Wednesday, January 7, 2026

GLOG Classes - OSIRIS Theurge, Ynnbringer (Libra)

My sprouting in-person group voted for Libra as our next game, so it's gone from "something to think about" to "an immediately upcoming deadline". As such, here are the game's two clerics.

The Pyramid commands with the voice of Law - and yet, you've slipped away, to cavort with PCs. Is it still watching? Has it decided this is permitted? 

Are you still part of its plan? 

Class: Escaped(?) OSIRIS Theurge 

Skills: 1) Threatening People 2) Electronics 3) Paranoia 4) Forensic Accounting 5) Aggressive Driving 6) Police Procedure

A: No Argument, No Escape, +1 MD

B: Dead Stillness, +1 MD

C: Animism, +1 MD

D: Beg and Plead, +1 MD

A: No Argument

Your MD are used to speak with the Pyramid's voice. A human target must Save or follow a single-word command to the best of its ability for one round. For each MD past the first, you may choose one of the following:

  • The command affects +2 targets.
  • You may increase the length of the command by +2 words.
  • You may increase the duration of the command by +2 rounds.

This command can be used to make targets attempt to kill themselves. "Forget this happened" is another favorite of OSIRIS.

A: No Escape

When you roll doubles on your MD, gain a point of Notice. When you roll triples, gain five. You are still under surveillance. 

At 5 or more Notice, you start to look vaguely plastic and perfectly symmetrical. People become unable to remember your face or name. 

At 10 or more Notice, your mind becomes impossible to read. Attempts to do so only return an empty white room. You feel the same - at least, you think you do.

At 15 or more Notice, you begin to hover 3.1415926 feet above the ground. The Pyramid's influence is inescapable. Once per day it will pilot you for five minutes, if it wants. 

At 20 Notice, you vanish instantly and silently.

When you dream, the Pyramid will send you instructions. Kill this person. Destroy this artifact. Fulfill them, and your Notice drops by 1d6. Thank you for your cooperation.

B: Dead Stillness

Under the Pyramid there will be no interference on Earth. You may spend your MD to oppose an incoming spell, lowering its [sum] by your [sum] and its [dice] by your [dice].

C: Animism

The voice of the Pyramid has no sound. Your commands may now be used on nonliving things.

D: Beg and Plead  

There is a phone in your house now. It's ringing. It never stops. 

Choose one:

  • Pick up the phone. Let's work this out. In an emergency, you may roll 1d20 over your current Notice - if you succeed, the Pyramid will assist you. No matter what, you gain +3 Notice.
  • Break it. You no longer gain Notice. The kill-team will arrive shortly.  

Inversely, the planes of Chaos provide no instruction. Do as thou wilt shall be the whole of the law.

Class: Ynnbringer  

Skills: 1) Pharmacology 2) Gardening 3) Avant-Garde Painting 4) Criminal Culture 5) Navigation 6) Sleeping 

A: Wonder-Worker, +1 MD 

B: Pet Sun, +1 MD 

C: Seeker, +1 MD

D: Catastrophic, +1 MD

A: Wonder-Worker 

You have a radius, called a "Crown", of [templates]*20 feet around your brain. All your magical effects originate within your Crown and must stay within your Crown. 

To perform magic, combine a Word, an Implement, and one or more MD. Each level, you learn 2 Words from the list below. Begin play with an Implement of your choice. New Implements and lists of Words can be found in game, but this is the most common tradition. 

MD spent to work wonders are not lost when they roll 4+ - instead, an Instability Die is added to your pool. Instability Dice are d6s and must be rolled whenever you work wonders. They are not lost on any roll, and do not count for any purpose except for mishaps on doubles, triples, and quadruples. At dawn, all instability dice are lost as the Sun draws on chaotic energy to be reborn.

Words of the Tradition of Ynn

  1. Fear
  2. Growth
  3. Sunlight
  4. Confusion 
  5. Faces
  6. Wood
  7. Soil
  8. Heat 

Implements of the Tradition of Ynn  

  1. Grail - distill a potion of [Word], or cause one who drinks from the grail to be wracked with [Word] at your will. 
  2. Camera - project images of [Word], or immobilize [Word] in your Crown.
  3. Bow - make an arrow of [Word], or an arrow that seeks [Word], even as it is fired from your Crown.
  4. Wand - create or conjure [Word].

B: Pet Sun

A piece of the Sun travels with you - the size of a softball, silently floating on your shoulder. Its light does not travel past your Crown, but counts as sunlight for all metaphysical purposes.

Your pet Sun can be used to flare off Instability Dice, exploding for [best] damage to all in your Crown (including you) and removing all ID that rolled 4+ for the explosion. It returns in the morning. 

C: Seeker

Your pet Sun can leave your Crown, though not your line of sight - a ten-foot radius around it counts as part of your Crown.  

D: Catastrophic

Instability Dice now count for [sum], [dice], et cetera. They still must be rolled whenever you work wonders. 

Ynnbringer Doubles

  1. Brightly colored sparks fly from your ears. 
  2. You make a noise like a thunderclap.
  3. A strong wind billows around you, extinguishing all torches and candles within 20'.
  4. You act last in the next initiative round as your Crown sparks in your eyes like a flashbulb.
  5. You broadcast your current emotional state. Everyone in a 60' radius must Save or experience your emotional state.
  6. Take 1d6 damage, struck by lightning. 

Ynnbringer Triples

  1. You become unable to tell the truth until the next dawn.
  2. Dogs and other domestic animals abhor you until the next dawn.
  3. Teleport 1d6x10' in a random direction.
  4. Take 1d6 damage. You are flung 1d10' in a random direction.
  5. Add +1 ID to all rolls for the rest of the day.
  6. Take 2d6 damage.  If reduced to 0 HP or below, explode. 3d6 damage, 20' radius. 

Ynnbringer Quadruples

  1. Burst into flames. The light of this fire counts as sunlight.
  2. Effect is maliciously altered.
  3. All plants within your Crown grow suddenly as if one hundred years had passed.
  4. One of the Sidhe crawls out from the corner of your Crown, released into reality.
  5. Save or become afflicted with the Idea of Thorns.
  6. Take 3d6 damage. If reduced to 0 HP or below, explode. 5d6 damage, 50' radius.  

No comments:

Post a Comment

Sunless Horizon Beta 2.3 Release

Commissioned from Scrap Princess excited screeching I've been posting about  Sunless Horizon  for about a year, and after finally gettin...