Showing posts with label Nine Hells. Show all posts
Showing posts with label Nine Hells. Show all posts

Wednesday, 8 February 2023

The Root of All Evil (Wizard School: Plutocrat)

 



Mammon, the Lord of Minauros, is the operator of the largest treasury in the Multiverse. He keeps and counts all the gold in Baator, operating Asmodeus’ baroque and insane command economy from the Sinking City in the vile and acid bogs of the Third Hell. And, of course, he skims himself a generous helping. 


Of course, the Treasury can’t all be Baatezu. For a start, many - many - Devils have a vested interest in seeing certain sections of the Nine receive more gold than the others. And, for another thing - silver burns devils. They hate the stuff, and mortals just insist on using it for money. So inconsiderate.  


So, sometimes, an indebted mortal can be a useful thing. 


Besides - mortals can go where the Baatezu can’t.


And the Treasury really wants to go everywhere. After all, there’s probably VALUE out there, just WAITING to be MERCILESSLY EXPLOITED.  Why, the mere idea of it is enough to get one’s pedipalps twitching. 


So, the Treasury trains wizards (for a price). 


You know that thing, where spells ask for a “Diamond worth 300 gold?” The Treasury decides how much diamond that is.  They have a (persuasive) claim to having come up with the idea of currency, as a method for the ensnarement of mortal souls. 



Class as per your Favourite Wizard Chassis


Starting Equipment: Ominous notebook, golden Treasury badge, pen with unlimited ink,  set of manacles, hooked dagger (light), black oilskin clothing, three pieces of Plutocrat’s Equipment.


Perk: You can spend 50 gold to add +1 to the [sum] of a spell you just cast. The gold evaporates into reeking smoke. You can burn as much gold as you want at once. 


Drawback: You begin the game 9999 gold in debt to the Treasury of Hell. This was the cost of your education. They expect weekly contributions. At the end of each year, the remaining debt multiples by 1.3, rounding up to the nearest gold. Once you’ve paid this off, you have been assured you will start making a lot of money. 


Cantrips: 

  • You can count the number of objects in a pile instantly, up to 10000. 

  • You can produce a writhing sigil of smoke in the air, which serves as your Treasury badge. Banks the multiverse over recognise the symbol of the Treasury with respect, terror and, in some cases, frothing admiration. 

  • You can throw any metal into a portal and have it redirected to the Treasury of Hell. Doing this with coins or valuable metal objects lowers your debt. 


Spells:

  1. Loan
    Instantly summon [sum]*20 gold coins from the Treasury of Hell. They stink of brimstone for a few minutes. This increases the debt you owe to the Treasury by the amount you summoned. The coins appear wrapped in wax-paper, in 20-coin blocks (100 coins to a slot).  You can instead fling loose coins as you summon them - people-sized and smaller creatures are likely to be startled or knocked off their footing, if they get hit with a flying cloud of a month’s wages. 


  1. Identify
    With 1MD, learn the value of a target object to the nearest gold coin. With 2MD, also learn any magical properties it has. With 3MD, also learn if the object is cursed, blessed or otherwise enchanted. With 4MD, also learn the identity of the previous owner of the object. With 5MD, also learn the previous owner’s exact location


  1. Copper to Poison
    Transform [sum] slots of copper into green, crystalline, water-soluble poison. A dose of this poison fills a slot, dissolves in a cup of water, and does 1d6 damage to anything that drinks it per dose, save for half. 


  1. Crypticise  

The opposite of Literal Translation. Turn a piece of text you can touch into a simple substitution cipher you know the solution to. With 2 or more dice, the cipher becomes more complex, requiring days of effort to solve. With 3 or more dice, you may code up to 3 distinct meanings into the cipher. With 4 or more dice, the cipher ignores translation magic of all kinds.  With 5 or more dice, the cipher is completely unbreakable without the assistance of divine intellect or a complex machine. You may designate up to [dice] specific  creatures who may immediately bypass the cipher. 


  1. Command Coins 

For [dice] hours, coins will leap up and obey your mental commands. Affects all unattended coins in 30' of you. Coins can be commanded to follow you, hide in crevices, or serve as rollers for heavy statues, but they are mindless and feeble.


  1. Silver to Flame

Turn up to [sum] slots of silver you can see into fire. The transformation crawls across the silver relatively slowly, giving it the appearance of ‘burning up’. 


  1. Fool’s Gold 

Target object appears to be incredibly valuable to all onlookers, inspiring the greedy to desire it, and those inclined to thievery to try and take it. Even mildly greedy characters must save or desire it greatly.  Has no effect on committed ascetics and communists. 


  1. Iron to Glass 

[sum] slots of iron or steel you can see transform into cloudy glass. Glass weapons break if they roll maximum or minimum damage. 


  1. Extract Value
    Obliterate [dice]*2 slots of items into gold coins, equaling their monetary value, and a pile of flammable red dust, equaling the remaining weight. 


  1. Lead to Ruin
    Transmute [sum] slots of lead into dynamite. As they say, the road to Hell is paved with nitroglycerin. Dynamite explodes when exposed to fire or a powerful shock, for 2d6 damage and 10’ of radius, per slot, save for half. 


  1. Summon Orthon
    You conjure up a 4+[dice]HD Orthon, a bulky, chitinous Baatezu that wields a massive crossbow, has a variety of horrible trick bolts, and can turn invisible.  It will either guard a location or object you tell it to, or hunt a creature you tell it to. 


  1. Metallic Transmutation
    Place a piece of any metal into your mouth. [sum + dice] slots of metal that you can see permanently transform into that metal. The metal is consumed in the process. Using this to produce free gold is considered a social faux-pas by the Treasury. 


Mishaps:

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

  2. Suffer 1d6 damage as you transmute some of your skin into glass. 

  3. Act and spend impulsively for [dice] hours.

  4. Vomit [sum] frogs over [dice] rounds. If you vomit more than 3 frogs in a round, suffer 1d4 damage. 

  5. Act and spend with extreme caution for [dice] hours. 

  6. Suffer immensely for [dice] rounds, unable to do anything and incredibly impressionable. 


Dooms:

  1. Involuntary Contribution
    A portal shreds open and a gang of 1d6 Treasury-employed Baatezu, 1d6 adventurers and a Plutocrat with 1d4 Templates bursts out and demands all the money that you have on you. If you turn it over, you lower your debt by that much. If you refuse, they attempt to arrest you and bring you in for punishment for 1 Month per 1000 Gold you still owe. 


  1. Armed Robbery

A portal shreds open and a gang of 2d6 Treasury-employed Baatezu, 2d6 adventurers and 2 Plutocrats with 1d4 Templates bursts out and demands all the money that you have on you, plus any you have at your home base. They’ll escort you there, if you like. Right now, in fact. If you turn it over, you lower your debt by that much. If you refuse, they attempt to arrest you and bring you in for Torment for 1 Month per 1000 Gold you still owe. 


  1. No Death, Only Taxes 

A Gate rips open, pulling you through to a cell in the Treasury’s Internal Affairs Department, a name that strikes fear in Baatezu the planes over.  For each gold coin you owe to the Treasury of Hell, you’re condemned to a year in a Punishment Pit, chained to a rock, half-submerged in the stinging, sickly water of the bogs of Minauros. Your life is artificially extended to make sure you fulfil the sentence. Then, you die and go to Hell properly


You can avoid your Doom by paying off your debt (of course) or hiding somewhere portals can’t reach. 


Plutocrat Equipment: 

  1. Acidproof Raincloak - Green-black oilskin, with a face-obscuring hood, voluminous sleeves, and a sickly sheen. Repels most acids. A distinctive piece of Plutocrat attire. 

  2. Top Hat - Tall black stovepipe made of felted beaver fur. 

  3. Musket - 2 slots, medium. Wrapped in green wax-paper to keep out the persistent Minauran damp. Comes with 20 pieces of shot and a powder horn, which take up another slot. 

  4. Lockpicking Imp - An imp from Hell. A minor devil which will certainly snitch to its superiors in Minauros if you act against Hell - except, the little bastard is an amazing lockpicker and clockworker. Comes with its own tools. 2 Slots if you have to carry it, but it can usually fly. 

  5. Smallsword - A light weapon of shiny steel. Carries an air of courtly refinement. 

  6. Lock-Mangler - 3 small keys which seem to be made of yellowy wax. Melt into a sort of acid glue that deforms iron, when immersed in alcohol. Comes with a little glass bottle of pure alcohol. Total of 1 slot.  

  7. Telescoping Stilts - A pair of 8 foot poles that telescope down to 3 feet long, each. They have foot stirrups for stilting with. Folded, they take 2 slots

  8. Ledger of Debts - Enchanted book which allows you to determine via eye contact if a creature owes any money to the Treasury, and exactly how much. Many, many of them do. 1 slot. 

  9. Dust (Evil) - A bag of dust which reads as Evil to spells that detect these things. If you cover something in it, it reads as Evil too. Also, causes sneezing and is probably a carcinogen. 1 Slot. 

  10. Collapsible Dinghy - 2 Slot cube of oilskin, whalebone, green steel springs and canvas. Can unfold into a boat that seats 6 when a tab is pulled. Unfolds with some force. Stand well clear.

  11. Gas Mask - Terrifying! A huge iron construction you have to seal with a (provided) key, layered with rubber. Renders you immune to fogs, gases, cloudkills and so on and so forth. 2 slots. 

  12. Nightmare Projector - Huge, comical setup of pipes, gears, tubes of crystal and green-steel wires.  Has a tripod on the bottom of the setup. and a hand-crank on the side. When set up and cranked, the main pipes can be pointed, firing a narrow cone 400’ long which gives sleeping or inebriated creatures terrifying hallucinations of invulnerable wasps, causing a fear effect. If a sleeping creature wakes up afraid, the fear (and hallucinations) last for 24 hours. 3 slots. 

  13. Folding Armour Stand - This wooden contraption springs out into a sort of crude human-sized mannequin when a switch is pressed. Could be used as a 5ft tall ladder in a pinch. 1 slot folded up. 

  14. Infernal Merit - A certificate written in the Infernal Tongue, representing meritorious behaviour in Hell’s service. Worth 500 gold, or a favour, to a devil. 

  15. Prize Winning Hog - Holy shit that is a big pig. Eats anything you feed it, is perfectly loyal to you, and considers itself a porcine divinity (possibly with good reason). Takes up 10 slots if for some ungodly reason you’re carrying it, instead of vice-versa. 

  16. Metal Teeth - Six false molars - one silver, one green-steel, one normal steel, one copper, one adamant and one brass. Good for chewing. If you start with them, you can choose to have them loose, or replacing six of your own molars. Either way, no slots. 

  17. 30ft of Silver Wire - As it says. Burns the skin of fiends. 

  18. Big Bottle of Acid - So many uses! 1d6 damage a round to the susceptible, 10 doses. 2 Slots. 

  19. Opheilematic Monocle - A green glass monocle that allows the wearer to see debt as green smoke. 

  20. A Curio!

    1. Kyton Chain - An animate, enthusiastic chain that obeys you in exactly the manner of a huge, dumb, long dog made of iron. 

    2. Telstang Ring - Shiny blue alloy of silver and something. Prevents any transmuting magic (polymorph, size-change, haste, slow, petrification) from affecting the wearer, for good or ill. 

    3. Writ of Nails  - Baatezu writs are invested with the authority of the terrible Pact Primeval, the agreement between Asmodeus and the other gods which dictates the very form and motion of Hell. This particular writ gives you permission to torment the damned and harvest their suffering, which is effectively the Hell equivalent of getting a cushy tax-farming job. 

    4. Lycanthropy - Fills a Psyche Slot, as it’s a curse. Whenever you’re exposed to a full moon of any sort, you transform into a slavering wolf until you’re next under sunlight or the light of a hearth. 

    5. +2 Sword - Shaped like a huge butcher’s knife. You repossessed it from a very angry and very high-level adventurer. 

    6. Truemetal Musket-Ball - Also called Mythril, Kingsteel and Archdevil’s Bane. Indestructible, hyperreal, magical superconductor. A tiny piece of rainbow-prismatic, unbelievably rare metal. Said to be able to harm gods, if used as a weapon. Worth 10000 gold coins. 

Sunday, 20 November 2022

Listen Closely (Wizard School: The Secretist)

 



Dispater, the Lord of the Iron City of Dis, is unshakeably convinced that every devil in Hell is out to get him. 


He’s completely correct. 


He can’t trust other devils. At all. First, most of them reside in Dis, and he is the one they have to be rid of to secure promotion. Second, he is the justice of Asmodeus, the judge of Hell. When a devil is punished and demoted, most often he signs the order. The built-up hatred for him across aeons is incalculable. Wizards have found demiplanes forged purely from the hate that exists for Dispater. 


He hides away in his Iron Tower (of subjectively infinite height) and operates a dense network of spies, secret police, propagandists, hell-cops and deniable mercenary groups, desperately clinging to power. He needs agents. And he can’t trust other devils. As it stands, most report to his scribe, Titivilus, instead of him. 


But Dispater has seen deep into the mortal soul. He owns millions of them. He knows the ways they act, the things they want - and, so… better the devil you know? 




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


Starting Equipment: Unremarkable clothing, light pistol, 20 shot and powder, light knife, dose of cyan poison (d10), Green steel mimir, two pieces of Secretist Gear


Perk: Your green steel mimir, beyond containing 10 Psyche Slots, also has access to the personnel files of Hell. Almost every creature of note anywhere has a file. 


Drawback: You need to fill out a report to Dispater and submit it to your mimir once a week. If you fail to do this, your MD only return to your pool on a roll of 1 until you do. Having a lie in your report discovered causes an immediate Doom


Cantrips: 

  • You have six fake faces stored in a tiny, airless demiplane, and can trade yours out for any of them with a fingersnap. You decide what your fake faces look like.

  • You can become (literally) invisible in a crowd. 

  • You can produce a small flaming sigil in the air, which serves as your Secretist badge. Devils are loath to impede a Secretist about their work (although, loath does not mean totally unwilling.) 


Spells:

  1. Charm Person

Target creature of [dice]HD or less treats you as a friendly acquaintance for [sum] hours. If you do something a friendly acquaintance really wouldn’t - call them a severely rude name, rob them, shit on their floor - they can save to end the effect. Dealing any damage to them ends the effect automatically. Casting this on yourself cheers you up and banishes intrusive thoughts. 


  1. Invisibility

Target creature, or target object [dice] slots or smaller, becomes unseeable by normal senses for [dice] hours.


  1. Sending

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. Speak with Vermin 

For [sum] hours, you can communicate with rats, bats, bugs, small snakes, foxes, raccoons, jackals, pigeons, etc. You may compel from them [dice] favours. Answering a question is a favour. 


  1. Eavesdrop 

You enchant an object of [dice] slots or smaller, allowing you to hear from it as though it was your ear for [sum] hours. 


  1. Dull Emotions
    [dice] creatures are unable to feel emotions for [sum] hours.  


  1. Broadcast

Target a spherical area [dice] miles in diameter which is at most [sum] miles from you.  Everything in the targeted area hears a message of [sum - 3] words spoken in a low, roaring voice, echoing as though against iron. 


  1. Glyph of Fear

Inscribe a glowing symbol which, when viewed by a creature, forces them to save or be consumed by nameless terror and dread. Can terrify a total of [sum]HD of creatures, those who successfully save are not counted against the total. 


  1. Antipathy/Sympathy 

You infuse a creature or object with an intense feeling of revulsion/attraction, causing all unintelligent creatures, and intelligent creatures with less than [dice]HD, to treat the target as though it were coated in poison and shit/coated in joy, friendship and delicious, delicious cocaine. This lasts for [sum] hours. 


  1. Scrying

Choose a creature (or location) you have met or heard of. An invisible eyeball appears near to the target, observing it and the location they are in. It’s accompanied by an invisible ear that transmits sound to you.  Creatures unwilling to be observed may save to make the image blurry and you unable to hear through the Scry. If you have a body part from a target creature, they cannot save


  1. Arrest

Target creature of [dice]*2 or less HD must save or be pulled to a jail cell in Dis via a roaring interplanar portal. If the creature is wanted by the Nine Hells, they are immediately imprisoned and presumably prepared for a grim fate. Otherwise, they reappear in [sum] rounds, singed and a little beaten up, but mostly unharmed. 


  1. Idea Transfer 

You may transfer the contents of a Psyche Slot from one creature (of [dice]*2 HD or less) you can see to another (also of [dice]*2 HD or less). If either creature is unwilling, it may save, and one successful save prevents the spell from going through.  You can use this to give people your curses, steal peoples’ dreams, inject ideologies, move ideas from one person to another, pull out a friend’s phobia and inflict it on a foe, and so on. 


Mishaps:

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

  2. Suffer 1d6 nonlethal damage as you accidentally tune to a blaring psychic propaganda broadcast.

  3. Accidentally project your whole head into the fake-face demiplane. Apparently headless for 1d6 rounds, save vs. oxygen deprivation and dizziness. 

  4. Become face-blind for 1d6 hours. 

  5. Swap to one of your fake faces accidentally, but do it wrong - blinded for 1d6 rounds. 

  6. Every intelligent creature within [dice] miles is made aware of your presence via blaring psychic broadcast. 


Dooms:

  1. Your Mission, You Must Accept It…

Dispater’s schemes include you, finally. You’re given the task to defeat and arrest an Osyluth (Bone-Devil) of some importance, in its home District of Dis. 


  1. Growing Suspicion 

A (different, hopefully) Osyluth appears from a portal. It will demand an immediate explanation for something in one of your reports and how your actions assisted the Nine Hells. Failure to satisfy it results in your MD being confiscated for a month. 


  1. Enemy of the State

Dispater turns on you. You know too much. Nine kill-teams of spell-immune Bueroza (Steel Devils) have been dispatched to mangle you severely and return your head to Dispater. They are coming within the next three days.  


You can avoid your Doom by achieving a seat in the City Conseil of Dis, by killing a Demon Lord, by becoming beyond reproach in Hell,  or by getting the single most paranoid living thing (Dispater) to trust you completely. 


Secretist Gear: 

  1. Grey Formal Wear - Precisely cut, iron grey. Not a distinctive piece of apparel at all - could easily allow the wearer to blend into bland high society in almost any place. Takes no slots worn, 1 carried.  

  2. Canesword - Sneaky medium weapon. Your choice of ruby, topaz or emerald in the hilt. 2 slots. 

  3. Brick from Dis - A full slot of grey iron from a building in Dis. Why the hell do you have this, again? A light bludgeoning weapon, for when things get uncivilised. 

  4. Propaganda Posters - A full slot. Carry pro-Nine-Hells messages like ORDER IS WORTH ANY COST, WHO STANDS AGAINST CHAOS?, WE REWARD THOSE DESERVING OF MERIT and THE UNIVERSE NEEDS YOU TO ENLIST IN THE BLOOD WAR. You are not immune to propaganda. Clearly. 

  5. Velvet Gloves - Classy, innit? Good for disguising an iron fist. 

  6. Invulnérable Justaucorps - A justaucorps coat that is, as it says on the tin, invulnérable. Conveys +1 AC and stops you from getting shanked with light knives. For medium blades and heavier, just turns the slashing damage into bludgeoning force for the same damage. Bullets still hurt, but at least they won’t get embedded in you. The coat’s invulnerable, you aren’t. 

  7. Iron Rod - 2 slots. Has a wrist loop. A decent truncheon - and also, anything you strike with it can be seen by Dispater, at least briefly. 

  8. Cheater’s Coin - A coin that, when flipped, comes up with any result you desire. Not limited to Eyes and Heads (the two sides of a Hellmark), you can also do Angels, Kings, Pilgrims, Sheep, whatever you like. 

  9. Grey Gin - Cosmic order in a bottle. So claims the label. Makes the drinker immune to mishaps (but not dooms) for an hour. And is also alcoholic. 5 doses in a 1 slot bottle. 

  10. Smoke Bomb - Disguised as a bottle of wine. Fuse can be set for up to 10 rounds. When it explodes, it  produces a massive cloud of thick smoke. The smoke lasts for an hour, or a minute in high wind. Anyone holding it when it goes off takes 1d6 damage. 

  11. Bear Grease Pomade - A thick, waxy substance made from bears. Used to style hairs and grease mechanisms. 1 Slot in a steel tin. 

  12. 5d6 Hellmarks - Nonagonal rosegold coins marked with nine Asmodean eyes. Worth double value when used as currency in the Nine Hells.

  13. Safe Gun - Looks and sounds exactly like a medium musket, except if it kills someone, they’re instead placed in a deathlike sleep for 1 day, then are healed for 1d6

  14. Really Loud Boots - Boots which, when you walk with them, make incredibly loud, echoing footsteps. Ominous! 1 Slot when carried. 

  15. Comically Evil Bat - A very litl bat who wants to do serious harm to the universe at large. Understands your words and obeys your orders, unless you help people for free, or try and save the world, then it bites you for 0.1 damage and laughs (ee ee ee). Can carry-coin sized objects. 

  16. Demonteeth Grenade - A grey iron sphere stuffed full of crawling Tanar’ric teeth. Deals 3d6 damage in a 30’ sphere, save for half, and has a 1-in-6 chance of inflicting a demonic infection (which is like cancer, but the cancer can think and hates your fucking guts). Even Devils hate these things. 

  17. Deed to a House in Dis - In one of the districts where mortals aren’t flayed or eaten on sight. Three floors, shelled in hot iron, fire-proof, water-proof, allegedly demon-proof, equipped with a damned butler who explodes if he tries to leave the building. 

  18. Blinkcatcher - As a mancatcher, but, enchantments on the catching ring prevent caught creatures from teleporting. 3 Slots. 

  19. Stunning Powder - Three doses. Creatures which breathe must save or be stunned for a round if this is thrown in their face. Flammable. 1 Slot. 

  20. A Curio!

    1. Pain Gun - As a light pistol, but you load divorce papers and passports and fire agony

    2. Lingering Memory - Fills a Psyche Slot. The shadow of a face, half-forgotten. You were somebody else, before this. Gain a Mark whenever you chase the identity of your lost self. 

    3. Advespa Egg - A black egg about the size of a (real) football. Takes up 2 slots. When soaked in a mixture of alcohol and blood, it hatches over the course of an hour into a giant 6HD wasp-devil-thing with a severe hatred for everything alive and a giant fucking stinger. 

    4. The Right Bullets - Six green steel bullets which individually have +6 to hit. There’s a 1-in-[remaining bullets] chance a shot flies where Dispater directs it, regardless of where you pointed the gun. Once Dispater's shot has been fired, the rest are yours.

    5. Cursed Beetroot Kvass - Whoever drinks it is cursed to 4d4 years of intestinal problems. One dose. Considered in poor taste. 1 slot.

    6. Deck of Mefianté Cards - An imposter version of a popular fortune-telling-card deck. Contains 54 cards, with such standouts as The Two-Headed SnakeThe Violence, The Pursuer, The Flames, The Honest Soul, and The Secretist (shows your seven faces in perfect detail).  Without fail, predicts ill fate. May well cause ill fate.