Thursday, 18 April 2019

the Muse (GLOG Class)

Another GLOG class! This is my rework of the Muse class, with a bit of the Divine Concubine mixed in to give them some more active buffing/investigation type abilities ('Intimacy'), and survivability ('Beautiful'). The charmed life table is also re-appropriated, but honestly I feel it belongs to the community.

The 'starting skills' refer to the skills & backstory prompts found in Skerples various classes. I've put together an edited document for my own games, which I'll probably post at some point, but I also link to the appropriate post and class for each skill.

The 'starting save' refers to Ten Foot Polemic's saving throw system. Rather than having a whole table of different saves, I just use Charisma as 'the saving throw ability score,' like most GLOG-like systems, plus 'proficiency' lifted off 5e (1d4 at 1st level, 1d6 at 4th). The saves are Death, Doom, Destruction, Chaos, Law, and Poison.

I kinda want to go all in, and make it Destiny, Death, Dream, Destruction, Desire, Despair, and Delirium, but I haven't quite figured that out yet. Fodder for a future post.

A few times, the class references specific spells. I've included GLOG versions of those spells at the end of the post.







Muse
Starting Equipment: Fancy clothes, concealed dagger, sword OR pistol and 6 charges OR dagger
Starting Skill Artistry, plus (1d8 ): 1 = Dregs, 2 =  Farmer, 3 = Noble, 4 = Religion, 5 = Music, 6 = Medicine, 7 = Literature, 8 = History
Starting Save: Doom

A: Obsession, Rejection
B: Charmed Life, Beautiful
C: Intimacy, Suitor
D: Redemption, Fury


Obsession: For each Muse template you have,
you may have 1 character Obsessed with you. Obsessed characters are in love, pining hopelessly for your recognition. This does not necessarily change their overall motives; however, it does change their attitude towards you in particular. You can attempt to Obsess a character at will, the act needing nothing more than a wink, a smile, or perhaps just the light hitting your perfect skin just so. Targets must be capable of something at least akin to love (so a dog may be targeted, but a zombie may not). The target may Save to resist this effect. However, you can only have as many Obsessed characters as you have Muse templates, and the only way to end an obsession is for the character to die, or for you to Reject them (see below).

Rejection: Ending an Obsession requires an act of cruelty, performed upon an Obsessed party - something that utterly ruins you in their esteem, and poisons their heart with regret. Their Conviction to protect you becomes a Conviction to destroy you.. You may not replace this Obsession with a new one until you've had a full night's rest to process the ugly breakup.
Charmed Life: Even the fortunes love you. Whenever you roll a d20, roll a second one, making sure it is easily distinguishable from the first. Call this your Happenstance die. Whenever it shows the same number as the d20, something strange happens. This occurrence does not change whether you succeed, but brings some strange magical occurence into the mix. In addition, you can invoke this happenstance once per hour of playing (IRL), by saying something like ‘"Oh I can't conceive how I ever fell into this deplorable circumstance," or "We are indeed doomed and now birds will gnaw our eyes.” Times of great stress are of more interest to the gods, fates, or dark powers. See the Charmed Life table, below.

Beautiful: Anyone that damages the Muse must make a save at the beginning of their next turn. If they fail, they are unwilling to attack the Muse for one round. If the Muse or their allies are being aggressive, the target gets a +4 bonus on this save.


Intimacy: Yes, this includes sex, but it includes any activity that meets the following criteria: Peaceful. (Everyone must be non-aggressive and receptive), Vulnerable Everyone must be unarmed and unarmored (This includes magical protections), Willing (You cannot coerce someone into intimacy with threats/promises to ulterior motives), At least one hour of talking (Though the total activity can take longer).

Intimacy can have one of the following effects. Once per day the muse can choose, otherwise they roll 1d6.
1: Target receives the results of a commune spell (once per day.)
2: Remove 1d3 Insanity Points (once per adventure.)
3: Target gets a new save against an ongoing curse.
4: Plant a suggestion (with disadvantage on the save.)
5: Muse learns a secret desire of the target.
6: Muse learns a secret weakness of the target.


Depending on circumstances, you possibly have to roll on the Seduction Side Effects table.

Suitor: Once per adventure, at the player's will (but certainly not the Muse's), an ex-lover, former fling, or spurned admirer will appear to woo the Muse. This NPC acts as a 1HD follower with maximum Loyalty, and arrives minimally if poorly equipped for whatever task is at hand. They are clingy, annoying, and utterly devoted, but will leave in frustration at the end of what they judge to be the current adventure (unless the Muse returns their love, in which case they will run off to slay a dragon in your name or something and surely perish).


Redemption: The Muse can peacefully end an Obsession with several hours' tearful conversation. At the end of this, the Muse makes a Charisma check. If they succeed, they may attempt to Obsess the target again in future. If they fail, the target is utterly immune to the Muse's charms and special abilities.

Fury: The Muse may opt to deal 4d6 damage to an Obsessor they break up with. If reduced to 0 hp they are despondent, and Save or die from their grief. If they survive, they are immune to the Muse's abilities


Charmed Life Table
by Jeremiah Morelli

1: A secret door is revealed. If the DM has made no provision for a secret door, it leads to the nearest unexplored area.
2: The muse realizes they have something on their person- it can be any non-magical and generic item (a key, not the key) and that is small enough that the muse could have reasonably hidden it on her person at the time.
3: an ordinary animal- cat sized or smaller- appears. The muse cannot directly control it, but it will not under any circumstances hurt the muse.
4: A fact about the situation at hand occurs to the muse- a piece of local or monster lore, for example. 
5: someone of the player's choice falls down (line of sight)
6: The weather in the immediate area changes in a way decided by the muse’s player- the change is general not targeted (no aimed lightning bolts or gusts of wind)
7: a nearby creature is charmed by the muse for an hour (line of sight)
8: and inorganic device or object of the muse’s choice breaks (line of sight)
9: something not ordinarily able to talk (DM’s choice) begins speaking to the muse, and is generally sympathetic
10: creature’s present completely forget the muse is there for ten seconds, and then for as long as the muse keeps making saves vs. magic (roll whenever it comes up)
11: Someone is sent to fetch the muse out of their current predicament. If there is an obvious candidate from among the local NPCs (giant eagles, a friendly knight), that’s who it is. Otherwise the DM makes up a weirdo with d10 HD. The NPC doesn’t automatically have the ability to extricate the muse from the situation, they merely appear as close as possible and attempt to do so.
12: someone or something of the player's choice begins to shrink at 1 foot per round down to playing-card size (line of sight). The player can have the shrinking stop sooner, if they wish.




Related Spells:
Note on spell-like abilities: Roll 1 Magic Dice for each template you have of that class, ignoring doubles and triples unless otherwise indicated. The dice also aren't used up unless otherwise indicated, and they can't be combined with Magic Dice from other sources.


Adapted from Buildings are People
Commune
R: Region of Deity   T: A deity you have met   D: Special

Contact a deity you've met and ask [dice] yes/no questions. If [sum] is 10 or greater, you may ask any question using [dice] words. For a single yes/no question this takes but a moment, arriving in a flash of insight, but longer exchanges require at least [dice] minutes of meditation. You need incense or drugs to cast this spell: DMs, this is a spell component you should actually enforce. 

for the Muse, the casting time is rolled in with their class ability, and they probably get to pick the deity in question.
Suggestion
R: 30 ft   T: One creature with which you share a language   D: Special

The target is hypnotized into doing something or believing something, either immediately or based on a specified trigger before the duration ends. The spell lasts [best] minutes (1 MD), Hours [2 MD], Weeks [3 MD], or Months [4 MD]. The target will refuse obviously self-destructive actions.

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