Wednesday, 18 May 2022

Surang, and the Last Watch

 FOR, FIRMAMENT

A pitch, I guess, for a mega-dungeon game? 



The Last Watch is where the River Lithan roars off the side of the World Above, to plummet to unknown fate below. 


It’s the farthest finger of the Duchy of Defiance, among the Ringing Mountains that hem in the World Above. 


A forested valley, known best for deer twice the height of men, and clannish locals, who lay snares for the excise-men on the roads. Firs are stripped of their branches, and carved into boar-headed men, and in their hands are placed rusting old flintlocks and bottles of peach schnapps.


The Lithan, at the moment, is dry - the Sun King holds it down to a trickle. Dead shellfish and unfortunate trout pile on the glassy river-bed. 


Inner Defiance is dying of thirst. The people of the Watch rely on vicious storms which wash in from the World Below.


Young villagers will kill, to defend their water-sumps. 




UURFERK


There are a few villages in the valley of the Watch - the largest, Uurferk, is built upon a ridge halfway down the valley. It is a grey, fish-shaped tangle, with two main streets and a bridge over the chasm left in Lithan's shadow. 


The people there are staunch Defiants, and print pamphlets calling for Regicide and freedom for all. The people of the hill-villages care little for the Uurferkish fervour. 


The local militia, the Blackbirds, claim they’ve killed over a hundred Royalists. This is somewhat implausible. 


The provost, Jer Salomea, is obsessing over the construction of a lightning rod for the town. She is convinced that the lightning strikes which have bedevilled the town are the work of some witch or other, living among the people of the hills or the cliffs. 


Below the town, the Storm Drain Gallery, a strange little market for the archaeologists and scribes of the city - they’re enjoying a brief flowering, since literacy has been made legal after the Duchy’s rebellion against the Sun King. Come down here, to a green-tiled walkway in a damp sump, and purchase previously forbidden texts, wrapped in silk to keep off the damp. 


The Storm Drain’s proprietor is called Oktawia-sans-Tongue, for perhaps obvious reasons. She will trade Inscriptions, for artefacts and curiosities of the Watch. They say she writes to a contact in the Office of the Duchy, back north in Madrevel. Rumour is, they’re using her to look for something. 




THE CLIFFS


A narrow road, a day outwards from Uurferk, takes you to the precipice of the world. On each side, the Ringing Mountains reach for the vaults of the heavens, wearing mantles of snow and fir-forest. 


The silence where the Great Fall would once have been is deafening.


The cliffs descend, black rock hovering above the clouds, for about three hundred feet, then run out. If you were mad, you could try and climb to the underside of the World Above. 


There’s villages out among the horsts and grabens, down among the undergrowth. Strange little ones, with names in an old language. The people keep themselves to themselves, but they’ve been seen parading around with cut-off animal heads on their shoulders.


Don’t mention that, though. 




SURANG


Three days along the narrow road, you come across the first curtain wall, blown down with gunpowder. 


Surang was once a fortress where Knights would meet, and trade warnings of injustice and tales of chivalric deeds. Then, it was a bastion of the Royalist forces, once the Knights were outlawed. 


Many were cast off the great precipice, to Exile and uncertain doom in the World Below. 


Then, the Duchess' forces came out from the interior, and it was a warzone. The abatis and cannon-craters of the battle still scatter the parade-ground and the outer courtyard. 


Now, it’s a blasted out wreck filled with looters, holdouts of both sides, returning knights, and a lot of very weird shit. 


And, probably, a lot of very valuable shit.


Surang is one of the largest castles in the World. It’s one of those mind-boggling constructions of the early Chivalric Era - two concentric outer walls, a ruined castle-town, an inner donjon, and miles of subterranean corridors and oubliettes. Six towers, and a pitched roof above a great hall that occupies as much space as all of Uurferk. And, of course, the Precipice. 


They still can’t get the main gate open - it’s buried inexplicably under a waterfall of cooled lead. 


Your options are the old well in the parade-ground, scaling the outer wall to break into the old gate-keeper’s apartments, or sidling along unstable rock and getting in via the precipice door. 


Get in, avoid everyone else, and get out rich or mad. 


Wednesday, 20 April 2022

Loch and Phlox Present: Reptiles of the Mind (Class: Lizard)

A collaboration with the inimitable Phlox.


You're just a funny little lizard guy. For now. Someday, you'll be a funny big lizard guy. 

THE LIZARD

A - Taste the Air, Scrabbling, Regrow Limbs, Change Colours

B -Tough Ol’ Scales, Sense Unusual Construction

C - Spooky Lookin’, Squirt Blood OR Wing Flaps

D - Death Roll, Run on Water Longer OR camouflage 


Taste the Air
At level 1, you have a 3-in-6 chance to taste the air to sense heat or movement of the air, -1 for every 20 feet away (if you fail due to distance, retain the roll and gradually undo the penalty if you get closer, rather than rerolling each time). For each further level, get +1.


Scrabbling
At level 1, you have a 3-in-6 chance to quickly scrabble through narrow spaces, -1 to scrabble up sheer surfaces or across no more than 20 feet of still water. For each further level, get +1.


Regrow Limb
You can regrow lost appendages with a season of downtime and plentiful food, or half that to regrow a lost detachable tail. At Level 2, the time decreases to a month, at Level 3 to a week, and at Level 4, to a day


Change Colors
Your scales can change color with effort or based on your mood. This has no mechanical effect but is a neat trick.


Tough Ol’ Scales
You may choose for a harm to just scrape off some scales and deal half damage. You must do two of: rest for a full day, eat a full meal or apply rare lizard medicine before you can use this ability again.


Sense Unusual Construction
When underground or in a building, you can take a moment to look in different directions and shift your weight around. This tells when there's subtle inclines, hollows in the floor, non-euclidean trickery, and other things by the DM's discretion.


Spooky Lookin’
You can choose to turn a positive or neutral reaction roll from "friendly" to "scared"


Wing Flaps
With a moment to prepare, you can glide horizontally for double the distance you would have otherwise fallen, so long as there is space to do so. You can reduce by half the damage from sudden falls, or falls in areas without space to glide.


Squirt Blood
Spend 1 HP to shoot blood from your eyes, blinding someone within ten feet of you until they take a round to rub the blood from their eyes. They get a save unless they're grappling you.


Death Roll
If you start the round grappling someone, you can spend your turn in a death roll. They save vs death, getting shredded to death on a failed save and taking 1d6 damage on a successful save.


Run on Water Longer
You can run on water for as long as you want as long as you don't slow down


Camouflage
When standing still or moving slowly, you can be totally invisible from a particular direction.


Friday, 25 February 2022

The Wind Pools (Short Story)

A little change of pace from GLOGposting. 

 Not really sure if the aim is to get feedback, or just to get it out there. 

But this is a short story wot I wrote. It's part of a collection. It's not about any of my elfgame settings (yet). 

It's the first one I wrote, a sort of imitation-leather post-apoc western about a horrible cyborg cowboy with a spherical head called "Rainbow". 


Click on the Ugly Colours to Read It


Monday, 3 January 2022

De Luminare Pessimi Caelestis Hierarchia, or, The Angels in Their Hands

 According to the ancient texts, Angels are the g_ds’ tools of creation


It is important, we believe, to keep track of the Angels which associate with heretics, madmen and fools. 


A shoddy workman blames his tools - but even shoddier is the workman who loses track of them. 



  1. Find Familiar

She wears black goggles, and a huge parka. She carries cages of all sizes under her arms, filled with blood, fur and feathers. She’s totally silent, except to bark out the species of the creatures she summons. 


Find Familiar summons [dice] small animals, which have tarry blood, and appear sick and mangy. The cleric commanding her can, for the next [sum] hours, command these animals and use their senses. After this, the animals go totally feral and escape. Each has 1HP.


For 4MD, Find Familiar can produce a permanently obedient Familiar for the Cleric to use. 



  1. Mark 

She carries a smoking brand, and wears a red cloak and hood. She has a permanent rictus grin. She amuses herself by making puns, the most vile way to use words. 


Mark can place a burning symbol of your choice, visible only to those who can see angels, on anything you desire. It is permanent until dispelled, or wiped off by the hands of an angel. 


For 2 Dice, you may have the mark move in a simple way, such as an arrow turning to point, when beheld. You can set conditions for the activation. 


For 3 Dice, you may also have the mark provide a simple associated sense when beheld - a single sound, taste or scent, for example. You can set conditions for the activation. 


For 4 Dice, Mark instead answers to Explosive Runes. You may choose to have the mark explode when beheld, dealing [sum+dice] damage to those around the mark, and to whatever it’s inscribed on. Save for half. You set the conditions for the explosion going off. 



  1. Ventriloquism

She wears a long black robe, a blank white mask, and a feathered cap. She’s got a strange tin trumpet. She speaks rarely - her voice is not at all pleasant. 


Choose up to [dice] creatures. For the next [sum] hours, you can choose to speak out of their mouths, using their voice or your own. Unwilling creatures may save




  1. Animate Objects 

She has long white hair, carries a staff, and wears a long, ragged robe. She sits in a throne which walks on crab’s legs, and hides her face inside a hood. She loves riddles and nicknames. She’s a cheery sort. 


[highest + dice] objects gain uncanny animation, dividing [sum]HD between them as you choose. Objects so animated are slow-moving but implacable, and return to inanimacy if they lose all of their HP, or if [dice] hours have elapsed. Objects attack with a +[level] bonus, and deal 1d6 Damage, or 1d10 if they have more HD than [highest]


  1. Illiteracy 

She dresses in grey business-casual. She communicates by a stylus and tablet she holds - only in odd, and often crude drawings. She smiles a lot, and makes constant eye contact. She is said to resemble the fearful angel Feeblemind, to the point where it’s hard to tell them apart.


For [sum] hours, [dice] people are completely incapable of comprehending or producing written words - no save. 


For 4MD, the effect can be made permanent-until-dispelled on a single target. This can include yourself.



  1. Chain 

She is tall, bald and hard-featured, and wears nothing but a long black chain which wraps around her body and each limb a hundred times or more. She is cruel, and finds everything funny - especially if everyone else isn’t laughing. 


An adamant chain up to [sum]*2 feet long is summoned - you can have it anchored to any point in sight, or to appear wrapped around a creature you can see - creatures unwilling to be tied in chains may save. You can have up to [dice] anchor points and targeted creatures. 






  1. Sanctuary 

She is tall, with curly black hair and a beatific smile. She wears a flowing robe and golden jewellery. She bears a burnt and melted iron staff, which once bore a symbol at the top. 


The next [dice] times anyone tries to attack, humiliate, or otherwise harm you, or any creature of your choice, they must save, or find themselves unable to bring themselves to do so. Forcing someone to overcome Sanctuary by some means or another results in [sum] days of debilitating religious panic. 


  1. Rust

She wears a filthy white habit, and massive leather gloves which reach up to her elbows. Her boots are caked in muck. She’s got freckles, scars and a powerful sneer. She is, for no real reason, incredibly dismissive and rude. 


Instantly turn up to [dice*sum] inventory slots of metal into a useless, oxidised mess. You must touch some part of the metal to begin the process, but from there it rapidly spreads across connected surfaces. 


Rust’s callous attentions obliterate iron, and corrode or damage other metals, to the point of either losing their appearance or collapsing into total uselessness. She either can’t or won’t damage gold. 


When used with 4MD, she can even damage sacred steels (with the exception of adamant and ossgold). 



  1. Warding Wind

She carries two signalling fans, wears a green robe of heavy fabric, and a light headscarf of gold. She is perhaps one of the kindest creatures to have ever existed. She was even more favoured before the invention of guns.


Warding Wind conjures a highly localised cyclone around your body for [sum] rounds. This flings your clothes about, whips your hair in your eyes, shreds nearby plants, and launches any unsecured papers or similar. 


This prevents anyone who isn’t pretty heavy from stepping into arm’s reach of you, and automatically deflects arrows and other relatively slow-moving projectiles. You also suffer [dice] less damage from falls. 





  1. Bottomless Stomach

She’s jovial and gaunt, with enormous teeth and a big fucking fork. She says shit like “Thank you G_d for this meal” when you kill people, and literally screams at you when you turn down food. She’s an interesting companion. 


Bottomless Stomach allows you to create [sum] inventory slots in your gut, which last for [dice] hours. You can only store things in your new gut-slots which you can swallow. If you have things stored in the gut slots when time runs out, you harmlessly vomit all of them up immediately. 


You can choose to instantly digest food stored in your gut-slots to heal 1d6 per slot of food consumed. 

 

  1. Headbutt

A mythical angel whispered of by the Blue Heretics. A gigantic, broad shouldered figure, wearing jorts and a spiky leather jacket. She’s got a surgical mask, and a military-style helmet with the words HAMMER OF G_D on the side, in red stencil font. She has the haunted look of someone who has seen the fullness of time, and chosen ignorance. 


Headbutt, first and foremost, makes your skull indestructible. At the end of a given round, you can tell the DM you’re about to use Headbutt. 


Headbutt, being faster than anything, happens instantly at the beginning of the next round - the chosen target in melee range takes [sum+dice] damage as you mash your indestructible skull into it at comical speeds. This uses your turn. 


Unsecured targets struck by a headbutt are flung up to [sum] metres away - with 4MD, you can instead choose to fling them [sum] miles, teleporting them with a thunderclap and a cloud of choking smoke. 


Stories of Blue Clerics headbutting things backwards and forwards through time are probably apocryphal. 


  1. Glibness

A tall, handsome angel, who wears a burning chain around her neck. Her tongue is silver. Smoking sigils flicker like embers where they are carved into her face. Her robes are covered in soot. She is aloof, arrogant and bigoted, unless your cleric is a King - upon which she takes on the persona of the snivelling advisor. 


Associated with a group now lost to time. 


For [sum] rounds, everything you say is believable, no matter how ridiculous. If you say something which presents an argument, all listeners except the ones you’re arguing with will take your side. 


Clerics hear your words as glossolalia and pained screaming for the duration. 


Saturday, 25 December 2021

If Your Enemy Is of Choleric Temperament (Wizard School: The Warmind)

 Wizards of the Nine Hells! 

A planned Big Post I never even really started. Here’s a ninth of it:

A good old fashioned Wizard School. 



Bel, General of Avernus, is known for having hundreds of incredibly complicated, overlapping schemes, all running at once. As part of one, he commissioned for a mount of stone (on the 66th Upper Aulgham Front of Avernus) to be converted into a wizard’s college, where dropouts, exiles and other wizardly rejects could come to train as disposable arcanists for the Blood War. 


He did not expect the Warmind Academy to garner prestige. Advances in tactics and war-magic were made there, alike to nothing in remembered history.


Now, across the Planes and Primes, it is known: to win a war, no matter the size, all you need is enough Warminds. 



Class as per your Favourite Wizard Chassis (Here’s Mine


Starting Equipment: Mundane sword, black greatcoat, dark red uniform, hobnail boots, along with two pieces of Warmind Equipment (see list below). 


Perk: You have the to-hit bonus of a fighter. 

Drawback: The lingering stink of Avernian brimstone follows you everywhere - people always know what masters you serve. 


Cantrips:

  • You can assess the number of creatures in a group instantly, up to 5000. 

  • You can instantly polish anything metal or leather to a perfect sheen. 

  • You can draw and sheathe a mundane sword from thin air at any time. You can replace the sword by sheathing a new one, which causes the old one to appear at your feet. 



Spells:

  1. Shield

You conjure hovering shards of metal, gaining [highest] AC for [sum] rounds. This spell can be cast in response to attacks. 


  1. Darts

With a burst of smoke and a flash of red, you fire a hail of whistling flechettes that deal [sum+dice] damage to a given target, and everyone and everything next to it. Creatures that would be hit by the darts may save for half damage. 


  1. Fortify

An object of your choice is banded in smoking metal, giving it [sum] HP that has to be removed before it can be damaged. This also works on creatures made of inorganic materials, like constructs.  


  1. Decoy 

Choose a creature you can see - you produce an illusory copy of them, which is identical in all regards, except it feels like hot iron to the touch. It has 1 HP, and if it is reduced to 0, it explodes, dealing [sum + dice] to everyone within 10ft, save for half.


  1. Skywrite 

You send up a glowing illusion of whatever colour you choose, which paints across the sky directly above your head. The skywrite can be made of up to [highest] words and symbols. 


  1. Sending 

You send a message of [sum] words to someone you are familiar with. The words are spoken into their ear, and they may respond with [dice] words of their own. 


  1. Fly 

For the next [dice] hours, the target can:

  • 1MD. Slowly hover.

  • 2MD. Fly quickly but imprecisely.

  • 3MD. Fly quickly and precisely. 

  • 4MD. Fly quickly, precisely, and ignore any adverse winds. 


  1. Disarm

Up to [sum]HD of creatures you can see have whatever they’re holding wrenched from their hands and flung away from them. Creatures who are aware of you can save to hang onto their equipment.
At 4MD or higher, this instead renders the arms of the creatures numb and immobile.  


  1. Read Terrain

Ask [sum] questions about the surrounding terrain such as “What land is unstable?” and “Where are the chokepoints?”. Receive accurate answers. This reaches a range of [dice] miles. 


  1. Explode Metal

Up to [sum] slots of metal explode with terrible force, dealing [slots + dice] damage to everyone nearby. You can set a delay of up to [highest] minutes on the explosion. Sentient metal objects and creatures get a save against exploding. Technically radioactive. 


  1. Earthworks 

A target area up to [dice]*100ft on a side is reshaped according to your whims. You may dig trenches up to 20' deep, or erect bulwarks up to 20' high. The effect is slow, and creatures in the target area may save to avoid falling or being crushed.


  1. Hellfire Engine 

You call forth, from the foundries and factories of the Hellish war-machine, a deadly machine. The ultimate expression of overwhelming Avernian force, it manifests as, basically, a wheeled fortification, with enough interior space for [sum] passengers, [sum] HP, and [dice] of the following armaments: 

  • Thick Armour - The Engine has [highest] DR.

  • Fire-Sprayer - The Engine can, as an action, spray Hellfire all over something. Hellfire can’t be extinguished except by magic. The Engine has a total of [sum] points-worth of Hellfire stored up. 

  • Whirling Blades - You can force everyone in melee range of the Engine to take [dice]d6 damage from giant blades, save for half.

  • Legs - Your standard wheeled Hellfire Engine fares poorly on uneven ground, but with the addition of gigantic insectoid legs, it can scuttle over any terrain! 

  • Ballistae - The Engine can make [dice] attacks each round, firing ballista bolts with a +[highest] to hit, that deal 2d6 Damage each. The Engine has [sum] pieces of ammunition. 

  • Onboard Crew - [highest] Baatezu, each with [dice]HD, are onboard, ready to assist you in piloting or defending the Engine. They can be commanded to sortie forth from the machine. 

  • Voice Magnifier - You can choose to have your voice projected forth from the Engine at deafening volumes. 

  • Self-Destruct - The Hellfire Engine can be set to explode, with a delay of up to [highest + dice] minutes. It does [sum]d6 damage to itself and everything within 100ft. Creatures caught in the blast can save for half damage. 



Mishaps:

  1. MD only return to your pool on a 1 for 24 hours

  2. Take 1d6 damage as metal spikes pierce your skin. 

  3. Random metallic mutation for [sum] rounds, then make a save. Permanent if you fail.

  4. Spew a giant cloud of choking black smoke, which obscures sight for [sum] rounds.

  5. You weld yourself to whatever surfaces you’re touching at the moment, for [sum] rounds. 

  6. An uncontrolled explosion of metal shards issues from you, dealing [sum] damage to those nearby, save for half. 



Dooms of the Warmind: 

  1. Increased Oversight

An imp is deployed to Keep an Eye on You, and it will rat you out as soon as you do anything that the Nine Hells might dislike. If you do something egregious enough, it will even serve as a portal key for the off-the-books kill-squad coming to do you in.

Note: killing the imp is egregious enough to earn you a kill-squad. 


  1. Disciplinary Hearing 

A portal rips open - you and everyone around you are dragged to the Nine Hells, where you face a stern talking-down-to from an amnizu and a whole jury of barbed devils. If you fail to adequately explain how your recent actions are contributing to victory in the Blood War, they’ll confiscate your entire inventory. 


If your actions are actively contributing to defeat in the Blood War, you’re followed back through the portal by another off-the-books kill-squad. 


  1. Full Tribunal

A Gate opens, and you are pulled through to the Flayed Dolphin Court, on the high burning mesas of Nessus. There, you face a full military trial for egregious misuse of military resources - the defendant’s stand is a burning pit, and the judge, prosecutor and legal counsel are all Pit Fiends, working together behind the scenes.

 
This is not a trial you will return from (at least, this millennium). 



You can avoid your Doom by hiding somewhere portals can’t reach, killing a Demon Lord, achieving High Commission in the armies of the Nine Hells, or by winning the Blood War. 




Warmind Equipment:

  1. Ashcap, a thick leathern hat, with attached goggles, a neck curtain, and gauze mask for the mouth. It keeps burning ash out of your mouth and eyes, and hides your face. A distinctive piece of Warmind attire.

  2. Fireproof Tent, coloured dark red to camouflage against Avernian soil. 

  3. Breastplate, 1 piece of armour. Etched with jagged geometric patterns and designs of screaming humanoids being stabbed into fire pits by baatezu. 

  4. Buff Coat, made from demonhide. 1 piece of armour. Whispers, every so often. 

  5. Dreg Legion Banner. Pattern of your choice. Even the most impressive mortal is still a Dreg Legionary in the eyes of the Nine Hells. Still, among a certain crowd, bearing this 2-slot banner might garner some respect. 

  6. Bag of Caltrops, good for throwing down in a pinch. 

  7. 4d6 Hellmarks, nonagonal rosegold coins marked with nine Asmodean eyes. Worth double value when used as currency in the Nine Hells. 

  8. Halberd, for use when assisting the massed ranks of devils and legionaries. A heavy weapon with reach. Not a sword.  

  9. Splatter Mask, covers the eyes with a metal guard and the lower face with a chainmail curtain. Counts as a piece of armour. It keeps shrapnel out of your eyes and mouth, which is always a win. A distinctive piece of Warmind attire. 

  10. Smoke Bomb, a steel cylinder with a fuse. Can be cut to set the fuse for one to ten rounds - once a lit fuse runs down, a gigantic cloud of thick smoke explodes out, which lingers for an hour, or a minute in high wind. If someone’s holding it when it goes off, they take 1d6 Damage. 

  11. Decoy Shako, towering red hat with a vrockfeather plume. The first crit you suffer while wearing it inexplicably annihilates the shako and leaves you unharmed.

  12. Cacophony Cane, appears to be an ordinary walking stick with a bird-shaped handle. When you turn the handle all the way round and slam the stick onto the ground, it snaps with a noise that’s audible up to a mile away (wear ear-protectors). 

  13. Firelance, a long metal tube on a wooden pole. When filled with fuel and lit, it sprays a 50ft line of fire - anyone in the way must save or be damaged and lit aflame. The closest failure takes 3d6, the rest half of that. 

  14. Infernal Medal of Valour, beaten square of green steel marked with an eye - the ribbon is crimson. Devils will be impressed by it, celestials disgusted, and demons enraged. 

  15. Silcharde, a medium two-barrelled pistol named after the Baatezu that designed it. The barrels are stacked vertically, and it has a unique profile. Has a two-step trigger which allows for the barrels to be fired separately, as two different attacks, or together, as one. 

  16. Black Brandy, the famous devil’s drink of Dis. Chills the body pleasantly when drunk - devils use it like a soft-drink, considering alcohol has no effect on them. 

  17. Worming Bell, runed and made of gold. Rings loudly when Tanar’ri begin corrupting reality nearby - this generally portends the presence of a large number of demons, or a few very powerful ones. 

  18. Green Steel Sword, a medium flamberge. This sickly green steel is famed across the Planes as an icon of Hell. A green steel blade bypasses all resistance to weaponry that a demon or devil might possess, but still counts as a “mundane” steel (such as for your cantrip). 

  19. Codebook, for use in conjunction with the Sending spell. Densely packed codes and signifiers use long words, effectively removing the word-limit for the Sending spell, but only if both ends have a codebook. Can of course also be used in letters or conversation. 

  20. A Curio! 

    1. Bottle of Boilers. A glass bottle of soupy red gas. Boilers is a drug for Fiends, primarily produced in Sigil. It’s a deliriant poison for most mortals, but puts Fiends in a calm and friendly state for 1d6 Hours. It’s novel, for them.  

    2. Maelephant Tusk. A blackened chunk of grey ivory. If burnt, it summons a 6HD Maelephant, which will guard a commanded place or object for 24 hours, then return to the Lower Planes. The Maelephant is rude, crude and stupid, but will never betray the one who burnt the tusk. 

    3. Scumbag. A wriggling black sack full of… something. When burst or opened, everyone within thirty feet must save or vomit - including creatures normally totally incapable of doing so. When inspected, an opened bag is empty. 

    4. Mind Eraser. A tiny vial derived from Styxwater. Normally, Styxwater requires total immersion to erase a personality - but, if this concentration is the only thing a creature consumes for 48 hours, it does the job just fine: destroying their Psyche Slots and reducing them to catatonia.  

    5. Hellfire Bomb. A ticking mass of black wires and spined scales of Green Steel. Can be set with a timer anywhere from a minute to a month. When it goes off, everything nearby takes 3d6 Fire Damage, no save, and is engulfed in Hellfire, which can only be extinguished by magic. 

    6. Tanar’ric Infection. Fills a Psyche Slot instead of a Gear Slot. Functions something like a disease, and something like a Belief. If you act in a manner which the Tanar’ri would approve of (selfish, hungry, vile, cancerous) you gain a Mark as if you had defended or promoted a Belief - but, you must save vs. Mutation, as you begin the gradual and fatal process of having your meat turned into a nascent Tanar’ri. When you’ve accumulated a total of 9 mutations from this feature, you die, and your corpse becomes a Demon with as many Hit Dice as you had in life. 




Bonus: Metallic Mutations

Roll randomly for a body part, and then combine with one of the following elements. 

  1. Leaden Shell 

  2. Golden Sheen

  3. Nails and Spikes

  4. Hanging Chains

  5. Stiff and Rusted

  6. Interlocking Gears

  7. Bismuth Crystals 

  8. Shaped into a Weapon 

  9. Sundered Silver 

  10. Radioactive Shards