Showing posts with label RPG. Show all posts
Showing posts with label RPG. Show all posts

Monday, June 2, 2025

Sorcerers of Uln

 SORCERERS & THEIR DEMONS

A sorcerer is an individual that has willingly (or not) found themselves with a chaos demon grafted to their soul. The White Order of the Faceless God - Bastard of the unseason - specialize in training human sorcerers to survive and manage their demons. Such men and women are bound to the Order and a rare few function as anti-paladins of the Faceless God. Other non-human peoples have their own blasphemous traditions not covered here.


Chaos demons manifest in the prime manifold as small blobs of entropy, without which the universe could not exist. A host is needed to remain anchored in the physical world and without one they will dissolve back into the oblivion maelstrom of the elemental manifold of chaos. When one host dies a demon has seconds to jump to a new one, always seeking out the strongest soul in their immediate surroundings. 


In the White Order this is a highly ritualized process. Aspirants are trained from birth and apprenticed to senior sorcerers in anticipation of becoming the demon’s next host. Under less than ideal conditions the new host is the one who caused the sorcerer’s demise. Demons are powerful creatures and much coveted by the hubristic and power hungry. 


Young demons are feral and limited in their power. Their intelligence is akin to a ferret. Old demons who have passed through multiple hosts develop complex identities. They can be considered wise, carrying, as they do, the imprinted memories and experiences of their past riders.  


THE RIDER AND THE MOUNT: DEMONS IN ASCENSION 

When a demon by its nature is debauched and hedonistic, wanting to experience all the amazing sensory experiences of physical existence. But this is never good for the physical host. Young demons do not care. When the host is an animal or even an untrained human the demon is almost always in ascension. 


This inevitably leads to ruin and, ultimately, the death of the host as unchecked chaos leaks from their demon and riddles their bodies with tumors. In the cases of humans with ascendant demons this also often involves drunken revels, punch ups at the tavern, extreme fornication, and parts - if not all - of a town or village being reduced to ashes.


The danger persists even for the trained sorcerer if their demon is young and unwise. A strong willed host is a must. For an older demon the risk diminishes, though never truly vanishes, as they understand that their continued existence depends on the wellbeing of their rider.


RISKING OBLIVION

Demons must guard against the application of lethal force or risk the ire of the Faceless God. To attack a person deliberately with the intent to kill is to guarantee the demon’s return to the nothingness of the be-not on the manifold of chaos. Partnerships with the vicious and capricious humans never end well for anyone involved.


However, through esoteric theological and mental contortion, a trained sorcerer may inflict harm on those who are a threat to their safety. Temporarily (you hope) disabling or impairing an assailant is acceptable to the Faceless God. There are accounts of sorcerers then finishing off their foes with the application of a rock to the skull, but this is entering theologically murky territory.


MANAGING CHAOS

Chaos is the natural byproduct of most sorcerous talents. It manifests as heat, like a fever. A sorcerer’s capacity for chaos is their [L]+STR. Each talent has a cost associated with it. When that threshold is met a sorcerer must save vs WIL each round or become incapacitated and gain a level of fatigue. At threshold +2 the save becomes difficult. At +4 it is extreme.


While incapacitated, there is a strong likelihood that their demon wil ascend.


To bleed chaos a sorcerer must find appropriate ways of dissipating its destructive energy. Destroying small vermin (anything that crawls or slithers will do) will dissipate 1d4 chaos points for every dozen or so creatures eliminated. For obvious reasons, sorcerers are quite popular at inns and brothels and - if we’re being honest - exploding fleas and pubic lice is great fun for their demon. Destroying certain larger creatures - those considered under the domain of the Faceless God, such as rats, carrion eaters, etc. - will dissipate 1d4 chaos points per creature. 


Theologically, no one is quite sure why this is considered acceptable by the Faceless God, but exploding a cat or a cow would invoke his wrath. Some sorcerers have been known to try hunting game with their demons, but the results are always spectacularly messy and much of the animal is destroyed.


Any fatigue gained can only be removed with a long rest. 


Very thoughtful old african woman | Premium AI-generated image
This old sorcerer and her demon have no time for your party's shenanigans

SORCERER TALENTS


DEMON VISION (R1). Chaos: 0.  You can see in dim lighting as though it were bright daylight. You cannot see in total darkness. You can also see the souls of creatures in range and gauge their general spiritual and physical health.


TIC-TIC-BOOM! (R1, WIL: easy). Chaos: +1d4-1 (min. 1). You can ignite combustible materials, either starting fires or causing existing fires to grow in size. You may also use this ability to light or snuff out flames (candle, torch, or small campfire). In all cases your fire requires fuel in order to burn. 


In non-combat situations you may use this talent to boil water, heat food, and dry sodden clothing, light candles and lanterns, or clean a soiled object. In these less stressful settings you can avoid generating any excess chaos. 


HEAT METAL (R1, WIL: normal). Chaos: +1d6. Cause metal to glow red hot. Creatures in contact with the object take [HL]d8 damage. If the object is held, the creature must save vs STR or drop it. If they pass the save they have DISADV on attack rolls or ability saves to use the object until the end of your next turn. You may use your action on subsequent turns to maintain the heat without a WIL save.    


ENTROPY (R1, WIL: easy). Chaos: +1d4. Accelerate the decay in an object that you can see. Cause metals to oxidize and rust, rot leather, cut ropes, etc. For obvious reasons, sorcerers are not welcome on sailing ships of any kind. 


SURGICAL STRIKE (R1, WIL). Chaos: +1d6-1 (min. 1). From a distance, pinch nerves, cut tendons, and otherwise incapacitate targets. Inflicts [HL]1d4 damage.      


BULLETE TIME (self, duration: 1d4+[L] rounds). Chaos: +1d6+1. As the haste spell. From your perspective the world around you seems to slow down. You gain a free move action, an extra attack, +2 AC, and ADV on STR and DEX saves.


UNCANNY DODGE (self, reaction: WIL: normal). Chaos: +1d4. When an attacker that you can see hits you with an attack, save vs WIL. If you beat a normal save you take ½ damage. If you beat a hard save you take no damage.



DOOMS & MISHAPS OF THE SORCERER

When a PC fails a WIL save to cast a spell they suffer a random mishap. When they critically fail a spell casting save they gain a doom (in order). 


1D6 SORCEROUS MISHAPS

  1. You cannot use your sorcerous abilities for 1d4 rounds

  2. The cost to use your next sorcerous power doubles

  3. You gain a level of fatigue

  4. You are stunned. Save ends

  5. Something in your zone bursts into flames

  6. Demonic backlash. You take 1d4 damage and gain 1d6 chaos points


DOOMS OF THE SORCERER

  1. Something spooks your demon and you gain a level of fatigue. You cannot use your sorcerous abilities until you long rest

  2. Gain a magical level of fatigue. It can only be removed by visiting a shire of the Faceless God and spending a full day in silent prayer

  3. You and your demon have angered the Faceless God! An avatar of the god appears and eats your demon. You are no longer a sorcerer.

Wednesday, May 28, 2025

Cleric of Sinistar

 My old blog fizzled out pretty quickly, though it did function as the seed for my podcast Camping With Owlbears which had a pretty good run during the COVID 19 pandemic. Almost 70 episodes. But that too eventually went dark in late 2021.

I was catching up on my favorite ttrpg podcast last week - Blogs on Tape by the brilliant Nick LS Wheland - when I was simultaneously introduced to and learned of the demise of the OSR blog Basic Red RPG. Nick has recorded a number of episodes lately in an attempt to preserve some of the creativity that once lived in that space and I was inspired to take another stab at participating in the OSR blog-o-sphere.

Episode 149: Basic Red Multipost: Classes, by Daniel Dean grabbed my attention in particular - specifically the Cleric of Sinistar. I don't know why these insane and probably game-breaking classes appeal to me the way they do. I'm looking at you Skerples , and you're god-damned mute paladin and those fucking sorcerors!

Like many of the best OSR blog posts the Cleric of Sinistar was more stream of conscious creativity than a presentation of a polished and play-tested concepts. I’ve come to appreciate how this sort of brainstorming in the public sphere inspires me though. It offers permission for others to gather up the threads laid out and weave something of their own ideas into the larger tapestry. It excites the imagination in a way that I think is important to the creative process. It stirs the pot and revs the engine before the hard work of making it fit within your previously defined design framework.

Compared with the Skerples classes the Cleric of Sinistar is not too outrageous, despite it being high-gonzo. I still wouldn't let just any of my group play one however. It would have to be the right kind of player. I could definitely see using a Cleric of Sinistar as the leader of an antagonistic faction.

Like a lot of OSR game masters, I find game design as interesting and enjoyable as actually play. Over the past seven years of consistent play with the same group of friends my collection of house rules turned into its own interpretation of the D&D oeuvre. It’s called GLAIVE and you can check it out if you wish.

I thought I would adapt the idea of the Cleric of Sinistar into Glaive terminology in an attempt to keep the spirit of Basic Red alive a bit longer - at least until this blog inevitably goes quiet, becomes a footnote in the Internet Archive’s Wayback Machine, and, eventually, is no more. Such is the way of things.

A very un-Glaive practice of level-gating some of the talents below felt neccesary. I'm okay with that. Glaive is just a generic tool-kit. Exceptions for setting specific flavore should be encouraged. A glossary of Glaive terms is provided at the end of this post*.


Berserker by sunflower204 on DeviantArt
art by Sunflower 204 on DeviantArt


CLERIC of SINISTAR

Glaive interpretation of Daniel Dean’s original idea.

There is a whole planet who hates you, made of flesh and metal. He is hungry. He is coming. A planet with a meany face. You can only select Talents from the Cleric of Sinistar list. You have no other powers. Why would you need them?

“BEWARE!” (R0+1 zone for every two character levels you possess). A cleric may save vs WIL to inflict the fearful condition on [HL] creatures for 1d3 rounds. The creature(s) make saves and attack rolls with DISADV. Creature(s) may not willingly move closer to the source of their fear - you.

“I HUNGER!” Sinistrenes can eat anything - up to their body weight per day - like Matter-Eater Lad. Every human-sized body (or 2 goblin-sized bodies) consumed in this manner grants +100 bonus xp.

You consume your massive meal in the time it takes a regular person to consume 1 ration and it incurs the same benefits.

“WAARGH!!!”Prerequisit: Level 2+. [HL] times per day you can scream as a free action to gain ADV on your next attack & damage roll against a creature. On a critical success you vocally explode a creature with HD ≲([L]x2). Otherwise, do double-damage.

You get no xp or treasure for exploded creatures. Sinistar Ate Your Quarters.

TRAPJAWPrerequisit: Level 2+. Gain a bite attack that does [HL]d6 damage & counts as magical for purposes of overcoming damage resistance.

FLESH OF SINISTARPrerequisit: Level 3+. You now take ½ damage from non-magical attacks. You can survive in a vacuum by entering a rage-filled stasis. A furious nap, if you will.

TWELVE FACES OF FEARPrerequisit: Level 3+. You have 360 degree vision. You are immune to Backstab/Seak Attack and you cannot be surprised.

“FIGHT ME!”Prerequisit: Level 4+. Gain an extra attack and a one-time +10 hp bonus.

TRANSVECTIONPrerequisit: Level 4+. You literally float a few inches off the ground. In combat only, gain a free move action. GM’s discreation regarding how/when obstacles affecting movement in a zone affect you.

Talent. Like a class feature or a feat in the vanilla game.

R. Range expressed in zones. R0 is the zone your character is standing in. R1 is any zone adjacent to that, etc.

[L]. Character level or creature hit dice (HD).

[HL]. Half-Level. 1/2 your character level, rounded up. ex. HL of a 3rd level character = (1.5 rounded up) 2.

Zone. An abstract measurement of physical space. The distance a typical character can move unempeded in 1 round of play. Actual size is fluid based on terrain difficulty and obstacles.


Wednesday, March 23, 2022

An Updated Relic

 Relic 2.0, if you will. Link below!

RELIC v2


I cleaned up a bunch of small editorial issues, removed some things that I didn't love, and reworked the character options to be a bit more streamlined -less kitchen sink approach

I thought the Mimic and Gnome were a lot of fun from the original Relic (though I only adapted those from other people's work). I took a stab at the old "species-as-class" idea and I really like it. More so than when I played B/X and OSE. We've got the classic 3: Dwarf, Elf, & Hobbit

In the unlikely event that the JRR Tolkein estate comes after my free game, I will rename them Halflings or whatever ;P

I'm going to start posting the classes that I did not carry over here




Sorcerers of Uln

  SORCERERS & THEIR DEMONS A sorcerer is an individual that has willingly (or not) found themselves with a chaos demon grafted to their ...