine.

You can put a mindset into more than one slot for a greater effect. Combine Desperate and Seeker of Destruction! I'm sure nothing bad will happen.

`Prideful` If you fail a check relating to your pride, once-per-session you get a do-over with advantage.
`Angry` Reroll failed initiative check if you immediately charge
`Goblinism` Compulsory for goblins. This is what makes a goblin a goblin.
`Confidence` +2 to do the first thing you suggest, instead of dallying/planning
`Cowardly` +2 Defense while avoiding danger
`Cruel` When you use unnecessary force on a vulnerable enemy, you can force a Morale check. Results may vary.
`Inquisitive` 1/session, you find something hidden
`Desperate` +1 to everything while at 0 HP
`Oathbound` +1 to everything opposing your oath
`Magnetic Personality` +3 retainers (normally 2 or 6 + Cha mod)
`Greedy` Can accurately compare the relative worth of things
`Stoic` You can ignore minor mental penalties (up to -2) and never complain about them
`Stalwart` You can ignore minor physical penalties (up to -2) and never complain about them
`Happy` NPCs don't automatically treat you as an "adventurer"
`Inspiring` Followers are on their best behaviour (if there is any chance you'll hear of what they do)
`Helpful` 1/session, after a friend has rolled a d20, allow them to reroll it and take the higher result
`Iron Stomach` +4 to save against anything you ate
`Innocent` Anything will hesitate to kill you, at least for a moment
`Joker` An in-character quip that the DM deems sufficiently witty heals 1HP, up to 3/session
`Knowledgeable` 1/session learn a new rumour if in town. If not, DM's choice of something potentially useful.
`Mysterious` Conceal your backstory. When you reveal it, exchange this Mindset for a different one.
`Observant` INT check to ask detailed questions after you've left a scene (flashback style)
`Paranoid` GM will suggest lots of ways that things could go wrong.
`Grandiose` Enemies that fail a morale check and would flee/rout (not retreat) instead grovel
`Immaculate` +1 damage at full HP
`Zealous` Your voice counts as a holy symbol
`Seeker of Destruction` Do +1 damage always, have +1 Death Die always
`Brave` +2 vs fear
`Hasty` +1 to Move
`Steadfast` +2 to save when holding breath or for feats of endurance
`Lithe` +2 to AC when unarmored
`Alcohol Dependence` Alcoholic drinks heals you for 1 hp.  You still get drunk, though.
`Pew pew` +1 to hit with ranged attacks, but -1 to hit with melee attacks.
`Beatstick` +1 to hit with melee attacks, but -1 to hit with ranged attacks.
`Hatred of X` +1 to hit against a certain type of creature (if you start with this, determine randomly)
`Sir Robin` Can disengage from combat without penalty, attacks of opportunity, or whatever
`Superstitious` +2 to save against curses
`Leadership` Associates must use your save against emotional effects
`Suave` If you make an effort to present yourself well, you get a +2 to positive social interactions
`Expressive` You have a gift for art - visual, music, dance, whatever. This is more about bold artistic vision and baring your soul rather than actual technical skill.
`Low Standards` Things that would be soul-crushing for most people are just a Regular Tuesday for you.
Pious: ?
Inconspicuous: ?
Showboat: ?
Ugly: ?
Competitive: ?
Servile: ?
Thinky: ?
Faithful: ?
`Contemplative` Increases the power of cleric miracles. Somehow. Others who share your faith and who are also being contemplative may assist.

= Quasi-Mindsets =
`Crammed X` You are treated as knowing a particular skill (at a small penalty) but you must Save every night or lose this. Requires a teacher and quite possibly some special ability to obtain (that either you or they have)

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