Sunday, January 26, 2025

A series of biological firearms for those unable or unwilling to make use of gunpowder.

Long have these slumbered, waiting for their time to shine, that time is now I guess. I have a bunch of other guns, but they get their own post.

Consult the Conversion guide in case of confusion: 

Reload x means that's how many actions/attacks/movements it takes to reload. Consider a gun squire with a pavise. Most of the reloads include what you need to reload it with.

Acc x: Is your to-hit bonus. It is short for accuracy. 

Unlike bows and slings, firearms without strength scaling do not gain bonus damage or accuracy from stats. Str scaling x2 means you add twice your strength bonus to hit. 

Liveguns: The three below require an hour and x rations to reload. They are not increased in cost when part of hybrid weapons. Each 3 damage shot is rolled to hit individually. 

Pistol: 12m/40ft, acc 2, 2x3 piercing, 1 ration, 1 small slot. 40s

F: Targets within 3m/10ft

Blunderbuss: 24m/80ft, acc3, 4x3 piercing, 2 rations, 2 small slots. 60s

F: Targets within 3m/10ft

Cannon: 60m/200ft, acc 4, 12x3 piercing, anti-material, 6 rations, 1 medium slot. 500s 

F: Targets within 3m/10ft

Canister weapons: Each is loaded by a canister, like flamethrowers, equipped canisters are automatically “loaded” into the weapon when the previous ones run empty. 

Canister: 1 small slot, can be refilled by 10 minutes of hand-pumping, or with 6 seconds at a steam valve connected to a steam engine. 


Steam rifle: 80m/200ft, acc 2, 2 piercing, 2 small slots, 36 shots per canister, 100s. 

F: Small or tiny creatures. 

Pressure rifle: 60m/200ft, acc 2, 2 piercing, 2 small slots, 36 shots per canister 120s. 

Can spend up to 3 additional ap and gas charges on a shot to give +2 damage, +1 acc and +12m range each time.  

F: Small or tiny creatures. 

Grenade launcher: 60m/200ft, acc 2, 4 bludgeoning, reload 1 (a grenade or rock), 2 small slots, 6 shots per canister, 300s. 


Flamethrowers: Do not take actions to reload, instead taking their ammunition from your inventory. Each is 2 small slots, and takes (2ap) to fire. 


Flamethrower: 600s: 2 small slots, 1L of gasoline or oil per shot.   

Jet: 12m/40ft line, 8 burning (DOT fire), reload 2 (1L of gasoline) 

Balefire thrower: Reload 2, (1L of ClF3), 700s.  

Unleash(2ap): 6m/20ft cone, 12 fire. 

Secondary explosion on hitting water/blood: 3m/10ft radius, d12 acid.

Drill launcher: 30m/100ft, 8 piercing, 4 small, str scaling x2, anti-material, reload 1 (1 drill, 5 drills, can fit within a small slot. The drills are reusable), 200s.  

F: Targets behind cover 

Ice rifle: 90m/300ft, acc 4, 6 bludgeoning/cold, Reload 1 (1L of water+1 ration), 400s. 

F: Oozes

Proliferation rifle: 60m, acc2, 8 acid, reload 2 (2 rations), spawns 1hd ooze on kill, 200s. 

F: organic targets 

Spine rifle: 60m/200ft, acc3, 4x2 piercing, impale, reload 2 (a handful of bones), 100s.

F: organic targets

Web launcher: Launches a web 12m/40ft, it connects 4 points/targets within a 3m radius. Reload 3 (3 rations). 400s

Spore launcher: 30m cone, 1 poison, secondary explosion on kill (30m sphere). 

Reload 2 (1 ration). 300s

Hyphae launcher: Launches a hyphae harpoon to a point within 20m (2ap), 4 small slots, 400s.

Holds 4 hyphae harpoons. Regenerates one with 10 minutes and a ration.


Hyphae harpoon: 1hp, tiny. Speed: walk 1, climb 1, burrow 12, swim 20, 1ap. 

Passive ability: When this creature touches another creature (must be able to access unarmored skin, though it can burrow through objects of a similar toughness to hardwood or stone, reaching the soft flesh underneath.) It imbeds itself inside that creature, it will then rapidly grow, dealing 3 damage every round, to a maximum of 9.  

-You may save to avoid this if you are upright, but not if you have your back and stomach facing the ground, or if you are underwater. 

-It can be ripped out with a dc10 strength checks. The harpoon is killed, and the victim of the harpoon takes as much damage as it has already taken again. 

-If the target is a worm, grub, maggot, centipede, nematode or other worm like invertebrate, it does 6 damage per turn it is left in, without a maximum damage value. 


Art by: http://cmkosemen.com/illustration.html 



Monday, January 20, 2025

Class: Blade conductor

 Class: Blade conductor: 

A: Dancing blade.

B: Maestro, Killing frequency.

C: Orchestra of violence.

D: Symphony of destruction. 

Equipment: A 6-foot-long, Rapier-thin longsword, a weathered noble's coat lined with silver thread, 3 bottles of wine, and a violin. You do not start with money, but your coat and blade are worth a lot if you pawn them. 

Skill: Musician and: Historian, duelist, poet.


Dancing Blade: You gain 1 dancing blade point which you can spend to animate swords, which may fly anywhere within 20ft. You may use one point to animate one sword as if it was wielded by two hands, two points to animate three one-handed swords, and you may use one point to animate two daggers. 

Each blade may attack once on your turn. Your hands may not bear any weapons or shields while you use this ability, but they remain free. Attacking with your blades does not use your action. 

You may use any of your mental stats when rolling to hit (not damage) with your dancing blades. In addition, you may imbue 1 blade within arms reach with your strength or dexterity bonus in addition to its existing to-hit bonus by consuming an action. 


Maestro: You may use your action to give one of your swords advantage on its attack if you have your hands empty or are holding an instrument. This does not consume an action if you use it on a sword you imbued with your physical bonus this turn. You gain the ability to balance perfectly on your dancing blade while it flies. It flies at 40ft/turn but forgoes its attack. This requires a two handed sword.

 

Killing frequency: Your blades gain +[round number] to hit. On turn 4, you reach crescendo, and it begins decreasing on round 5.  


Orchestra of violence: Each blade may forgo its attack on its next turn to, as a reaction, reduce damage dealt by a melee attack by their damage die. Your range increases to 30ft. +1 blade point. 


Symphony of destruction: When you reach crescendo, you may forgo your action and all your sword attacks to instead deal 1d8 damage to every enemy within 30 feet, and parry every attack they make for 1d8 within that range during that round. +1 blade point.  

Art from: Symphony of the night. 

https://docs.google.com/document/d/1yYOmMp4pak33H_uBW0V4K8iVekP_Jz3yLJwc19rPMYQ/edit?usp=sharing Doc version.


Saturday, January 18, 2025

Nine rivers of blood: Warrior:

 Nine rivers of blood: Warrior: 

A: Warrior, paths. 

B: Life alchemy 

C: Protection OR Retaliation.  

D: Saint


Skills: Fortification and 1-Survival, 2-Police work and espionage, 3-Etiquette and academia, 4-Religion and craftsmanship. 


Starting equipment: A Livegun (3d6, touch ac, takes an hour, a ration and a handful of scrap metal to reload), a melee weapon of your choice, a suit of armour, three cans of fish, and a bag of caltrops. 


Warrior: You have [template]+1 times the agility and strength of a peasant.

You may attack as a free action once per turn.

Add +[templates] to hit rolls, grapples, manoeuvres and physical ability checks.  



Paths: 

AP: Attack/action points, often written as attack forgoed. You may replace forgoed attacks with foregoing your movement, or your ability to take reactions next round. Abilities which have an ap value consume that much ap.

Techniques: Active abilities consumed on successful use. They recharge at the start of combat, you may only use one per action.  

Stances: Passive abilities which can be swapped out once your turn. You may only have one stance active at once. 

Lessons and soul anchors are permanent passives which can be unlocked upon completing a path. You may only have one soul anchor, and they usually require rituals. 


Getting new paths: 

You may choose any path from the list at the bottom of this post. 

You start with 2 paths and 1 technique or stance from each at level 1. And you gain a new technique whenever you level up. You also gain a technique whenever you defeat a legendary or superior (superior to your group) foe.

You may learn a path by learning it from a suitable master for a month. Haruspicy on great beasts is another well known method of learning a path (if the beast counts and what path you get is decided by dm).  If you level up and have completed all your paths, choose one or ask two to be chosen or rolled by your dm.


Life alchemy: If you have unlocked a soul anchor, retroactively replace all your previous HD rolls with 6s. 1/day, or by consuming a MD, you may take 1 exhaustion to heal 2d6 hp.  


Retaliation:

1/turn When you or an ally within 3m is hit by an attack roll, you may strike back at the assailant. 

You gain +[round number] to hit rolls, grapples, manoeuvres and physical ability checks.  

OR

Protection: 

1/turn, whenever you or an ally within reach of a melee weapon you are holding takes damage, you may decrease damage by d6+[template]+[round number]. 

You gain +[templates] to saves.


Saint: 

For each completed path, you:

Learn a new, thematically linked skill. 

And

Invent a new technique. Dm approval of the skills and techniques is required.



1: Lochs OG https://nothicseye.blogspot.com/2023/08/flirting-with-death-class-duelist.html , also includes a secondary list. 

2: 22 original styles for this class https://carrion-gods.blogspot.com/2025/01/paths-of-nine-rivers.html



By: Ariel Perez



Tuesday, January 14, 2025

Heirs of Pluto: Dragon knight

A: Blood Brother, Iron blooded orphan. 

B: Magicks. 

C: Iron throne. 

D: Sunken crown of madness. 


Iron blooded orphan: Long ago, your people committed a great sin, and so 9 tenths of them were transfigured into the metal blooded demons. Since then, the curse has weakened, and only a few people each generation become transformed. One of these was your kin, a newborn child, father, grandmother, daughter. It is sick and weakened, but shall recover in time. 

Choose one of the following elements: 

Lead, Copper, Mercury, Iron, Brass, Tin. 

You generate and must draw from your blood [template] litres of it per day. Failing to do so leads to the excessive buildup of accursed humors. 


Blood brother: You and your kin share an HP pool. You have a collective HD of [level]+2. Your drake shares the same stats as you, but has advantage on all physical checks and saves.

You are both affected by buffs and debuffs which affect one. You may feel each other’s emotions.

It has one attack that does d12.

The drake is the size of a Kodiak bear. 

You both gain +[Template] to hit.



Magicks: 

[template] times per day, you may consume a dose of the following metal. You or your kin may cast the spell. Actives happen once, and passives last an hour. 


Lead: You may cast the crown of madness at 1MD.

Mercury: You may change the result of any die to a 1. 

Iron: You gain advantage on melee attack rolls. 

Gold: Take 1 item from a creature within 30. 

Silver: Select a target, you gain advantage on attack rolls against it, and it gains disadvantage on attacks against targets that are not you. 

Copper: You may deal lightning 1d12 damage to up to [template] targets in a chain. Each jump can be no more than 3m. Save wis for half. 

Brass: You gain a skill in any art for 1 hour. 

Sulfur: Deals [template]d6 fire damage in a 9m cone. Save wis for half. 

Magnesium: Double the duration of any status condition within sight. Can cast multiple times on the same effect, provided you imbibe the metal again. 

Phosphorus: Cast light at will for a day. 

Arsenic: Transform an insect into a human. Mind is retained. 

Tin: Heal d6hp. 

Platinum: Gain advantage on all saving throws 


Iron throne: You and your drake now share a common pool of actions. You both gain advantage on attacks against creatures smaller than your drake. 


Sunken crown of madness: You and your kin have synchronised and learned to wield madness and be wielded by it. You may switch between lucidity and madness at will. 

Lucidity: 

-Your kin remembers who they once were.

-Advantages on saves vs magic.

-Know when you are being deceived or are deceiving yourself.


Madness:

-You lose lucidity, only remembering friend from foe. You may see through your kin’s eyes. 

-Inflict disadvantage on all enemy saves. 

-1/day, you may count one dose as having been two. 

-Gain 1hp for each HD of enemy you kill. 





Thank you to https://garamondia.blogspot.com/?m=1 

And

https://madmansmenagerie.blogspot.com/?m=1 for helping. 


Note: If you burn iron while using iron throne, it is relatively easy to get double advantage on all attacks. It is intended for advantage to stack (roll 3d20 pick highest), but you could also add the advantage to the damage roll instead.

Tuesday, January 7, 2025

Paths of the Nine rivers

Here is a unified place to put all my styles from my blog posts. The Warrior class may be of some use for decryption. 

Imperial paths:


Ψ Xicotlimiuh: City of needles: The birthplace of the empire and location of the pure wyrm of 

the lake of wax. It is the genesis of soul magic and cooperation between the empire and the dominion. It, alongside the new capital, deserves its own blog post. 


Stance: Burning cloak: Each turn this is active, you and anyone touching or hit by you take d6 fire damage. If you have the curse of wax, take only 1 fire damage. Gain 3 strength and movement. 

Technique: Hypergolic blood: Your blood becomes highly acidic and boils when exposed to air. If you bite your tongue (1 necrotic to self), you may spit a jet of blood up to 12m with acc2, dealing 6 acid/fire damage, or as an automatic hit in response to taking melee damage. 

Technique: Mark of honey: Pick a creature within line of sight, they will emit a strong, sickly sweet aroma which is sensed by every single insect within a 1km radius. This is as disruptive as it seems it ought to be. 

Strike(1ap): Steel proboscis: Add life steal and 2d6 necrotic damage to a melee piercing hit to an organic target. 

Soul anchor: Wing thief: Break open the chrysalis of a creature of equal or greater size as you, eat the creature within, and take its place until metamorphosis concludes. Gain a pair of insectoid wings, which give a flight speed of 12m/40ft. You may break off your wings and replace them with new ones if you find some of suitable size for you, either to replace damaged wings or because the new wings have some sort of effect. 



Ψ Tsenkutli: Lord’s Stone: A military style, for navigating trenches and hunting men, the style of the capital, the black gate, and the hell swamps of no man's land. Regarding Tsenkutli itself, it is one of seven* cities with over 50 million inhabitants, and as such it too deserves its own post. 


Stance: Soft-Step: Allows walking on mud or semi-liquid substances as if they were dry ground. Projects a 10cm aura of silence off your hands and feet. 

Technique(2ap): Sunder ribs: Make a melee attack with a slashing weapon at advantage. On a hit, give weaknessX2 to piercing damage. In addition, any future melee piercing or unarmed attacks you deal against them steals 1 thaum/MD. 

Technique: Sever (2ap): Requires a blade on your person, but does not require it to be swung or drawn. Sever 1 arm or leg at the knee or elbow, dealing 8 slashing, 3m (10ft). 

Technique: Gun parry (1ap): Make an attack with a one-handed firearm, when used as a reaction to an attack, cancel that attack on a hit and slow by 3m.

Soul anchor: Heart eater: Consume a heart doped with 10 grams of molten silver dissolved in acid, this act deals 12 acid damage and 2 soul damage, but will not kill you. 

You may consume the hearts of souled creatures who have never taken soul damage to increase your speed and max hp by 1, and deal 2 soul damage to the victim. You also have an extra litre of blood if that matters. The required HD of the creature increases by 1 each time you use this ability. 

*The first five cities are Gesit, The Sunken City, The City of Silver, City of Brass, and Tsenkutli. 



Ψ Atlatlacamani: Storm Cradle: Found north of Tlannana Tzalitzi. It has a unique environment, suffering extremely mild winds and rainfall (contrasted against every other northern province). It has a stable eastern current within both wind and waves. Due to this, alongside its proximity to the lake of mold, a 12 league long net of sanctified nerves were erected across the gulf between it and Tlannana Tzalitzi, to ward off the metastasis of cancer. Within it is the beating heart of imperial aquaculture. Thirty-one thousand miles of ironwood reefs, filled with nigh endless quantities of kelp, shellfish, salmon and sea lice. These last creatures are the product of Imperial genius. It was realized that by connecting them to the body of the formless mother and inflicting them with genes that render them unable to open their mouths, it is possible to gather theoretically infinite biomass. In order to keep the sanguine resonance levels within the region low, processing is done within the endless canneries of its southern kin and the sunken city. 


Stance: Wave breaker: Make yourself unable to be moved in one specific axis. This can be used to hover. This does not provide leverage for walking.

Technique: Iron skin: Spatially lock a melee weapon upon being hit, reducing the maximum physical damage to 3. This effectively disarms the enemy. 

Technique(2ap): Pile driver: Delayed 1, make a melee attack with at acc+6, anti-material*, advantage, dealing 4x[damage die] additional piercing on a hit. Weapons not built to withstand these forces (such as common steel weapons) break and deal impaling damage. The weapon hangs in the air for a second during the delay. 

Technique(1ap): Clear sky: Still the air in a 3x3x3 meter cube for 1 minute. The air itself becomes difficult terrain and requires a dc8 strength check to move in. Gasses within this air do not diffuse. It is non-newtonian, so faster creatures and projectiles cannot overcome the difficult terrain and instead may only move 3m during their turn, losing all their kinetic energy. 



Ψ Tlannana-Tzaliztli: Breaking of gnashing teeth: A style of leviathan hunters. The port city of Tlannana Tzaliztli is the southernmost city in the empire, and one of 3 megacities within the intertidal. By a special accord with the deep church, this is the only location where vermin are allowed to possess marine animals. The significance of this is not easily appreciated by non-vermin. It is also one of few cities with a thread pillar that extends to the upper atmosphere. This has led to a unique local ecology and an airship program, and both live guns and live ships originate from specially cultivated stains of the former.  


Stance: Stern guard: When an enemy is charging/leaping at you, make a free attack. Gain an additional advantage if you're elevated relative to your opponent. 

Stance: Hunter: When using unstoppable* to ignore an effect, enemies must choose two things to sacrifice. Gain +3 to unarmed attacks, climbing/swimming speed and mounting checks.  

Strike: Teeth breaker: After landing a melee attack, knock back 1 and inflict disadvantage on all bite attacks. 

Strike: Gill-slit: Force a save against losing the ability to breathe water. Deal 1 Exhaustion.  

*Touch ac, ignores cover, no critical damage. 



Ψ Neyolno-notzalli: Inner deliberation: Style or the first legion. 


Stance: Emperor: The words you have written while in this stance can be read and edited by you from any distance. 

Technique (1ap): Pry-open: 1 person within 3m takes d6 psychic damage and then gets 2x psychic vulnerability. 

Technique (4ap) (touch): Take: Deal d6 psychic damage, and you may steal a handful of thoughts from your target (Decided by gm).

Technique: Psycho Resonance(2ap): Pick 2 targets within 6m, damage done to one target is replicated to the other as psychic damage. The link breaks after 2 rounds. 

Soul anchor: Trepanation: +3m to omniception and to all spells with a range greater than touch. Awarded to all who successfully finish the entrance exams to join the imperial bureaucracy. 



Ψ Burial legion: Requires binding cog: Style of the third legion, which is responsible for internal security and the recovery and salvage of abandoned settlements. Originally a legion of slave soldiers drawn from the still-bitter conquered forces of the enemy, they swelled in numbers and importance during the shattering and the civil war. 

Stance: Worldmover: While pulling or dragging, triple your strength. 

Stance: Law of the three part world: Wounds inflicted while in this stance take 10 times as long to heal, including for regeneration. Melee critical damage is doubled, and you gain F: Cancer. 

Technique: Chained mind: Ignore one mental attack or breakdown.  

Strike: Lie: Target must save or forget past minute and cancel all actions.



Ψ Tlalocayotl: Gate breaking tempest: The style of the assault troops responsible for taking the many cities besieged by the empire. It is named after the high marshal of the imperial army. 


Stance: Mountain to mountain: You may triple jump. 

Technique: Overseer: You manifest a 3x3m plane of solidified air beneath your feet. It is strong enough to support an ox, but not bulletproof. This technique resets whenever you witness blood drawn. 

Technique: Barotrauma: Touch someone, until contact is broken, they experience three hundred times regular air pressure. 6 force damage at the end of each of your and their turns. 

Technique: Fissure (3ap): Stomp the ground, a 9m long fissure opens in the ground starting at your feet. The cracks are up to 1m deep into a surface, and you may perfectly control the path of the fissure in any route. The fissure may branch and crawl up walls. You could use this to break a wall In half, or make a perfectly circular hole in a bridge or other floor to drop someone through it. This does not affect organic or living matter. 

Soul anchor: Ambhi: Pour 20L of blood onto the fresh ashes of a home. Then bury yourself and sleep within. The blood does not need to be souled. 

Your jump distance is tripled, you fall at half speed and gain resistance -2 to bludgeoning. 



Ψ Ehecatl: Thirteenth heavens: A style derived from the night wind.


Stance: Storm dance: Twirl your weapon around you, whipping up a storm, for each ap you spend attacking, you can jump 6 in the direction of an enemy (before or after the attack). 

Your melee attacks deal knock back 1. Slow moving projectiles such as arrows used against you gain disadvantage. 

Technique (3ap): Vacuum slice: 20m line, 3d6 slashing/force damage, in addition make a free melee slashing attack. Add 1 MD to pull everyone within 3m to the center of the line after the strike, and to increase damage by [sum]. 

Technique (xap): Storm stomp: 1m cone, 3x force, knockback x+2. 

Technique (1ap): Windblast: 12m, acc6, 6 bludgeoning/force/lightning, knockback 3*. 

*Distance values are always in meters, unless otherwise stated. 



Ψ Alangar: Night emperor: The path of the black guard: Originally, the night empire was one of the fiercest rivals to the empire. At the time of its conquest, during the curtain call of the unification wars, it was the only entity to successfully stall, defeat and then rout the invasion force sent to destroy It. Again and again this repeated, with the war only concluding after a decade of hard fighting when the first weapons of mass destruction were deployed. 

Its poor luck continued during the war of revelation, where another of its cities were struck by a nuclear barrage, claiming the #2 spot for the most bombarded city to rest alongside itself. Currently, only two of its cities remain, those being the underground cities of Inim Akkad and Ashak. Alangar himself is the husband of the night empress and the second most powerful of the true dragons, behind Cipactli. The black guard are responsible for holding the entirety of the underground and much of the black gate in the name of the dominion. 


Stance: Blood begets blood: When dealing with an attack damage, you may flip 1 die or (only if you have no dice) damage source to [round number]. Gain infra-vision. 

Technique: Rekindled: Recover [round number] points of exhaustion. 

Technique: Nightfall: Destroy three lamp sized light sources. 

Technique: Shadow step: Teleport to a point within 30m and line of sight that is covered in darkness.

 


Ψ Broken: Style of the second legion. 

Stance: Cycle: Remove the need to breathe. 

Technique: Lupa: Make a movement action. 

If anyone uses this technique, everyone else in this combat that has this technique, has it forcibly activated. 

Strike*: Release(1ap): Shatter a rusted sword to double damage and convert it to slash/force/poison damage. 

Technique: Kin: Rub iron dust into an open wound to heal 1d6 necrotic damage, stop all bleeding, and restore 1 exhaustion.  

Lesson: You may pull a corroded blade or bolt from a pile of blood soaked rust. 



Ψ Xiuhtecuhtli: Burning river, father flame: This style draws from the power of the river of molten lead, Xiteyakana, and the demon who inhabits it. It is wielded by the left hand of the emperor, and those who serve him.  


Stance: Dancing blade: While in this stance, your blade may attack and parry/riposte anywhere within 9m. In addition, the blade flies 18m/s, or 9m/s if you are riding it like a surfboard. You do not need to roll to not fall off the blade, as you are skilled in its use and may manipulate it to catch yourself. 

Even if you do not hold the blade in your hand, it denies the use of another weapon. In addition, this stance may only be used if the blade you are wielding is the only piece of magnetic material on your person. 

Technique: Leaping blade(2ap): Make a melee attack at advantage at 60m, the next turn, the blade returns, making a second melee attack at advantage to a target within the approximate path of its return. 

Technique: Torque (3ap): 3 attacks to a target within 3m, once an attack hits, the following attacks hit automatically.  

Technique: Lead storm (3ap): Consumes 1kg of metal to make 6 attacks at acc3 for d6 damage, divided amongst any number of targets within 30m. Gain +2 acc if the material is lead or gold. 

Soul anchor: Heavy hands: Dip your hands within a vat of molten metal, then heal the damage taken, repeat the process 3 times. After this, your unarmed attacks hit as flanged maces, and may be used to block, parry or catch blades, as they gain the appearance and durability of the metal used. 


Ψ Yohualli-Tlahuilhuiani: Night sky painter: Prerequisite: Gain a source of gravity magic or gravitational authority. 



Stance: Fall: You may change your relative “down” at will. 

Technique: Refracted truth: All who can see your eyes believe a truth to be false, or are enlightened regarding the falsehood of one of their convictions. You choose the truth, and must know of and sincerely believe in the veracity of the fact you are exposing.  

Technique: Night sky mirror: Store an instance of light (radiance) or heat (flame) that contacts you within a polished stone or mirror painted black. It is converted into its other counterpart (light to heat and heat to light) when the object breaks, or by spending 1ap while touching it with your left hand, the latter allows direction by pointing with your right hand. 

Technique: Lamb of the heavenly abyss (3ap) (3m/10ft): Deal [number of full small slots on target] force/knockback/pull, target resistance counts as weakness.

Soul anchor: Third moon kin: Consume 100g of rock that has arrived from outside this world within the past century, dissolved in oil with 3 thaums. 

Gain immunity to blindness, deafness, bad luck and fate, your eyes become as rock. 

Gain resistance -2 to bludgeoning. 



Ψ Truth: This path is learnt as soon as you learn any other path. It does not count as a path for any purpose aside from the core purpose of learning techniques from it. 

Stance: Duelist’s focus: Double advantage dice for one-handed attacks if you are not wielding something that can be used as a melee weapon or shield in your offhand. 

Stance: Cloud step: You can double jump once per turn.  

Technique: Sunder shield: Break a shield and convert any excess damage into half as much knockback. 

Technique: Cleave: Transfer excess slashing damage into an adjacent target. 

Technique: Walz: Swap the position of two creatures of the same size within 1m.  

Technique: Charger (1ap): Deal knockback equal to the amount of metres you have moved in a straight line this turn after making a melee attack.

Technique: Challenge: d6 enemies chosen by the dm must save or get disadvantage on all attacks against your allies. You may bypass this save by making a sufficiently well worded or delivered proclamation of your name and titles. 

Technique: Quickstep: Save to dodge 1 attack (it counts as if it had missed), and move 1m. 

Technique: Jump up: Get up from prone and move half a free action. 

Strike: Knockback: On a bludgeoning attack, convert critical damage into knock back. 

Strike(1ap): Disarm: Target must save or drop an object they are holding. If they lose their weapon or shield, the next melee attack against them is performed at advantage. 


Soul anchor: Phlebotomy: Take 100 damage, or 10x your hp, whichever is higher, over the course of one day. You must be conscious during the entire process. 

Resistance to piercing x0.5, bleeding you take is converted to necrotic. 


Soul anchor: Mithridatism: Expose yourself to the poison of 3 different sources, and almost or completely die to each one.

You may only be affected once by the same toxin (this negates damage over time). 


Soul anchor: Worldstrider: Venture to 5 distant or hard to reach locations. Each location must be harder to reach than the last*. You may venture to 5 more locations to gain these benefits again, ad infinitum. 

+3m/10ft to all movement, recover 1 exhaustion once per day. 


Commentary:


*Unstoppable is a boss ability that is somewhat similar to legendary resistances. This usually won't be relevant. Mounting is the shadow of the colossus/dragon's dogma monster climbing. 

*For all cases like these, if something is extremely impressive for this character on an absolute level, it bypasses this rule, so that you are not locked out of progression by consuming a dragon heart too early.

Note: Gatebreaker has two techniques effectively copied from the kenesee style (linked in the duelist post, dungeon fruit made it). This is because it is my favorite duelist style. And so I wanted to make an in setting remake. 





–Gesit: Gateway: A style of dungeon delvers, occultists, priests and cosmonauts.

Each city is built around a portal to the first church, half within, half without. Gesit is the exception, it is built around a cluster of 5 portals, each leading to somewhere else. As such, it is the third-largest city in existence, and acts as a hub for traffic from other cities to flow through it.
-Stance: Mind channel: Makes the mind porous and hard to grip on, venting all burdens on the mind, good against extremely dangerous mental attacks. Grants advantage on saves vs mental attacks and detection. In addition, attacks that do more than 6 psychic damage do only 6 psychic damage.
-Stance: Third Eye: Allows fourth dimensional sight and the ability to perceive objects you are observing closely with extreme precision, as if you were given unlabelled diagrams of their internal function. 2m omniception.
-Stance: Adhesion: Allows you to adhere objects or creatures together as strongly as if they were bound by solder, while being able to still dismiss the adhesion with a thought.
-Technique: Stellar Spear: Manifest a pike, it can be used as a buckler, can be collapsed to the length of a dagger (close combat), and can be extended to up to 20m in length. If you have a pike, spear or dagger, you may nominate it as your stellar spear to store it and gain the advantages.
-Soul anchor: Iron lung: Must “die” from exposure to the vacuum of space and be resurrected.
Allows the holding of breath for 10 minutes. While holding your breath, your lungs gain the properties of metallic bone, and do not collapse under pressure change or get scoured by gas. In addition, you gain resistance x0.5 to force and cold damage. Like all iron bodies, it grants +12 hp.
–Constantine: Ruler: A style of knights and death cultists. You may not take this path if you are resistant to necrotic or bleeding.
Constantine is the newest great city among all. A mere 20 years ago, a new gateway was wrought, and the only mass true-death event of the modern era took place. In addition, the city is surrounded by a barrier, which once served as a tomb for its inhabitants. While before it only allowed entry, barring exit to the monsters hidden within, it now acts as a shield, freely allowing exit, but barring entry.
Constantine is located within the territory of the empire, behind the black gate. By this nature, all assaults that stem from Constantine are either desperate breakouts, quick raids that retreat into the tunnels of the Atrament, or suicide. Passage of members of the Deep Church, Red Dukes, and Silver Thread into the empire are permitted for a fee.
-Stance: Hack: Gain advantage and ignore 1 disadvantage when attacking with a melee weapon. Each time you hit with a melee attack, take 1 bleeding.
-Technique: Shred (2ap): Make one melee attack against everyone within 1m.
-Strike: Rip: Convert the damage from a close combat weapon strike into bleeding.
-Strike: Tear: After dealing soul damage, the next action the enemy takes costs +1 AP, and the next spell they cast has their dice stepped down by 1.
-Soul anchor: Rejection of false light: Defeat a follower of the burning lord cursed with a pinhole. You must then spurn the divine blessing and seal it away. After doing so, you gain immunity to blindness, and resistance -12 to radiant damage.


–Masada: Mountain fortress: A style of geomancers, gatekeepers and marksmen.

-Stance: Shape earth: Any earth you touch can be shaped by hand as if it were soft clay, you may re-harden the rock with a thought.
-Technique: Pavise: When an attack is declared against you from the front, stamp your foot against the ground. This makes a 2m tall, 1 meter wide and 20cm thick tile flip up in front of you, the wall finishes flipping before the attack hits. Anyone caught in the two tiles in front of you when you use the technique may save or get knocked 12m directly upwards.
-Technique (1ap): Closed gate: When in a tunnel or hallway of stone or earth, create two slabs of 3m thick rock which slam together and close off the tunnel. Save or be crushed when within the closing gate. 2m range, delayed 1, cannot be dismissed.
-Technique (1ap): Hole: make a 2m spherical hole in a stone surface
-Master technique (3ap): Onager: Punch a rock wall, making either one large or multiple small sections of the wall fly out the opposite side (no matter how thick). Make 3 ranged attacks for 6 bludgeoning each at acc3 and 800m range.


–Barakah: Blessing: A style of pilgrims, healers and forest rangers.
Barakah lies at the northwest border of the Last Revelation, in northern forests that form the largest continuous biome within the nine rivers. It is constructed in the petrified remains of a forest of ironwoods, including the largest specimen found so far at 3 km in height. It is the site of the world's largest domestic dragon roost, rivaled only by the sunken city. Councillors, tycoons and high ranking members of the vermin believe dragons to be the finest hosts, and so pay exorbitant fees for live specimens.
Stance: Strider: Ignore difficult terrain while on dry ground.
Technique: Sterilize (touch): An inanimate object becomes immune to bacterial or parasitic colonization for a year.
Technique: Archive of rings: Taste the pulp of a tree to determine all changes in the weather, soil composition, magical density and air chemistry within the last decade. This can help determine what kinds of monsters are in the area and if it is affected by any curses.
Technique: Farstriker: Before making a ranged attack, make the target glow strongly for the next 30 hours. The next ranged attack against them adds one advantage and ignores all disadvantage.
Soul anchor:
Drakescale: Requires sleeping in a bed of shed scales after consuming the blood of a drake mixed with 8 thaums. Your unarmoured ac becomes as lamellar, and you gain+1 ac.


–Medina: Prophet: Border to the rotting sea.
The city, like most in the nine rivers, was built in concentric circles of walls, with subdivisions protruding out like spokes. During the great dying, the outer wall fell to the Ur-Host, leaving the inner city isolated from the outside world, save for its gateway. Pain wraiths were released as a desperate measure to stall the growth within. Since then, the wraith cascade** and cancerous host have interbred and split, continuously fighting amongst themselves and attempting breaches into the walls or sending splinters out into the tunnels. Medina now forms the border to the sea of mold and the centre of joint cancer suppression operations by the deep church, red dukes, last revelation and dominion.
-Stance: Vigil: Your hearing and auditory memory becomes hypersensitive to danger. You stay conscious during sleep, and can fully wake or fall asleep as a free action.
-Technique: Litany of the untainted: As a response to someone within 30m being afflicted with a disease, curse, mind-altering effect or poison, you may make a bonus save for them.
-Technique: Scorn: Speak an accusation, if it is true, knock the target back and subtract that amount of distance from any movement they make towards you. Scales with the severity of the accusation (minor d3, major d6, abhorrent d12). The name of their crime is burned into their flesh and soul.
-Technique: Spark: Strike an edged weapon against stone to ignite it, a shroud of spinning sparks coalesces around the blade, granting it fire and radiant damage, and shedding light. It also gains 2 points of accuracy.


Araf-Ramoth: Refuge at the border of heaven: A city that lies within the fractal cathedral in a region arranged in concentric Toruses. It is said to take four hundred days to reach by foot if walking from Gesit. It is also one of two cities with a space program.
Stance: Stargazer: Your vision is tripled in strength, in addition, distance in vacuum counts as 100 times shorter for the purpose of determining loss of detail due to distance. For instance, this would make you unbelievably good at seeing constellations, even during stormy nights or under conditions with light pollution. If you combine this with a 2-inch diameter telescope, you can quite literally see better than James Webb.
Technique: Fractal twin: Duplicate a tiny, non-magical projectile within 3m. It retains its original velocity and bearing.
Technique: Longer than you think:
When someone uses a teleport ability within sight, they age 1d20 years and gain 2 exhaustion.
Technique: Salyut 1: Choose a target you can see, until they break line of sight with you, they take 1d6 cold damage at the end of their turn. In addition, exhaustion damage they take is doubled.


Path: David: Requires a sling.

Stance: Huatyacuri: When you hit someone with a sling, ricochet to roll a second attack against a different target, repeat up to five times. Advantage on all attacks if you only attack once a turn.
In addition, you may use the line of sight of allies instead of your own, so long as you have line of sight with your ally.
Strike: Lugh: Mages must save twice, first against ending all currently ongoing spell effects, second against being unable to cast spells for a turn. They cannot use divination for a day.
Strike: David: Add 1d6 damage per size category the target is above your own.
Strike: Maui: Break a knee, preventing escape and inflicting half movement for life.

Path: Mammon:

Stance: Glass floor: You gain +x temp hp while in this stance. It resets every sunset. X is equal to each 1000s coins you have, doubling each time (+1 hp for 1000, +2 for 3000, +3 for 7000…)
Technique: Coin shot (3ap): Flip 20 coins, on a tail they are consumed, on a head they deal 1 piercing damage to a target within 30m.
Technique: Valuate: Determine the monetary value of an item, this is a form of divination and works through non-magical obfuscation.
Technique: Moonshot (4ap) (1 exhaustion): Consumes 30 coins, 3km range, acc6, 2d20 piercing/fire with exploding dice. +1d20 for gold coins.
Lesson: You may make lammelar out of 1000 coins. It gains +1 ac and DR for steel or copper coins, +2 for silver and +3 for gold. Only those with this path may wear it.


Path of the hidden crown:
You gain the language: Hidden. This language has Antimemetic properties for everyone who was not initiated into the order by an agreement of 3 different members or one or the heads. The same member cannot initiate more than one person into the order.
Stance: Observation: You can see the hp, ac and movement of everyone. You can also see the description of abilities that have been used while in this stance and what statuses creatures have been inflicted with.
Technique: Carpe jugulum: After an enemy rolls a 1, activate this technique. One of your allies can immediately make an attack or grapple check at advantage. In addition, they can burn actions from their next turn to give themselves more advantage or movement. Critical damage on that action is doubled. *
Technique: Do better: After an ally fails a roll, give their next action 2 stacks of advantage.
Technique: Fog of war: Cloak a 30m sphere in fog. Everyone not in the observation stance can only see clearly 6m in front of them.
Iron body: Faceless: Granted to members at any time, should they wish for it. Grants the ability to very slowly (12 hours for a complete transformation) change their facial features and body. Obeys conservation of mass and proportion of tissue types.


Path: Severance: You must be holding a knife to use these techniques. 
Stance: Bladehand: You may instantly retrieve a knife from your person to your hand if it is empty. Gain +1 ac against melee attacks for each hand holding a knife. Make a knife attack as a free action once per turn. 
Technique(1ap): Knuckle grip: Throw 3 knives at up to 3 different targets. 
Technique: Intrusion of death: Automatically crit against an opponent unaware that they are in danger. 
Technique: Eviscerate: Convert damage from an attack you hit into to bleed damage. 
Soul anchor: Black wire soul: Take half damage from piercing and slashing. Requires self-exsanguination in a bath of iron shavings, not emerging until you have completely healed. Repeat every night for seven days. You can also earn this by eating the heart of a black wire devil. 

Marineris Honeymoon: Mechs

  From Treelancer .  Invented one hundred and fifty years ago, the greatest and most enduring paradigm produced by the dominion, that union ...