a blog of short and medium length ttrpg thinking posts

Tuesday, July 27, 2021

I Just Mopped In There (GLOG Class: Specialist)

Filth, miasmas and general grime; every human society oozes these evils, more baneful than bassilisks or boggles. Fortunately, every society also produces stalwart defenders against grease and slime: the cleaners.

The Cleaner

Start with: broomstick, three leather bottles (1/3 slot empty, 1 slot full) and a bundle of rags. With every draught from a full bottle, roll a d6; on a 1 there is only one draught remaining.

  1. Alkhestry. If you have access to three or more good solvents (f.e. water, liquor, vinegar, oil, resin spirits, alkali...) you can strip away any grease, grime, paint or other buildup from a surface by using a draught of one.
    Homemaker. Anyone who rests uninterupted in a space you have thoroughly cleaned gets the full benefits of resting in a home.
  2. I've Seen Worse. You take half damage from environmental diseases and poisons or can go twice as long before showing ill effects.
  3. Bath Bomb. You can mix up a nasty coctail with a draught of two distinct solvents. When splashed, deals 2d6 (sixes explode) damage to any animate slime, ooze, corpse or any monster with a disease attack, and turns any of those creatures who smell it.
  4. Whirlwind of Activity. Whenever you are focused on a concrete task and moving, things just fall into place around you. This allows you to clean any space as though you were three people, and lets you move freely through space occupied by others; all creatures not actively hostile are brushed or shuffled to the side as you pass, and hostile ones must save to resist this.

Monday, July 19, 2021

more flip weapons

Three more flip weapons, in order from least to most cursed.
  1. The SAW // BILL
    • SAW. A circular saw-blade, fixed to a length of chain that can be whipped as a thrown axe, out to spear range, and pulled back at the end of your action. When you deal minimum damage, the chain locks into a bar, flipping the weapon to BILL.
    • BILL. A polearm with a surprising light, hollow steel haft, ending in a cruelly serrated blade. As pike. When a foe misses you with a hand-to-hand attack that does not have a long reach, you may immediately make a backstab attack against them and flip the weapon to SAW.
  2. The PIPE // WRENCH
    • PIPE. A large, silver musician's pipe (only an awkward weapon). When you play it, any creature that can hear the music but does not understand speech must save or fall into a sleep. If any creature makes its save, flip the weapon to WRENCH.
    • WRENCH. A silver wrench, as a silver mace. When you next walk in the moonlight with the weapon, flip it to PIPE.
  3. The BLADE // WRAITH 
    • BLADE. A long, thin thrusting sword. As a rapier, but those wounded roll a d6 for every wound at the end of their actions. On 5-6, the wound stops bleeding, but otherwise each bleeding wound deals an additional point of damage. When you kill a living person with it they and the weapon are consumed in a crimson flash, flipping the weapon to WRAITH.
    • WRAITH. An indistinct pale figure, cloaked in a once-fine pall, now faded and stained. They obey any command you give, and otherwise follow you, lurking nearby. The WRAITH will not do violence, but anyone who locks eyes with it must save against fear. When you reach beneath the cloak, seize the hilt and pull the BLADE free, all that is left of the menacing figure are some burnt bones.