Showing posts with label GLOG. Show all posts
Showing posts with label GLOG. Show all posts

Wednesday, December 31, 2025

The Kitchens of Oishihara Island (GLoGmas 2025)

My GLoGmas recipient for this year was discord user Liches over at Liches Get Stitches, I decided to make a setting location for their Tengoku Isles setting.

Oishihara Island 

    A medium sized island with a city so large it reaches the coastline on three of the four sides. A large tower rises up from its center. Iron and wood banded stone make up the first three tiers, getting narrower each time they step up, topped off with a pagoda.

    An isthmus to the east connects to a smaller connected landmass, made up mostly of a massive crater that's remains wild, and a series of sea-caves on the far shore.

The City 

The people in the city aren't allowed to carry weapons, so they'll be immediately  distrustful of anyone who openly does so. There are also Enlistees regularly patrolling the city, being jerks, and stealing food; as per encounters. Players will be able to find people to sell most things at poor to middling quality with two exceptions: nobody makes or sells any weapons, and all food found will be of the worst quality, while also being sold for a premium.

Every week, any newborns in the city are rounded up by the various thugs in the tower. They then show up months later stumbling around the streets  as a fully grown adult. This is treated as completely normal here. Shinrippā is the elusive Demon Lieutenant of this Isle, though he's known now only by reputation, having not left the tower in over a hundred years. 

Denizens of the City:

You find them wearing a kimono embroidered with patterns of:

  1. Mandarin oranges and paper butterflies.
  2. A rooster betwixt a tangle of weeds.
  3. Cherry blossoms and kusudama.
  4. A red crane set before the moon. 
  5.  Plum blossoms and fans.
  6. Maple leaves and paper lotuses.

And they are:

  1. Running from 1d6 Enlistees.
  2. Discreetly feeding a stray animal.
  3. Following someone else while loudly defaming them.
  4. Ushering a small crowd into their cellar.
  5. Laboriously carving wooden figurines with a blunted knife.
  6. Carrying an armful of fresh but wild and sad fruits. 


 

The Dungeon

    The main iron-reinforced wooden doors to the tower are barred from the inside, If you can scale to the second tier, there's a locked iron bar door on the wall left of the main entrance that leads into the Bellows.

     The level of watchfulness in the dungeon will vary based on any of the following conditions:

        unconscious bodies found - low threat.

        dead bodies found -  +3 encountered enemies.

        intruders reported - increase encounter frequency (however appropriate). 

Tier 1

  1. Genkan: doff your shoes and replace them with the complimentary slippers, it's customary.
  2. Storage Room: 1d4 drunk Enlistees, racks of barrels filled with cheap booze and fish. Hidden entrance to a narrow vertical shaft terminating at 3. Dry Storage.
  3. Armory: Full of equipment for the Enlistees. If worn, it'll fool Finks and other higher-ups, but not other Enlistees. If searching thoroughly, there is a Masterwork weapon belonging to the top-ranked Enlistee, they're the only one allowed to carry their weapon outside the tower.
  4. Mess Hall: 2d10 Enlistees and 2d10 Finks, If you move past this room and aren't careful, 2-in-6 chance someone inside spots you walking past. If this room is left along for at least an an hour after entering the dungeon, the rowdy argument taking place here devolves into an all out brawl that distracts from any loud activity on these levels.
  5. Quarters: tiny box rooms with cots hanging from the walls. 2-in-6 chance for a sleeping Enlistee, 1-in-6 chance for conscious Enlistee. If you take time to search, find 10 gold worth of items.

Encounters (D6):

        1-4: 1d4 Enlistees (Can just use the die result).

        5: 1d8 Enlistees

        6: 1d6 Enlistees accompanied by 3 Finks. 3-in-6 chance they're already bickering. 

Tier 2

  1.  Hub: 1 Fink. The main access to this level terminates into a hub with doors on 3/4 sides. Its the same staircase that runs from floor one to floor two, but the staircase going from floor 2 to floor 3 is demolished, the walls greased, and has a rope ladder bundled up at the top. If the players are too loud while using the staircase the Fink here will hear it and investigate. The fourth wall in this room has the heads of multiple former Enlistees mounted on it.
  2. Walk-in: Large steel door requires a strength check or combined strength score of 30 to open. 2 Finks inside. A muffled bassy thrum can be heard from this room in any room adjacent to it including between levels. In the center of the room, a massive frozen heart hooked by a girthy chain beats coolant through tubes keeping food on all the wall racks cold. The food stored in this room is very high quality.
  3.  Dry Storage: Storage for all the high quality dry goods.
  4. Storage Closet: disorganized cleaning supplies as well as 3 partially shredded, twitching, harmless papermen from Tier 4. If mended properly, can be made fully functional by and loyal to a magic-user.
  5. Bellows: d6+5 Finks. Twin engines blast heat through pipes into the room above, kept alive by the Finks here. If these aren't running for any reason, the Chef in 6. Kitchen becomes unable to use any of its special meal-based attacks.
  6. Kitchen: 4 Finks and the Chef. A metal cage on a pulley leads into The Cells above. The chef's chasyaku is used to extract the adolescence from a person and age them artificially. Used as a sweetener that surpasses all others but is horribly addicting.
  7. Staging Room:  A series of dishes are being plated to be presented to Shinrippā by 6 Finks. If eaten grant benefits according to your favorite potions table.

Encounters (D6) 

        1-4: 1d6 Finks

        5:  2 Finks bringing either a fresh prisoner to the cells, or carrying a use-up one to dump outside in             an alley.

        6: A lone Enlistee trying to be as sneaky as possible. 

The Cells

     A narrow walkway mazes around this whole tier, good chance to use this procedure for labyrinths. The cages have captives in various stages of adolescence, all in a stupor as if drugged. 

    The Jailor, which wanders these corridors, is simpleminded and has orders to attack anyone not delivering food or prisoners. Carrying food will draw attention from the imprisoned youths, but this is not out of the ordinary. In certain circumstances however it would make it difficult to pass through the maze both sneakily and safely.

Encounters (D6):
        1-4:  2 Finks escorting a prisoner toward the cage, or a dish toward the staircase leading up.

        5-6: The Jailor. 

TIER 4 

    A table at the top of this staircase (3-in6) has a dish waiting on it. Of the two rooms in this section, Shinrippā will either be in the Youshitsu during the day, or the Washitsu if it's night. Each paper-walled room is on its own floor surrounded by a hallway that wraps fully around, with windows allowing natural light inside.

    The Papermen servants patrol this area in both their hostile and harmless variants. The hostile ones fold flat onto the paper walls and will peel off to attack if they sense intruders. Shinrippā will notice the silhouette leaving the wall or, failing that, the subsequent sounds of combat. The harmless papermen look like upside-down octopodes but with tiny waddling feet. Their upper limbs used to carry dishes into the Youshitsu room. wearing one of them like a hat will ward off the hostile papermen.

  1. Youshitsu: A low table rests in the center of the room, and a pile of empty serving dishes lie astrewn near the door. A perfectly preserved and flayed Fink stands at attention in the back corner serving as a lamp after death.
  2. Washitsu: A simple tatami room, with a tokonoma containing art pieces worth 500 gold to the right investor, an bone Orb with a domain over Midnight, and a cursed sword with a bound sheathe. If you peel off the mats and test the floorboards, one of them can be removed to reveal an additional cache of 500 gold.

 

 

 Monk Order - Drifting Feather style

A) Spend a chi to make yourself weightless for one round, must move by pushing off of surfaces.

B) Touch someone on their chest and you can feel by the weight of their heart whether or not they are lying or harboring guilt. 

C) Signature Move: Swap the apparent weight of two objects you can touch. [1 chi - hand size, 2 chi - Armful, 3 chi - Dragged, 4 chi - immovable]

D) Carried on the Winds: Spend 1 chi while weightless to fully avoid a blow, the slight breeze pushing you away just outside the blow's reach.

Live underground in the caves to the east of the island. They cover their faces with shrouds and drink goo from a cave under the meteor. This dissolves and replaces their tongues with goo rendering them unable to speak. The incorporeal Master of the order knows the name, but will not be able to say it.


Bestiary

  • Enlistee - Stats as bandit. armed with truncheons and man-catchers instead if they're patrolling the city.
  • Fink - Stats as bandit. Armed with oversized kitchen implements. Man-sized demonic creatures, they are prone to having random mutated features; the most consistent being wings for every 2-in-6.
  • The Jailor -  4 HD, Stats as bear. Wide as two men and a head taller, head is covered by an iron dome with just enough holes to see out of. fights with caged and spiked fists and headbutts, can attack up to 2 times per round. He attacks anyone not carrying food or escorting prisoners.
  • Hostile Paperman - in the shaped of various origami animals, move as the appropriate animal, with slicing papercut attacks. 2HD appearing in medium to large sized groups. If they get well saturated they are effectively incapacitated.
  • Chef - Stats as bear, stands behind a horseshoe griddle preventing melee combat without having some kind of reach. Holds a 2-foot-long cleaver in one hand and a chasyaku in the other. preps a variety of dishes during the fight which can cause a variety of effects. (e.g. Tempura Calamari: Save vs Blindness until you can clean out your eyes). Posesses a Headband with the following special move: When knocked prone or successfully grappled, the swordsman can make 7 free attacks against the target. If you have witnessed this technique, you can save to instead be dealt one free attack.
  • Shinrippā - 6 HD, stats as ogre. eight-and-a-half feet tall. Big war club deals double damage to its system equivalent, as his arms swell up with muscle. If he picks you up and you don't break free by the start of his next turn, he swallows you whole before taking his normal allotted actions.


Tuesday, November 25, 2025

a Tale in the Telling (GLoG Class: the Mythmaker)

Pacts are one way to gain power through a spirit's dealings, another is to tame lesser souls you find around you. Of course, there is occasionally a circumstance where that relationship is less transactional, when a spirit deigns to simply give a gift, and watch what drama follows.

 

[A]: Spiritual Favor, Heroic Gambit
[B]: Renowned Warrior
[C]: Unexpected Trick
[D]: The Victor Stands Bloody Handed

Spiritual Favor:

Whether you earned their favor through an impressive feat, pity, or sheer luck, you have found yourself blessed by a powerful spirit. You gain one of the following:
  1. Gift of the Scorned: one of your hands has the resting temperature of a hot ember. once per day you can produce a cone of flame (1d6 save reduces by half).
  2. Gift of the Prisoner: You possess a blade that is itself possessed, and counts as a magic weapon. It shackles an additional six lives to your own. When the sixth is lost, the blade shatters.
  3. Gift of the Grief-Eater: Your voice carries across great distances. You can scream loud enough to rupture the eardrums of all around you, doing so renders you speechless for the remainder of the day.
  4. Gift of the Watcher: up to [templates] times per day, may re-roll any dice, taking the new result.
  5. Gift of the Staunch: If you have time to dig your heels into the ground, nothing can knock you off your feet. If you attack without doing any other actions in a round, add 1 to your Injury roll.
  6. Gift of the Tyrant: Objects you break are utterly destroyed, incapable of reconstruction. If you roll exactly your build score while making an attack, you may choose any object on your target to sunder.

Heroic Gambit:

If you would die in such a way as it would occur off-screen, such as wrestling with a tentacled monster as the current carries you downstream, being eaten whole by a giant beast, or falling down a dark hole, you have an templates-in-6 chance of instead surviving with whatever the maximum recovery period of the system is. After that time has passed, the character can chance upon the party once more.
 

Renowned Warrior

Tales of your exploits have begun to spread to even the unlikeliest of corners. Whether famous or infamous, people are immediately familiar if you announce yourself, and have a Templates-in-6 chance of recognizing you by sight alone.
Other warriors will always accept your challenge to a duel, and cowards will quickly debase themselves or else flee if threatened. If you are known to be dishonorable in your challenges, your opponents will know this and act in kind. 
 

 Unexpected Trick

 Once per turn, you may make a free maneuver in combat. You can only do this if the maneuver is something that you have not (in common knowledge) done before.
 

The Victor Stands Bloody Handed

 As long as your hands are coated in fresh blood that isn't your own, you may add an extra d6 to any combat maneuver rolls. You also roll with an extra Injury Die on successful attacks.
 
Was uncredited in my images folder. Internet is too enshittified to track down a source.

This class is meant to encourage taking risks, and designed to be played in which players have a stable of characters to play. The inspirations for this class were the Champion, from Locheil; along with the Summoner from Hilander's Lost Fable.

Friday, November 14, 2025

Puncher

 


Starting Gear: Powdered Jerky, One-quart Flask, 50 lb. Training Weights (x2).

[A]: Physique of Fists, Techniques
[B]: Devoted Student
[C]: Techniques
[D]: Perfected Form

Physique of Fists

You have exceptionally powerful muscles honed by years of training that are all specialized towards the punching motion. You can treat your punches as lethal weapons, and always count as having at least 15 in your Build score as long as the roll is relevant to making a punching motion.
  

Techniques

You have an additional Injury Dice to roll each time you attack, this Injury Dice can only be applied when using a Technique that you know. Any time you roll a 6 on your additional Injury Dice, it is expended for the remainder of the day. Each time you gain this template, you get an additional Injury Die to use on your techniques, as well as a new technique from the list below. Extra die applied via crits can be used on techniques.
  1. Cradle of Fists: Apply [most] to the target you're choosing to attack. The first target is pushed into another target who applies the [least] die, or into an immobile object causing the first target to also take [least] die. Both targets are knocked over.
  2. Gut Punch: Target has the wind knocked out of them and vomits up the [most] most recent things they've eaten. They will only take defensive actions for [least] rounds. 
  3. Soul-Searing Sucker-punch: The target has their soul knocked out of their body for [least], temporarily leaving them defenseless against all but magical attacks. If any result of your rolls for this technique are a duplicate, the target is immediately possessed by something very angry and very scary.
  4. Steely Fist: Trade hardness with a nearby object for [dice] rounds. Your initial Injury Dice will automatically be rolled as a 1-6 based on how hard the object is with a 1 being harder than a fist, and a 6 being harder than metal. You still roll your additional Injury Dice as applied to the technique but only for the first attack. You can also use this technique to attempt to break the object you traded hardness with, applying [dice]*the hardness of your fists adding any Injury Dice applied to the technique. 
 

Devoted Student

If you successfully save someone weaker than what you defended them from, you gain them as a follower. Your follower will attempt to mimic your actions, but is ultimately useless in combat. You can only have one such follower at any given time, and they can be commanded to do things as a hireling, but with an additional 1d6 bonus when rolling to convince them to do something they otherwise wouldn't do. If your follower ever sufficiently proves themselves in combat, they cease becoming your follower and gain their first template as a Puncher.
 

Perfected Form

You gain an additional Injury Die. Whenever you roll exactly your Build score, or a 15 while making an attack, you can choose to roll any number of Injuries as long as you continue to have unexpended Injury Dice in your pool.


Thursday, November 17, 2022

Paired Stats: Using Stats for Multiple Purposes.

 I'm gonna detail the process of how I've been dealing with ability scores for the past few years and put it all in one place I can point back to, because I've had a decent number of discussions about it at this point.

The core of the system, is to have a stat which can be beneficial on either end of the axis. A good visual example of this would be a Size stat.

  • When your Size stat is big, so are you.
  • When your Size stat is small, you are too.
You could make this function as a single attribute, one that you test in order to do big person things, which small people can't do as well (because they're not big).However, this can also test another aspect of your character: how good they are at doing small person things.

The easiest way to model this is with the following relationship:
  • When trying to do a big person thing, roll under your Size score.
  • When trying to do a small person thing, roll over your Size score.
These kinds of stats represent your character in very clear ways, for some examples that aren't Size:
  • Barachus the Barbarian  has a very high Will score of 16, this means he is very independently minded and proud, but maybe finds it hard to connect with others.
  • Lorena the warrior has a less than average Will score of 6, this means she is somewhat easily swept away by fads, and finds it somewhat easy to relate to others through shared experiences.

Handling Derivatives

Many systems operate under a basis of "derived stats" which are pulled from your base stats, which is something that would be difficult to model using stats in this way. So how do you deal with that?

An anydice comparison between standard stat distributions, and generic derived stat distributions.

The easiest way to do it, I think, is to declare the intent of any given derived stat to one aspect of each of your stats. That was a bad way to put it though, what I mean by that is this:
  • Hitting people and making it hurt is something Big people are good at, so instead of an attack stat, you can simply roll under your Size score to make an attack.
  • Avoiding people is something Small people are good at, so instead of a stealth stat, you can roll over your Size score to hide from someone.
  • Assuredness in self is something Proud people are good at, so instead of a Save stat, you can roll under your Will score to subvert your fate by force of will.
  • Understanding of people's motives is something Understanding people are good at, so instead of an initiative stat, you can roll over your Will stat to act first when a negotiation becomes a fight.
There might be a better way to do this, but it's generally easy to apply things to one aspect or another of a given axis.

The Glaring Issue That I hate but Deal With Anyways

Here's the chance a character with a perfectly average and normal Size stat of 10  has to do a big person thing:
  • 50%
Now here's the chance they have to do a small person thing:
  • 55%
Where the hell did that come from?
Well, I'll try and model this with a little diagram, please bear with me.
Because the number 10 is included regardless of whether you're rolling over or under, rolling over will add an extra 5% chance of success to the roll. This still plays nice overall, as the inverse is true for the number 11, both of which are the most likely results of a 3d6 distribution. It does, however, mean that no character will ever have a perfect 50-50 chance of success at a given task.

That's everything I have to say for now.

Thursday, October 27, 2022

Practice of the Elusive Hound

    Casters who practice of the elusive hound come from a mono-theistic kingdom to the west of the archipelago, and act as the priestly sect of that kingdom. They journey out beyond their kingdom to proselytize to those they view as worshipping djinn, an "evil" long ago eradicated from their lands. Their efforts are, however earnest, fruitless as their river god's influence only reaches as far as the sea before it is swallowed.

    The spirits they control tend to take the form of dogs, they are called forth with a whistle or a wave of the hand before darting out from down low to their target. These spirits come from the souls of their dead across the sea, but are much easier to come by among the isles of the archipelago.
    Smokewater is considered sacred to them, it is a drug that is used to tame spirits, and they can quickly grow impudent if not sourced with it. In appearance, it looks like dark inky water, and holds most of the same properties as regular water, but does not wet that which it touches and leaves the throat dry and wanting.

Observances:
  1. Cannot cast without carrying smokewater on your person.
  2. Astral projection is performed by staring into water which obscures its bottom.
  3. Wear foreign clothes of rich blue, supplemented by gold jewelry.
  4. Must not eat of any creature of the water.
You can remold your spirits into the hound form upon tethering them. Doing so causes them to be immediately hostile towards you, however.
You can negate a Disobedience from one of your casts by expending 1/3 of your smokewater. If the spirit has the houndform, this uses none.
 
Starting Equipment: A gourd filled with smokewater, Incense, Censer.


Spells:
  1. Weakness - Pick [Dice] of the following effects: Target cannot stand, Target cannot raise arms to strike, target can not heal through any means, target must test under their Build to briefly open their eyes. Lasts until the caster ends it or loses sight of the target.
  2. Darkness -An area of a 5 meter radius centered on any target within sight of the caster is treated as [dice] steps darker than previously. Any fires in the radius are snuffed in a breath of air.
  3. Fetch - Retrieves an item that can be held in hand  from up to [sum]x5 feet in front of you, anybody already holding the item gets a save to resist letting it go.
  4. Animate Object: You imbue [dice] equipment slots worth of inanimate objects with a spirit of sentience, and can give them a command of up to [sum] words long. Lasts until the command is finished or the caster ends it. If you choose to, you can remove the spell from your character sheet and imbue the object with complete sentience.
  5. Relay Scent - Your spirit can pick up on any scents within [dice] miles or dungeon rooms of you. If at least two dice are invested, you can pick a particular direction.
  6. Forget Me, Not - Target will assume that all events from the last [dice] minutes, were simply part of a dream. As long as nothing shatters that belief, it stays that way.
  7. Necrography - Target corpse answers [dice] questions you ask it. These answers come from the flesh and  relate to experiences such as food, pain, or adrenaline responses.
  8. Black Hand - Pick [dice] of the following options, you can select an option twice: One arm becomes invisible, along with any small handheld object, one large handheld object becomes invisible.
    These invisible limbs and objects are replaced with a regular arm doing any action you choose for it to do.
Pinnacles:
Started thinking about how I want to do pinnacles and decided I'd rather have them be a list shared by the entire casting class.
Before this class gets posted, there'll be an updated version of the Soulcaster that includes them.

Monday, September 19, 2022

GLoG Class: Struggler

The following is an adaptation of the Avenger class made by another user over in the GLoG server on discord. Check it out if you haven't and maybe say hi if you do.

Starting Equipment

[A]: Target, Background, Collateral

[B]: Grit, Commit

[C]: Spirit of Vengeance

[D]: Mastery of Determination


Target

Choose someone who unjustly wronged you; they should be powerful enough that it may take years to achieve revenge. You may choose multiple targets, if you so desire.


Background

Choose or roll to see how you were wronged, and gain the selected skill:

Imprisonment: Stealth - You can vanish from the scene at any time, only to appear as if 

from nowhere at an opportune moment.

Murder: Scrutiny - You can always tell when someone harbors ill-will towards you.

Slander: Rumor-sniffing - while gathering rumours, either through corroboration

 and communication, you can remove 1d3 false rumours at random.

Marooning: Navigation - No matter where you are, you always know your bearing to 

one specific location.

Exploitation: Scrounging - If you dig around for 10 minutes, you can always find a

substitute, makeshift, or jury-rigged basic tool that’ll last one use.

Abuse: Deception - As long as you speak around the truth, nobody will ever

suspect you may have misled them.


Collateral

Record the names of those you unjustly harm in the course of your vengeance, and how.

Once your vengeance is complete, lose all your Struggler templates (except your [D] template), as you no longer need them, and roll 1d20. If the result is greater than the number of collateral casualties you have recorded, nothing happens. Otherwise, the corresponding Collateral casualty is now a Struggler, targeting you, with half your XP. If this is implausible, choose another such. If they are dead, then they in fact miraculously survived.


Grit

You  can go without sleep or food for a number of days equal to your Build score before collapsing from exhaustion.


Commit

Before making an attack roll, you can call a result on the Hit Location Table, if you roll the called result, you can make a second attack for free against the same target.


Spirit of Vengeance

You attract the attention of a random Angel, they may occasionally help you achieve your vengeance free of charge, but more often they’ll ask a price. They will be inherently manipulative and deceptive with their goals. If you wish, you may add them to your Targets, and they will be none the wiser.


Mastery of Determination

Over the course of a downtime, you achieve a breakthrough in some field. Perhaps you achieved mastery as a duelist, or learned powerful magic. Choose any template from another available class or come up with one of your own, and gain its benefits.


Saturday, March 19, 2022

Single Template Classes

As I've toyed around with the idea of classes with less than four templates, I've had the idea in the back of my mind about using classes that are only a single template. There are a few ways that can be done, such as the Animal People made by Deus ex Parabola. The way I've been thinking about using them however, is as a little surprise. Maybe you touched something you shouldn't have, or played around in a place where once was cast fell magics. Maybe something touched you while you were there, and now it's waiting inside until it's time for it to say hello.



Infected

Maybe it was that weird eyeless fish you ate last week, but you've started feeling a little funny. It's a bit harder to keep food down, your muscles always seem to be sore, and that's besides the chronic ticks you've started to develop. It almost feels like something's crawling under your skin at night, maybe you've started to realize something's infected you.

[A]: Parasitism, Flight Instinct

Parasitism

You are a body made host by a colony of parasitic worms, manipulating your muscles and actions. 
At any time, as long as theirs's an unconscious body nearby, you can choose to move the colony to a new body. This is a horrific display, and will no doubt kill the current host if they're not already dead, but you get to reroll your Build score.

Flight Instinct

You can give a few helpful parasites to a friend in order to "Help a friend out". If the individual ever loses control of their body, the parasites can move them out of harm's way, usually by fleeing the location. For every week somebody spends with a parasite in them, roll an x-in-6 where x is the number of weeks they've had the parasites, if the result is less, make a note that they are Infected. Upon their next level up, they gain the Infected template. Parasites can usually be removed by selectively applying poisons to the body, assuming one knows they're present.

Charged

Maybe you got pricked by a weird needled tube in the bottom floor of the dungeon, or swallowed a mouthful of the salty green liquid in the big old vat. Whatever caused it, it's set your blood boiling, and you feel more charged up than ever.

[A]: Life-blood, Sulfur's Animus

Life-blood

Your blood runs green and much hotter than it used to. If let out of the body it'll give off a temperature about equal to a campfire for up to an hour. Your body gives off an ambient warmth about equivalent to a candle in distance and intensity.

Sulfur's Animus

Your new blood wasn't meant to be blood, it was an energy source for a star-killing super-weapon, until you stole it. You can focus the energy into a devastating blast which vaporizes most objects and structures immediately surrounding you. Each time you use this ability, you lose 1d3 inventory slots as your internals seize up and your body fails.



Thursday, September 09, 2021

UPDATED: GLoG Wizard Chassis: the Soulcaster

Starting Gear: Ceremonial Garb (identifies you as a soulcaster), knife, birdcage.

[A]: Tethered Souls, Spells +1 MD

[B]: Soul Vision, +1 MD

[C]: Spiritual Shunting, Astral Travels +1 MD

[D]: Vomit Soul, +1 MD


Tethered Souls

You can tether additional souls to your body, allowing you to cast them as spells. You begin play with two spells from your school, determined randomly. And generate both their spirit score and personality.

Whenever you level up, if you visit a center dedicated to your tradition, you can roll for an additional spell from your starting spell list.


Spells

You cast spells with a number of dice called Magic Dice, or MD. A level one Soulcaster begins play with one MD. You can invest as many MD into a spell as you currently have. Each time a spent MD rolls a 3-6, it is depleted for the day and can no longer be used.

Whenever you roll doubles, roll on the disobediences table. Which table you roll on depends on whether that spell likes you.

When you roll triples, the spell you are currently casting wrests control over your body. If this ever happens with the same spell twice, this effect is permanent.


Soul Vision

You can see the souls inside living beings. This allows you to see whether or not a creature has a soul, as well as allowing you to see where an invisible being would be.
Additionally, you can pick up on small markings within wildlife areas that tell you when you're in a Guardian Spirit's territory.


Spiritual Shunting

You can shift unwanted curses or pacts onto the spirits who are tethered to you, make sure to keep track of these. If a spirit with curses or pacts placed on it has taken you over, you regain any of those attached afflictions. Additionally, if a spell-soul of yours breaks a pact you have made, they are affected by that pact. It should go without saying that using this effect on one of your spell-spirits will cause them to dislike you.

Astral Travels

You can choose to enter the astral realm in whatever way your practice allows you to, bringing you to a cosmic realm wherein the true forms of spirits reside. Your Spell-Souls guide you on this journey, with all that implies. In this realm, it can be far easier to seek out and speak with particular spirits, even from great distances.

Vomit Soul

You gain the ability to cast your own soul out of your body. This takes the form of one of this class' Pinnacle Spells, chosen at random. Each time you do this, there is a 1-in-6 chance one of the other souls you have tethered to yourself will take control over your body, this chance increases by one for each spell-soul you have that actively hates you. When this happens, you gain that spell's Spirit score and personality.

Pinnacle Spell List (1d6)

  1.  Deluge - An area of [dice] mile radius centered on yourself receives heavy rain for [dice] days. If cast with one [die], clouds gather over the course of [least] days, to steadily rain on the target area for the duration. If cast with two, clouds hurry to the area on sudden winds over [least] hours. If cast with three, the clouds are visibly dragged across the sky within [least] minutes. Casting with four [dice] will cause you to expel dark storm clouds which form immediately, and the duration is extended to [sum] days.
  2. Fireball - An explosion is called at a point [sum] feet from the caster that has a [dice]*5 foot radius. Any creatures caught within the explosion immediately incurs a Serious wound. Breakable structures are blasted away.
  3. Love and Death - If [sum] exceeds the caster's Spirit score, the target is killed, and their spirit is stolen by the caster. If [sum] does not exceed the caster's Spirit score, the target gains a Serious wound.
  4. Mighty Wind - You expel a powerful blast of wind. At one [die], it's powerful enough to knock a bird out of the sky. At two [die], it's powerful enough to knock a person off their feet. At three [die], it's powerful enough to knock an elephant off their feet or lift a person [sum] feet backwards in the air. At four [die], it's powerful enough to (temporarily) knock spirits out of their vessels.
  5. Untamed Soul - Your vessel cracks and your spirit spills out into a radius of [dice]*10 feet centered on your body. [sum] spirits in the radius must be devoured and erased permanently, this can include your own spell-spirits; you can remove one [dice] from your [sum] to instead devour a Guardian spirit in this way. If a living creature's spirit is devoured in this way, it becomes a mindless beast.
  6. Raise Earth - You lift an area of up to [dice] miles (surface area) out of the ground. At one [die], this will create a sandbar or hill. At two [die], it creates a rocky atoll or a large hill. At three-to-four [die], this will create an island or mountain.

Disobediences 

 Friendly

  1.  Double the effective range (if applicable), otherwise double the number of targets for the spells duration.
  2. The spell fizzles
  3. Expend one of your MD spent to cast the spell in addition to any that would expend naturally.
  4. Double the duration of the spell (if applicable), otherwise double its potency.
  5. You cannot cast for 1d6 rounds.
  6. The spell cannot be used for the remainder of the day.

Hostile 

  1. Expend all of the MD used to cast the spell.
  2. Roll any MD remaining in your pool and add them to the dice used to cast the spell.
  3. Change one of the targets of the spell to either yourself or someone you care about if applicable. If the spell isn't harmful, instead it targets something that makes it as inconvenient to use as possible.
  4. A different, random spell you know gets cast instead.
  5. You cannot cast for the rest of the day.
  6. The spell breaks its tether and flees. 

Friday, July 02, 2021

Regurgitative alchemist (GLoG Class)

Starting Gear: mortar and pestle, chalk, jar of snake venom, Prepared components for 1 potion.

[A]: Extra Stomachs, Esophigeal Reaction
[B]: The Path to the Heart is the Stomach
[C]: Smoke Tricks, Eureka

Extra Stomachs - You have three extra stomachs, each of which can hold two negligable items. As you swallow, you can choose which stomach(s) the swallowed items go to. Items can only leave a stomach by choosing to regurgitate the full contents of a given stomach. Nothing that is left in your stomachs will affect you in any way unless left in overnight; in which case they will be digested, with all that entails.

Esophigeal Reaction - By regurgitating certain components at the same time, you can belch out a cloud, which effects a 3m diameter circle, with you at the back of it. The effect lasts 1d6 rounds.

The Path to the Heart is the Stomach - Whenever you would gain any number of fatal wounds. You can instead choose to permanently lose 1 stomach and immediately stabilize.

Smoke Tricks - You can now change the shape of your belch, choosing what areas it affects, as long as the cloud stays within a 3m radius of your person.

Eureka: - You have a stroke of genius, and can, as a player, create your own Reaction.


 Reactions

1. Breath of Life

    Components - bone-dry twig, aged feces

Sprouts up bushes and local flora in the area, as well as boosting growth in existing flora dramatically. If there is already local plant life in the area, it becomes impassible until cleared out.


2. Aspect of the serpent

    Components - A snake fang, psychedelic mushroom

Intelligent creatures within the cloud must save or begin mindlessly wriggling along the ground while sticking their tongues out.


3. Rising Sun

    Components - a salt rock, wet earth, bird eye

A wave of intense heat is felt a moment before the affected area is ungulfed in an explosion. Anyone in the area immediately rolls wounds.


4. Transposition

    Components - brimstone , pine resin, nightshade

A cloud of ash envelopes the area, switch places with anybody in the cloud.


5. Irritation

     Components - burnt wood, poison ivy, oil

Dramatically increases the amount of irritants in the surrounding air, causing coughing, choking, and a burning sensation in those who inhale it.


6. Sucking Sands

    Components - driftwood, fish eye, baked clay
The area becomes malleable and wet. Creatures and objects touching surfaces in the area begin to fold into the surface, making it difficult to get out. Eventually a creature left inside the area will be pulled in fully and suffocate.



Saturday, May 15, 2021

Reverse-Oddomatic Combats

    This post will be detailing a combat system I will be dubbing: "reverse oddomatic"; which isn't technically accurate, butbit almost makes sense.

    Combat in this system has two phases: the attack roll, and the injury roll. The attack roll actually ends up being a standard stat roll, which will be detailed in an upcoming post on character generation, if it is succeeded, or if the player fails their dodge roll, they either deal or are dealt a hit.

    For each hit they receive, they gain an injury. the severity and location of that injury is determined by rolling on the following tables:


Location (1d6)
1.     Arm
2.     Leg
3-4. Torso
5-6. Head

Severity (1d6)        Modifier        Recovery
1. Cosmetic                +0              Overnight
2-4. Minor                  +1               1 week
5-7. Serious                +2             1 month + medical attention.
8. Fatal                        -                You're dead :(


    The severity roll is modified  by two things: armor, which reduces the severity by 3; and active wounds, which increase it as according to the severity table. An active wound is any wound which has not yet healed, and they stack.

    Yes, it's deadly, that is one way in which I draw the similarity to oddomatic combats, in that combat ends rather quickly. But it keeps a few things I like, namely, the ability to put a dodge roll in my games.
    Additionally, combat has lasting consequences. It can put out a character for anywhere from a week to a month in game. If a character goes into a fight without armor, their first hit could leave them out for some time. This puts it in a much less desirable position than other forms of resolving conflicts.

    As usual for my posts about homebrew rules and whatnot, I will end with my disclaimer about it being pure theorycraft that should only be implemented with utmost personal discretion.

Thursday, September 17, 2020

Wizard School Name Generator

 In hearkening back to the Monastic origins of GLoG wizards, I have created a generator which will give to you a name for your wizardly institution. Some results won't make complete sense unless the parts in parenthesis are included.

Source


The intention of this generator is for it to be used to develop new GloG wizards around the name you end up with. To do so, I'd suggest coming up with one domain which is somehow tied to the name, and one domain which is loosely or not at all tied to the name to develop your school's traditions, weaknesses, and spells off of.

Also read This Post if you haven't already.

Monday, August 17, 2020

Rainforest Creatures - Ccoa, Suuri Snail, and Jokaihdin

 Ccoa

HD 5 Attack 1d10 lightning (1d6 burst) Defense 2 Move 15, fly 24 Morale 16 Save 15

Lightning The lightning selects a random target among creatures or certain objects within a 10 meter radius of the Ccoa, dealing burst damage to all creatures surrounding the target.

Hailstorm As it moves, the Ccoa drops hail behind it dealing 1d4 damage to creatures it hits.

Description Grey cats with fluffy tails and slightly oversized heads. When threatened, they turn into dark, grey stormclouds with yellow eyes piercing through.

Suuri Snail

HD 5 Attack Rasp 1d8 Defense 6 Move 4 Morale 5 Save 14

Rasp On a hit, deals 1d8 as normal, but on a miss, reduces the attacked creatures AC by 1.

Acidic Touch The suuri snail can choose to use it's turn to excrete a layer of acid on it's skin which deals 1d4 damage to anything touching the suuri snail's foot.

Stasis By sealing itself in it's shell, the suuri snail becomes inert and temporarily immune to damage until it leaves stasis. If it's shell is broken through during this time, the suuri snail's foot will be sucked out of the hole created.

Description A massive terrestrial snail with an oblong shell. It is predatory, eating either other gastropods or if necessary, plants. They follow a migratory pattern to look for food which is used by some as a transportation method.

Jokaihdin

HD 6 Attack Bite 1d10 (4 meter reach), Tail 1d6 (3 meter reach) Defense 4 Move 12, 8 swim Morale 15 save 11

Inflate The two flaps situated at the sides of the jokaihdin's neck can be inflated, allowing the jokaihdin to float if need be, but also as a defensive measure to both intimidate and move potential attackers away from it. While it's neck is inflated like this, it cannot use it's bite attack.

Description A sauropod dinosaur with flaps of skin hanging from it's neck and sides. It walks along the riverbed with it's neck held above the water.

Sunday, August 09, 2020

Rainforest Creatures - Quetzalcoatl, Famocantratra, and Vukilpikon

 Took a bit of an unannounced hiatus, it was largely due to moving, job changes, and trying to get back into the swing of things. Basically, I've been too busy and this is what I chose to drop temporarily. Anyways, here's 3 more creatures from the encounter table.


Quetzalcoatl

HD 3 Attack Venomous Bite 1d6+1d4 every hour Defense 2 Move 15 flight, 10 slither Morale 7 Save 8

Quetzalcoatls use hit and run tactics. The feathered snakes fly in from above and attack a targeted creature before swooping away and waiting for it's prey to die. During this time they will follow from a safe distance in the canopy.

Healthy Venom If the venom can be extracted from either a wound or directly from the source, it can be distilled into a healing potion (1d4).

Famocantratra

HD 1 Attack Locking Bite 1d4+1 each round Defense 2 Move 15 Morale 17 Save 6

Famocantratras are small lizards which adhere to the sides of trees with their broad, leaf shaped tails. Once a creature moves nearby, they will leap over to attack them.

Locking Bite Once the famocantratra has attacked a creature, it will remain attached to that creature dealing 1 damage each round after the first. Once attached, the famocantratra cannot be removed except by cutting off the flesh it is attached to (dealing 1d6 damage) or through magical means.

Vukilpikon

HD 7 Attack Bite 2d8, Crush 1d8+pinned Defense 6 Move 18 swim, 10 walk Morale 5 Save 15

Vukilpikons are massive spiky turtles which lurk in shallow water, camouflaged to look like rocks with their snorkel-like noses providing them with oxygen. They sense vibrations in the water up to 50 meters.

Sucking Breath When the vukilpikon makes a bite attack while underwater, the opening of it's mouth creates a vacuum which drags any creatures within a 10 meter cone of it's mouth to be sucked into it's gaping maw. This should be telegraphed beforehand when players are at a safe distance if you don't want to cause a tpk.

Sunday, July 19, 2020

Rainforest Creatures - Cuero, Wako, and Rhox

I decided on a format Im going to use for the following weeks while I figure out what to do next. Im goung to take 1 entry from each of the encounter tables found Here and do a writeup of them. Today I'm doing the cuero, wako, and the rhox.

Cuero

HD 2 Attack grapple 1 CON Defense 2 Move 16 swim, 4 land Morale 12 Save 7

Grapple Carnivorous. The first time anything gets close enough to touch the cuero, it will get a surprise action in which it can choose to grapple that person. It will then swim away under water dealing 1 constitution damage to the grappled person per round until they either die or the cuero is killed.

Description Appears as a mottled brown or spotted cowskin floating down the river. The underside of it is covered in suckers like those of an octopus.

Wako

HD 3 Attack bite 1d6 Defense 2 Move 14 Morale 8 Save 8

Description Carnivorous. Looks like a paca, but the size of a large dog, and with long fangs. Their call is a repeated Ao.

Wako live in communities of 2d20, 2d6 of which are juveniles that only deal 1 damage on a hit. Thry generally have 1d4 patrols above ground near their burrow, who will call to their comrades, which will arive in 1d6 rounds.

Rhox

HD Attack bite 1d8* poison Defense 0 Move 15 flight Morale 5 Save 6

*Swarm Each hit point is treated as a single rhox, and damage is based on how many are attacking, and moves down to the nearest die size to how many hit points the rhox has left.

Description Carnivorous. A small purple spider the size of a grape. They hide in clusters on grapevines, swarming at and biting anything that tries to eat them.

Wednesday, May 27, 2020

Corvid Friend (not to be confused with covid)

You get +1 HP for every Corvid Friend template you possess.

Starting skills (1d3): Lockpicking, Gangster, Scavenger

Starting equipment: A beak, claws, and an identifying feature.

Templates:
[A]: Crow, Best Friends
[B]: mimickry, Comforting Grip, +1 Defense
[C]: Fly-By-Attack, Wing Buffet
[D]: Murder, +1 defense.




Crow
You are a crow (or raven I guess). You can fly in any reasonably open spaces but will probably never be able to carry others. You can claw people to deal 1 nonlethal damage, and can use tools, so long as a crow could reasonably hold said tool. You have no inventory slots, but can carry up to one object of your size or smaller in either your claws or beak. Because of your size, you can occupy the same space as any other creature.

Best Friends
You choose another PC to be your best friend. Whenever you are in the same space, you both get a +2 to all d20 rolls made at the same time, against the same thing.

Mimickry
You can mimick many ambient sounds in nature. This could be another bird's call, the ringing of a bell, or an animals call, but not a human voice. Anyone can attempt a save to realize that the sound is slightly off, and they will know something is up.

Comforting Grip
You can perch on the shoulder or arm of your best friend to give them advantage on a save check.

Fly-By-Attack
If you are in flight, you may make an attack roll on an opponent who must save or be knocked prone. Save vs. dex to remain aloft.

Wing Buffet
Whenever you make a critical attack on an opponent, you may grab onto their face and buffet them with your wings blinding them. Each turn, they may save vs. dex to remove you.

Murder
If you spend a day in any settlement spreading rumours about an individual among the local crow population, those crows will be biased against that individual and go out of their way to annoy or hurt that individual.
At any time, you can make a call which will attract 3d6 crows to you. They will attack any individual they have a bias as long as you are too.

Thursday, May 14, 2020

Dragons are Weaklings

Im going to do it. Im going to break every sacrament of gaming and just go through with it.

You probably thought this was a dragon, didnt you?


Well you're wrong. Dragons are just pathetic little pests that sit in trees and pee venom. But most importantly, they're absolute wimps.

Dragon

HDAttack Bite 1d6 Defense  Move as Bird Morale 5 Save 5

Caustic Urine Works as a ranged attack roll except the dragon must be above whoever it is attacking. On a hit the target takes 1d6 acid damage per round until they wash it off.

Evasive Maneuvers Whenever you attack a dragon from melee and miss, it can choose to escape by flying away. It will probably still pester you from the air where it's a little more safe.

Combat Actions
In combat, a dragon will usually fan out its wings and screech a few times, and bite anyone who tries to get close to it. As soon as someone attacks it, it will take to the sky and start peeing on everybody until chased off with missile weapons.

Activities Table

(roll this when you hit Dragon on your encounter table)
1. Attacking a flock of sheep. 1d6 peasants will come to chase it off with rocks in 5 minutes.
2. Sitting in a tree screeching loudly and peeing on any passersby, will flee at the first sign of danger.
3. 2 dragons are mating as they clumsily flap through the sky. However obnoxious you think it should be, multiply that by 3.
4. It's chasing a small child around terrorizing them. Just make up a reason for the child to be there.
5. A group of knights are pursuing it through the woods, they are trying to find their nest.
6. Hundreds of dragons are nesting in a massive tree, you should probably leave because they won't be as scared hunting together.

Thursday, April 09, 2020

Revised Armor System: Introducing Chaos!

I've been thinking a lot about armor lately, and by extension my armor system. It's too complicated, Nobody wants to remember three seemingly random numbers which attempt to mimick real world armor. Its clunky, and ugly. Which is the opposite of what armor is. Armor is pretty and elegant. So a pretty and elegant system is better at mimicking armor, right?
The Old System

The New System:

Okay, the first step, it to make your players describe their attacks. From there you can determine what weapon they're using as well as how they use it. Any weapon can use any type of attack as long as the player can justify it adequately.
After damage is rolled, the defender rolls resistance, which is based on the armor type as listed below.

Textile:
Blunt-d6 , Cut-d4 , Stab- d6

Chain:
Blunt-d6 , Cut-d8 , Stab-d6

Plate:
Blunt-d8 , Cut-d10 , Stab-d8

You do not gain any resistance to melee weapons while you are prone, because at that point any dude can just walk over and stab you.

The average damage tends to rest somewhere between 1-3 pretty consistently based on my current weapons system. And that feels pretty alright to me. Obviously these aren't based on the attacks monsters would necessarily be making, which are much more likely to deal higher amounts of damage, but armor will do a good job of protecting you against other humans.

Why Chaos?

There are a few advantages rolling has over static numbers in this case.

For starters, it gives us a wider range. Previously, I had proposed that Plate reduced all damage by 8, meaning the attacker, at maximum damage with the highest damaging weapon type, deals 2 damage. Which straight up does not work. With this new system, the damage is reduced by a die roll, which means the damage you deal usibg the highest damage weapon type can be anywhere from 9 to 0, which occurs less than half the time unless the die rolls are equal, in which case it's exactly half the time.

The other benefit is that it doesn't force you into doing anything. Previously you were shoehorned into using polearm weapons against anyone wearing plate. Which doesnt make sense. While a polearm would be ideal against an armored opponent, its not like it's invulnerable to everything else.  On the otherhand, its not gonna be as easy on you to take your tiny dagger against a fully armored opponent.

I dunno, maybe my armor system in general is a bad idea. Here's another picture.



All the art in this post was done by Eol, a talented artist who draws people in armor. If you like what you saw, consider checking out his Twitter or Youtube Channel.

Thursday, February 06, 2020

Toto's Traveling Tavern! Also Gastropomancers

slightly blurry photo of a drawing.
A massive snail trudges across the horizon, a platform with rope ladders hanging from a platform on it's side. On the top of it's shell, a spiraling dome sits with a long staircase leading to the platform below. This is Toto's Traveling Tavern, and he's come to sell you drinks and perhaps a ride.

This is my entry for a tavern mapping contest in one of the discord servers I'm a part of, but I really wanted to write a background for it, so here's my attempt.

Kotilo

The massive snail on which Toto's tavern is built, fondly named Kotilo, travels about the northernmost parts of Maamilla. The Kihagai Tropics acts as a terminal for the it, as it likes to feed from the massive leaves found on the trees growing there. Kotilo isn't the only snail of its kind, they are found aplenty in the Kihagai Tropics, Toto was just the only one mad enough to attempt the feat of building a moving tavern, not to mention the task of taming such a creature. Kotilo has been alive for almost 11 years now, however, and Toto knows they don't have much time left, he is looking for someone to find a replacement for Kotilo, so he can grant it a pleasant retirement. He would do it himself, but he's not willing to leave his buddy alone.

Toto

Toto is a Gastropomancer, which is the reason he was able to make an agreement with and direct the movements of Kotilo.
Toto - HD 3 Gastropomancer
Attack 12 Defense 9 Move 11 Morale 13 Save 9 Stats 10, 9, 15, 10, 13, 13
Spells Speak with Gastropods, Snail Pace, Escargot Pearl.
From Here

Gastropomancer

Perks:

You have a snail shell that is stylistically strapped onto your back. It takes up one inventory slot, but can hold up to five.

Drawback:

Instead of Magic Dice, you have Mollusk Dice, which are d4s instead of d6s, and are removed from the dice pool on a 3-4 rather than a 4-6.

Cantrips:

1. Given 12 hrs. you can eat ~300 lbs. of plants or rotting materials. Only usable once per day.
2. You can float up to the top of an area of water as long as you aren't overencumbered.
3. Snails and slugs are naturally attracted to you and will come out from hiding if called to.

Spells:

You automatically get 'Speak with Gastropods' at first level, roll your other spell normally.

1. Speak with Gastropods | R: - | T: self | D: [dice] minutes
You can talk to gastropods and they can talk back. Gastropods are lethargic and slow, and tend to only know things pertaining to their immediate surroundings, such as which head of lettuce tastes best.

2. Spontaneous Generation | R: touch | T: object | D: -
You hand another creature a nonmagical object, They must willingly take it from you. The maximum size of the object depends on how many dice are invested: 1 [Dice]: pebble-sized, 2 [Dice]: grape sized, 3 [Dice]: Bucket sized, 4 [Dice]: person sized. Up to [Sum] rounds later, you can choose to have the object permanently turn into snails or slugs, perhaps 1 large one. They are slimy and gross.

3. Corrosive Slug | R: touch | T: - | D: [dice] minutes
creates an acidic slug that deals [Dice] damage each turn unless it is removed and the slime is washed off, can also corrode most organic surfaces it is placed on.

4. Snail's Pace | R: 10' | T: creature/object | D: [sum] rounds
Target must save or be reduced to Move as Snail for the spell's duration.

5. Sticky Skin | R: - | T: self | D: [dice] minutes
Your skin excretes a sticky mucus which can be used to climb walls or grab objects, your skin must be in direct contact with the object to stick to it.

6. Wall of Cabbage | R: 60' | T: point | D: [dice] rounds
creates a wall of thickly packed leaves 10 ft. across per [dice], 10ft. high and 5ft. thick. Anything inside of the wall is trapped for the duration.

7. Slug Form | R: - | T: self | D: [sum] minutes
Your biology becomes as that of a slugs for the duration, you can stretch out your body to squeeze through gaps as narrow as a keyhole during this time, and are immune to bludgeoning damage.

8. Blight Life | R: touch | T: [sum] ft.2 organic matter| D: [dice] hours
You suppress growth in an object, causing it to rapidly decay for the duration, at the end of the duration, it rapidly springs back to life.

9. Escargot Pearl | R: - | T: self | D: instant
you lay [Dice] rations worth of white caviar.

10. Slime Line | R: touch | T: point | D: [sum] hours
You create [Dice]x50ft. of a length of slime that can support your weight as you do rigorous activity.

Emblem Spells:

11. Love Dart | R: 100' | T: Creature | D: [Dice] minutes
Fires a Calcareous dart out of the caster's arm, dealing [Sum] damage, and causing an effect as Charm Person for the duration

12. Stasis | R: - | T: Self | D: [Dice] days
You form a calcium shell over your body in a rapid process, you remain sealed in this shell for the duration. During this time, you are sealed off from the outside, and do not require food. The shell cannot be broken by standard weapons.
So someone else had this idea before.
Artist


Mishaps:

1. MD only return to your pool on a 1 for 24 hours.
2. Take 1d6 damage.
3. Random mutation for 1d6 rounds, then save, permanent if you fail.
4. Deafness for 1d6 rounds.
5. Blindness for 1d6 rounds.
6. Roll a d6 for each item in your inventory, on a 1-3, it immediately erodes/rusts/rots.

Dooms:

1. You turn into a slug for 1 day, you can see poorly and can smell, but can't hear.
2. You turn into a slug for 3 days, you can see poorly and can smell, but can't hear.
3. You turn into a level 1 Pile of Snails (see below).
From Here

Class: Pile of Snails

For each Pile of Snails template you possess, you get +1 Defense and -1 Move.
Starting Gear Parasites, Shell, a lot of Teeth.
Starting Skill (1d3) Land Snail, Freshwater Snail, Sea Snail
[A]: Gastropod, Hivemind
[B]: Slime Trail
[C]: Mucus, Stasis
[D]: Regeneration

Snails

Though you were once part of a human, you are now a mere snail. While you do have a mental concept outside of your immediate surroundings, you can not understand complex thoughts like mathematics. You are unable to hear, but can see poorly and smell normally.

Hive-mind

The snails you are made up of share a telepathic connection, and can communicate with each-other no matter where they are at any given time. Every point of damage causes a snail to die in a tragic way. Single Target Save or Die effects instead deal 1 damage to them. Other single target effects affect all of them. Whenever you would take lethal damage, instead of rolling death and dismemberment, instead a number of snails equal to the damage taken die.

Slime Trail

By going ahead and moving across a surface, you create a trail of slime that can act as either a lubricant (grease spell), or as a slime which other creatures or objects can stick to as a glue.

Mucus

Your mucus has minor healing properties, by crawling about on an injured creature, you can remove 1 fatal wound.

Stasis

By entering your shell and sealing off the opening, you can enter a state of stasis, during this time you do not have to eat. You can still be killed if your shell is broken.

Regeneration

When you are brought below 0 HP, roll 1d4. The result is how many snails die, the rest regenerate over a period of 12 hours.

From Here