Showing posts with label Aclas. Show all posts
Showing posts with label Aclas. Show all posts

Saturday, 2 August 2025

1d10 Soon-to-be Executees (Glåugust '25)

 Locked up in the Exits Wing of Iskadar City Jail, all heading for the noose, the blade, or the bullet-bitten wall… 




  1. Name: Ramus Wolfram
    Known Aliases: “Arwol”, “Sparks”
    Age: 42
    Genus: Human
    Citizenship: Tergain
    Former Profession: Military Mage, Academic Mage, Historian
    Charges: Desertion, Terrorism, Producing Seditious Literature, Red Magic (Cloudkill)
    Notes: Graduate of Nethelos’ College of Spires (Evocation, thesis in anbaric thaumaturgy). Highly decorated in 3rd Tergani Sorcerer’s Corps in the last war. Member of a number of Ochlocratic groups and a former member of the proscribed Anti-Magnate League.
    To be beheaded by silvered guillotine. 



  1. Name: Ahnda Harm
    Known Aliases: “Tauru Mahdu”, “Big Ahn”
    Age: 26
    Genus: Ogre 
    Citizenship: Idraan
    Former Profession: Stevedore, Docker, Irregular Labourer
    Charges: Assault, Battery, Breaking and Entering, Murder, Racketeering
    Notes: Height and musculature impressive even by Ogrish standards. Plays poorly with other inmates. Close associate of smuggling and extortion outfits in the lower city, serving as a legbreaker and “executioner”.
    To be hung by the neck until dead.


  1. Name: Vaïn Windla
    Known Aliases: “Little Blue Eyes”, “Little Vanity”
    Age: 56
    Genus: Hylen / Elf
    Citizenship: Iskadar-Viciar
    Former Profession: Bodyguard, Concert Flautist
    Charges: Murder, Duelling, Coercion, Racketeering
    Notes: Expert practitioner of a number of fighting styles, some of which are proscribed under Iskan law (a contributing but not deciding factor in Windla’s sentencing). Proudly refuses to recognise the validity of Iskan law, especially the duelling ban.
    To be hung by the neck until dead.


  1. Name: Marta Devardi
    Known Aliases: “Marta the Spike”, “Scaly Marta”
    Age: 50
    Genus: Human (Scytel)
    Citizenship: Iskadar / Ozann Union
    Former Profession: Railway Engineer, Machinist
    Charges: Manufacture of Devices with Intent to Harm, Industrial Sabotage, Terrorism, Sedition, Treason, Possession of Illegal Explosives, Smuggling.
    Notes: Disgruntled former employee of the Vis Guild turned veritable Syndicalist revolutionary. Anti-Makerite sentiments. Operates in conjunction with Syndicalist elements based in Yessul, extradition to Yessul denied. 
    To be shot by firing squad.



  1. Name: Meryon av Telov
    Known Aliases: “Merry”, “Old Man Merry”
    Age: 66
    Genus: Human (Irregular)
    Citizenship: Iskadar 
    Former Profession: Dock Foreman
    Charges: Sedition, Red Magic (Mutation), Conspiracy to Summon, Smuggling
    Notes: Telov is probably best classed as the head of a small cult. Mutations render him amphibious. Charismatic, with a number of followers on the outside, a special guard around the clock is required.
    To be executed by silvered guillotine.



  1. Name: Ethos Malan Fuzan
    Known Aliases: N/A
    Age: 29
    Genus: Human
    Former Profession: Shop Clerk, Accountant
    Charges: Murder, Coercion, Red Magic (Necromancy), Prostitution, Sedition, Producing Seditious Literature, Assault, Racketeering, Smuggling.
    Notes: Evaded capture for crimes beginning 8 years ago, known to the City Watch, due to “patronage” of formerly-influential, now-disgraced Senator Prudence Hamartia.
    To be executed by silvered guillotine.



  1. Name: Isa Penny Elamaa Rosana
    Known Aliases: “Little Isa”, “Red Rose”, “Silver-Tongue Penny”, “Elly Mallen”, “Rosie Tybar”, “Minnie Pinvel”, “Liza Whelk”, “Miryam Ejko”, “Agonia Villiers”, “Missy Louden”
    Age: 27
    Genus: Human
    Citizenship: Iskadar / Zarumaa
    Former Profession: Lounge Singer, Art Critic, Stock Trader.  
    Charges: Red Magic (Enchanting), Smuggling, Racketeering, Coercion, Inheritance Fraud, Financial Fraud, Securities Fraud, Insider Trading, Theft. 
    Notes: Rosana is a consummate conwoman and a pathological liar - learning and utilising enchantment magic was a simple outgrowth of pre-existing habits and activities. Daedalus personnel immune to all enchantments, no matter how subtle, are best employed by handing Rosana.
    To be executed by silvered guillotine.  


  1. Name: Verix Rasanisa
    Known Aliases: N/A
    Age: 29
    Genus: Raksha
    Citizenship: Iskadar / Medir
    Former Profession: Martial Arts Instructor, Night-club Bouncer
    Charges: Assault, Breaking and Entering, Murder, Duelling, Loitering with Intent to Harm
    Notes: Assault charges are especially high in number due to her habit of beating people in the streets of Iskadar with a baseball bat to “hone her art”. Has a strong mental association with old warrior clades of the Medirran Empire, directs her behaviour accordingly. Once she has made an enemy of a fellow inmate, no recovery between them is possible.
    To be hung by the neck until dead.  



  1. Name: Xolani Thanim
    Known Aliases: “Doc”
    Age: 59
    Genus: Human
    Citizenship: Ekaros
    Former Profession: Surgeon, Physician
    Charges: Red Magic (Body Manipulation, Necromancy), Conspiracy to Replicate Red Magic, Sedition, Smuggling, Operating as a Medico without Proper License, Assault
    Notes: Believes his repeated and unrepentant campaigns to spread illegal body-modifying necromantic magic to be a “moral war against illness”. Previous extradition back to Ekaros has not prevented his return and resumption of his activities. Apparent associate of necromantic cells in operation in Cilano and the Ozann Union, although evidence is inconclusive.
    To be shot by firing squad. Further extradition denied, official complaint by Ekarine ambassador entering legal system.


  1. Name: Bitter Earth 14
    Age: 33
    Genus: Daedalus (First-generation “Forged”, Handmade)
    Citizenship: Iskadar / Athrun
    Former Profession: Automatic Infantry, Chemical Plant Hazard Worker
    Charges: Sedition, Treason, Terrorism, Smuggling, Racketeering, Possession of Illegal Explosives, Explosives Manufacture, Illegal Ooze Manufacture
    Notes: Leader of the “Anti-Organic League” or “Meatgrinder” terrorist cell implicated in the 1819 Huisca Train Station Bombing. Believed to have been a decorated member of an Athrunnar paratrooper unit in the last war. Hermitlike isolationist. Requests for unusual materials to be supplied to cell are to be denied regardless of circumstance.
    To be dismantled. Athrunnar government’s attempt at extradition of brain case pending. 

Tuesday, 12 December 2023

Realisation of the Self (Class: Mystic - or the Aclas Psionic)

 


THE MYSTIC

+1 Paradigm and +1 Power per Template. 

A - Crown, Focus, Insight

B - Telekinesis

C - Telepathy

D - Manifestation 


Paradigms

Paradigms are restrictions, in a sense (as we all know, restrictions create creativity).


You pick your own Paradigms. They are phrased as “I will never…

Here are some examples:

  • I will never kill anybody.

  • I will never behave cruelly.

  • I will never mistreat the meek and powerless.

  • I will never speak.

  • I will never leave the City of Iskadar.

  • I will never let the sunlight touch my bare skin


Paradigms are not just things you won’t do, but things you can’t


Your soul is a tiny star, and all stars naturally dictate what is real, and when you would otherwise -  break a Paradigm, that is - reality rewrites so that you don’t. 


If you try to game this system, you will probably meet a grim fate due to unintended consequences.

Not being able to die has its disadvantages when you stand on a landmine. 


I reserve the right to say “no, that’s not a good paradigm.” 


Powers

The reward for being limited by Paradigms, of course, are Powers


Powers are freely usable abilities which change the world in ways people normally can’t. They don’t cost Spell Points or MD, and they’re not once-per-long rest or whatever dogshit - they’re inherent, and you can use them whenever and as much as you want


Your powers can be anything, in theory - this is a case of negotiating abilities in a freeform way with Me, the DM, instead of carefully picking them from a huge-ass list. 


In practice, they can be anything as long as they obey the restrictions and explanations put out in Crown and Focus


Your powers do not read as magic, because they aren’t magic. They’re truth. 



Crown

Your Powers are limited to an area [templates]x10 metres in size originating from the middle of your forehead, where your soul is. You cannot do anything outside of this area… yet. 


[Fun fact! The Solar System is the Sun’s Crown. Isn’t that nice?]



Focus

Your focus is a noun or a verb - your choice!

Your powers are all themed around your focus


For examples of Powers from Foci - 

  • Cutting - You can cut things as if by knives at a distance. 

  • Painting - You can paint monsters to life with time and supplies. 

  • Doors - You can open any door, no matter how locked, and lock any door in a way that cannot be overcome by normal means. 

  • Equipment - You can summon invisible psychic tools and weapons. 

&c.


Insight

You can ask the DM for Insight into a person’s fears, emotional state or obsessions and receive a little tidbit of information, so long as they have a soul. 


Telekinesis

You can exert force as if you were standing anywhere you can see. 


Telepathy

You can speak directly to someone you’ve met before at up to a mile’s distance, audible only to the chosen target. 


Manifestation

You can make your soul appear, a bright flame upon your brow, and shed its light


This banishes darkness and destroys creatures to which light is inimical. 

Your light burns things you don’t want to exist for 1d8 unreducible damage per round, no save (though, blocking your light with an object still works). Things burned up by your light are completely destroyed


Thursday, 5 October 2023

GLOGTOBER '23: Six Failed Gods

 For Glogtober 23’, answering the prompt “Failed Gods and their Consequences





The Poisonwood 

A god of death and isolation. 


Demeanour: Recalcitrant, callous, parochial, racist

Symbols: Twisted vine, corpse impaled on branch, the Seal of Tul

Common Worshipers: Once, the Tuliath people. It was a local god. 

Why do people suffer? The world is a flawed design. 


Ban: Entering the forest uninvited. 

Wrath: Respiratory failure.

Sacrament: Living Sacrifices

Blessing: Poison immunity. 


An ancient speaker, in times remembered only by the most robust of oral histories, made himself a god. He made himself a forest god. An empire no longer remembered was coming to conquer the high forested valleys of Tul. The speakers of the land came together and begged their spirits for help, but their spirits deserted them, for the enemy speakers were mightier and more persuasive. 


So one speaker bound himself to the land. And the land became a poison that made any but the Tuliath sick as death, or sicker. They were conquered anyway. 


The Wilds took them a long time ago, but maybe that green wood still roams the lost lands - killing that which it encounters. 



The Praeceptors

Council-gods of hubris and vanity. 


Demeanour: Squabbling, manic, genius, forgetful. 

Symbols: Eight-pointed star of peacock feathers, eight green eyes, gold hand. 

Common Worshipers: Makhlans and certain insane wizards. 

Why do people suffer? Reality is decaying. 


Ban: Disobedience, ignorance and reality damage. 

Wrath: Mental disassembly, incorporation into memory library. 

Sacrament: Sorcery, learning and reality repair. 

Blessing: Powerful spells and enchanted staves of gold. 


A council of wizards from lost Makhlar. The sorcerer-king Rakh-Nua oversaw their transformation - skin plated in living gold, crowned in adamant, eyes replaced with gems, souls transformed into a living hymn to the world. They went mad immediately, of course - hyperspell matrices and lattices of light consumed them. It’s possible they’re still there, casting their cosmic spells in the ruins of old Vul-Khimeros, wherever it may be. 




The God-Eaters

Small gods of predation and violence. 


Demeanour: Varies, but often arrogant and hotblooded.

Symbols: Open fangs, barbed spear impaling a hand, lion with two mouths. 

Common Worshipers: Hunters, members of their packs, each other 

Why do people suffer? Philosophy is a pointless exercise. 


Ban: Weakness. 

Wrath: Being hunted.

Sacrament: Strength.

Blessing: An offer to partake in the flesh, and become a God-Eater yourself. 


They summoned an Aspect to Aclas, and they ate it. Piece by bloody piece. The lords of Orosara  consumed the holy flesh and stole some mote of transcendence. They still roam the world, in horrible packs of quartergod megalomaniacs and their devoted family-cult. They are insane, all of them. A religion of shooting you in the leg with a feathered arrow and slowly, slowly, following you as you bleed out. 


Their philosophy is nihilistic - everyone is just a tube that takes in living things and produces shit. People are hardly special. Eat, men, eat. 



The Tree of Measured Time

A god of failure and false hope. 


Demeanour: Pained, patient, compassionate, irrational. 

Symbols: Triunic geometry (above), branch and bird, white apple. 

Common Worshipers: Taremi people, Triune revivalists, certain wizardly sects. 

Why do people suffer? The world is broken.


Ban: Destroying anything beyond memory. 

Wrath: Nothing. 

Sacrament: Remembering and restoring lost things. 

Blessing: Nothing. 


Once, a sacred Spirit-Tree planted at the heart of the lands of Tarem, high in the forested mountains. The Triune, the sorcerous sages of legend, worshipped as lesser gods themselves, were its keepers. The Tarem calendar was based around its growth, hence the name. The Triune attempted to transform it into a transcendent being, to expand the Ward and return the lost world to us. In pursuit of this noble goal, many transgressions were made - much sacrifice, much challenge and many setbacks overcome….


All amounting to nothing. The Tree is lost and the Tarem lands are fractured. The world is still ruined. 





The Medicant

A god of the greater good, and of healing. 


Demeanour: Meditative, compassionate, silent, patient. 

Symbols: Blue lotus, hands in a prayer gesture, glowing flowers. 

Common Worshipers: Necromancers, healers and anatomists. 

Why do people suffer? They’re wounded, and need to be healed. 


Ban: World-destruction and Shattering. 

Wrath: Immobility, twisting, cancer. 

Sacrament: Compassion and medical necromancy. 

Blessing: Regeneration, longevity, growth. 


The ultimate goal of a deranged necromancer, who wished to heal a world that refused to be healed. They fought him every step of the way - and, damn them, they succeeded in staying sick and wounded. 


He didn’t fail, but his work did not succeed. He vanished, and the sleeping god lies in wait - ready to ꜱᴇᴛ ᴛʜᴇ ᴡᴏʀʟᴅ ʀɪɢʜᴛ. 




The Anti-Sun

A god of hunger and rejection. 


Demeanour: Insane, alien, sociopathic, mechanical 

Symbols: Sun made of negative space, black circle, cracked gem. 

Common Worshipers: Vampires and ghasts, nearly exclusively. 

Why do people suffer? SCREAM LOUDER


Ban: Living, fighting and dreaming.

Wrath: Darkness 

Sacrament: Nobody knows, though theorised as undeath.

Blessing: Never gained 


Built atop the highest mountain in the long-gone land of Terthada, to give the vampiric nobility a final and permanent solution to the golden light of Vanar, inimical to those life-stealing jiangshi horrors. It was something like a great reverse lens, imbued with stolen transcendence derived from god knows where. The nature of a God is not darkness, and the Anti-Sun did not… work.


Well, that’s not right - it worked too well.