Tuesday, April 29, 2025

Severed virtue: Savant

 

“Our virtues and our failings are inseparable, like force and matter. When they separate, man is no more”

-Nikola Tesla


A: Classically trained, Knowing

B: Experimentation, in with the times

C: Inventor

D: Savant 

+

Δ: Member of the court: 


Skills: Artifice/tinkering/invention and finance/sale/attracting investment


Classically trained: Your dexterity and intelligence modifier cannot be reduced under [templates] by any means. 

You have a mark of official studies, such as a degree, or the seal of an academic order, family or monastery. You get an extra pair of skills, a major and a minor. You roll three dice and pick the highest when rolling the major.  


Knowing: You have perfect recall and photographic memory, you may learn skills and languages twice as fast, and have no limit on how many you can learn.


Experimentation: You may deconstruct devices and artifacts, dissect rare monsters (aberrations and constructs always count), and discover new knowledge in order to get [materials] and [insights]. Devices give 1 of each, monsters 2 [materials], and knowledge 2 [insights]. Truly fantastic discoveries get significantly more. 

You may spend knowledge to get a critical success on a roll (not attack rolls, unless made with a high-tech device, a magic sword does not count, but a lightning cannon does).

You may spend materials to add an additional function or qualitative property to an item, or to repair a magical artifact. 


In with the times: When interacting with a piece of technology made in an era you have lived in, you automatically know its function and how to operate and repair it. 


Inventor: You may make new devices by using up to [level]/2* [materials] and [insights], these count as magical artifacts of the corresponding rarity (+1, +2, +3…)  


Savant: Once per day, you can reveal you have previously researched a topic, and known a fact about it. It does not matter if it is extremely improbable that you have done this. 

Add [level] to any rolls made with your skills, or that are related to learning and academia.

In addition, you may upgrade a minor to a major, and then choose [level] additional minors. 


Δ Member of the court: Convince an existing member to stake their reputation upon your conduct. Should you act in violation of the pact, both your souls will be consumed.

You have a mark upon the soul, which you may conceal and reveal at will. It can unquestionably confirm your identity, and your status. You may speak to demons and spirits as a peer, and are immune to non consensual possession. You know the layout and entrances to the land of the dead, and can sleep there without fear (but not eat). 

You are issued with an invisible servant. They are a homunculus, and have stats as a commoner. They are formally trained in law and etiquette, but are mute. Their invisibility is perceptual/mental, extends to their equipment, and is lost if they intend to harm someone. They can turn it off at will, but do not wish to do so. They (and their equipment) can be drawn into your soul with a full action, and retrieved with a thought. 

If they are damaged, then you can donate a spell/magic item, as well as a soul to the court in order to get a replacement. The homunculus soul is stable and will stay around even after obliteration.


*round down

 

Adam Paquette


Sunday, April 27, 2025

Equipment list as setting post

 

Storing equipment: 

There are 2 types of slots who come in different sizes:

1: Active/hand slots, Allow you to carry and use one item inside. Some items use up multiple slots. 

2: Storage slots, Allow you to carry one or more items inside. 

2.5: Encumbrance slots, these are a type of storage slots but if you use one or more of them up you get -3m/10ft to all forms of movement. In addition while encumbered your equipment is added to your size for the purpose of mounts and vehicles, and you halve forced movement but double damage from falling.  


Slots and slot sizes: 

These sizes line up with the creature sizes, with a max weight in each of 1kg, 10kg, 100kg, 1000k. In most cases objects will be lighter, since size constraints are also important for calculating slot size. Each position you move on this scale is referred to as a “step up” or “step down”. 


Tiny slots: Can fit a meal, a box of 10 bullets, a notebook, a knife, a shrew, or a candle. 

Small slots: Can fit a dachshund, an axe, a crowbar, a medkit or 10 tiny slots.

Medium slots: 1x1x1: Can fit a human, an engine, a really nice chair, or 10 small slots.

Large slots: 2x2x2: Can fit a bear, an ogre, a couch, or 10 medium slots.  

Huge slots: 4x4x4: Can fit a mech, an elephant, a shipping container, or 10 large slots. 


Ye actual equipment list: 

Supplies: 

-Ration(rice, porridge): 1 tiny slot 1s

-Ration(restaurant meal, groceries): 1 tiny slot, 2s 

-Ration(canned): 2 tiny slots, 2s 

-2 rations (lard stick, not recommended for longterm human use): 1 tiny slot, 3s

-Flask (glass, ceramic or metal) (1L): 1 tiny, 1s. 

-Salt (100g), salt, 5 rations, 1 tiny slot, 2s. Deals 4d6 necrotic damage to snails and oozes. 

-Fuel (1L): 5s, gasoline or vegetable oil. 

-Whale oil (1L): 100s, provides 10 fuel worth of energy. 


Adventuring equipment: 

-30m rope, 1 small, 2s

-30m metal cable, 1 medium, 20s 

-Grapple, spider silk: 20m, (end is sticky, but aside from that is a regular and highly durable rope). 1 tiny, 30s. 

-Net, spider silk (very sticky, aside from handholds), 1 small, 40s. 

-Blanket, waterproof, 1 small, 5s. 

-Tent (12 medium creatures or objects), 1 small, 30s.  

-Tent (5 medium creatures or objects), 3 small, 60s.

-Tent (12 medium creatures or objects, reinforced), 1 medium, 100s, useful if you need to do work inside. The exterior surface is around as durable as chain mail. 

-Lock (set of 5, key or combination): 1 tiny, 8s. 

-Compass: 1 tiny, 4s. 

-Spyglass/telescope: 10x magnification. 1 tiny, 10s.  

-Lighter (enough fuel for 300 fires, can burn through 1 per second to use as a candle) 1 tiny, 5s 

-Box of 100 matches (reminder that all purchased items come in small metal boxes or containers). 1 tiny, 2s 

-Lantern: Uses 1 fuel/hour, 30m cone/20m sphere/no light, 1 small, 10s. 

-Set of clothes (utilitarian): Does not take any inventory space when worn, 1 small, 10s. 

-Set of clothes (Ceremonial): Does not take any inventory space when worn, 1 small, 100s.

-Wrench or crowbar: 1 small, 5s. 

-Motor: Provides 10 str worth of power for 1 hour if given 1 fuel. (can be attached to crossbows, splinter guns or other mechanical devices), 1 medium, 1250s. 

-Antidotes (packet of vials): Negates the effect of a poison or medication upon injection, carries 10 doses. 1 small, 60s. 

-Syringe: Injects the content of a bottle when inserted into flesh, 5s. 


Consumables: Each occupies 1 tiny slot

-Dousing powder: Puts out 1 medium creature worth of fire, 5s.

-Drying powder: Dries half a dozen “small” sized items. Deals 4d6 necrotic damage to oozes, 10s. 

-Adhesive powder: Becomes an extremely strong glue when exposed to water, 5s

-Caltrops: 1m square, 1 piercing, slow by 3m if damage is successfully dealt, 1 1s. 

-Flechette: 1 piercing per 12m it falls, max 20, 1s. 

-Fire grease: Coats weapon with flame, converting the damage to fire for 1 minute, 15s. 

-Neurotoxin (Paralytic): Paralyses for d6 rounds, 300s.  

-Neurotoxin (lethal): 6d6 psychic, 300s

-Poison (Foul tasting): Deals 1 poison damage, 5s. 

-Poison (Quiet): Deals 1 poison damage, mostly undetectable, except by blood tests, the owner growing only tired, they fall asleep when they reach 0hp, 95s. 

-Poison (lethal): Deals 3d6 poison damage, 300s.

-Poison (sleep): Makes a human sized target fall asleep within a minute if they fight it, a quarter dose is good for those that do not, 20s. 

-Poison (Sleep) (inhaled):  causes unconsciousness when inhaled for a minute, like all forms of sleep, it ends when the target feels pain (anesthetic can help), 20s. *

-Lungburner: 6 gas, deals 1 exhaustion, save vs blindness, deafness. Automatically removes smell, 300s.

-Acid: If applied optimally, can dissolve a lock sized inorganic object, or a human torso sized organic object. If splashed on deals 2d6 acid, 10s. 

-Base: Acts the same as acid, but is noticeably less effective against inorganic matter. Acids and bases can neutralize each other, 10s.

-Inorganic dissolver: Deals 2d6 acid, anti material, only affects inorganic matter. Good for cleaning, 50s.

-Capsaicin: gas 2, save vs blindness for 1 round, turns off smell for 1 day 5s.  

The youth of both the empire and church mutually decided that it was an achievable and desirable goal to become the undisputed masters of spice. This is the natural result of this project combined with a vaporizing binding agent and nerve flame.  

-Nerve flame: Causes d6 bludgeoning damage and disadvantage on all rolls as muscles contract explosively, lasts d3 rounds, 260s. 

-Flaying powder: Deals 3d6 necrotic and 1d6 force damage when in contact with flesh, does maximum damage if injected, 60s.

-Sap (Anesthetic): Makes a medium target immune to pain for 12 hours. Causes small amounts of peripheral nerve damage when extensively used, 5s. 

-Narcotic  (Anesthetic): Makes a medium target immune to pain for 6 hours. Addictive (x in 6 chance, increasing by 1 each time it is taken), 60s. 

-Fetal serum 30s/L: Preserves organs in a live state, free of infection. Requires a sealed container. Will grow, repair and maintain organs if given food and frequent oxygenation (through filter), 90s.  

-Lethe oil: Deals 6 psychic and 1 soul damage, deletes the contents of 1 random mind slot, neurosurgeons may target a specific slot, causing a smattering of memories to be lost. Doses in excess of 6 will leave one a completely different person, insane. Depending on the level of control, higher doses can be used to wipe their mind clean to be filled with indoctrination, or to render them a drooling, bawling imbecile with the mental capacity of a cnidarian. This is not reversible, demons could reconstruct the brain, but this would effectively be a new person, 160s.


Healing items:

-Wound ooze: Produces large quantities of collagen inside a wound, heals d6+2 over a minute, you gain disadvantage on all agility checks for a day. Only works on open wounds, 30s. 

-Diluted flesh eating crystal:  Grows on contact with blood, Heals d12, but reduces max hp by 2 until rest. Only works on wounds, but heals instantly. 50s. 

-Divine stem cell: Heals d12, but a group of d6 soul tumors (stats as dog with ¼ speed) emerges from the wound on a 12, 60s. 

-Dried fungal powder: Heals 1hp per 10 minutes for 30 minutes. Can only be used once per day. 10s. 

-Medical kit: Roll a d6, on a 3+, heal that much, taking that many minutes. Can only be used once per day. On a 1, deal 3 damage instead. If you have an applicable skill, ignore the 3+ restriction. 50s. 


Organic tools: Each desiccates when not in use, using ration and some water to reactivate once, for a day. 

-Glowlamp: Fungal colony in a lamp, 12m cone/6m sphere/no light, swappable. 1 tiny, 15s

-Ink sac: Produces a litre of ink, which can be used for writing, blinding, or to fog up an olympic swimming pool sized body of water. 2 tiny, 30s

-Foam cube: Forms into a 1m cube when exposed to enough water, occurs in a second if submerged, a few seconds if watered, and an hour or so using the moisture in the air. The cube will dissolve in acid, but is bulletproof, fireproof and is as strong as wood in most ways. 1 tiny, 10s. 

-Shaping needles: When placed in rock, a 1m cube of the rock becomes soft and moldable like clay. Can also “lock” a 1m cube section of rock, making it immune to further stone shaping spells. Half price in Masada, 1 tiny. 200s 

-Sealing membrane: A rolled up sheet which covers a 2x2m plane. Tough, stretchy and hard to cut, one side is adhesive. Can be released with a bottle of alcohol. Waterproof and insect repelling. 1 small, 10s

-Night vision goggles: Paired cluster of snake eyes, in the style of a dragonfly. A gem stands in the position of the third eye, emitting infrared light (a flip down cover exists to shroud it). While open, you can see in infrared night vision, at the cost of projecting a beam of infrared light. 1 small slot, 200s

-Acid slug: Explodes for 4d4 acid damage, can also produce a vial of acid once a day if given a ration. 1 small, 10s.  

-Spiders: 2d100 live spiders, will try to fix all objects in a small house, small camp, or handful of rooms (including the house itself). They are surprisingly adept, but are non sentient, and will leave webs in cracks as cement for rebuilding. Unable to repair complex or magical items. Enough of these vials will close a tear in reality over time, such as a portal. 60s

-Wasps: 1d100 live wasps, comes with optional exterior jar coating of aggression pheromone. Can pay triple to give them effects such as neurotoxin or paralysis. 1 tiny, 100s

-Termite eggs: A few million termite eggs, nest into something wooden to ruin it. Will continue spreading unless dealt with, all settlements have pest control. 1 tiny, 50s. 

-Cleaner: A 1/4th HD ooze which seeks out and removes certain materials from an environment. What it cleans can be chosen on purchase, and they leave behind an antimicrobial coating wherever they go. 1 small, 50s. 

-Deboner: A type of cleaner which removes all inedible parts from meat, must be done before cooking. 

-Skitter bomb: Trained to deliver packages to specific locations. It attaches grenades using an adhesive, then returns. Can also deliver tiny packages to anywhere it can access. 200s. 


Soul items: Those below count as souled, and may in some cases count as a creature.

What is the price of a human soul? 

16 000s, if sourced legally and refined. 

-Mana battery: Stores 6 thaums, 1 small slot.    

-Mage hand: A severed human hand, animates 1 small active slot with the strength and dexterity of a 6 year old child. Bound to a single host, and must stay within 3m of them. 1 small slot. 

-Soul space: 1 large (8 cubic meters) extradimensional storage slot that can be used to store homogeneous substances. Deposition and retrieval is at 1L/round modulated by a bioelectric control module. Can store multiple substances without worrying about them mixing. 

-Armament: Any conventional, human scale melee weapon can be made from a refined, shaped soul. This allows it to be dismissed and retrieved from your person with a thought, and converts its damage to soul damage, which deals double damage vs demons and reduces max hp. 



Friday, April 25, 2025

Leftmost hand of steel rends The Vacuous: Firearms:

1910 British harpoon gun, all images are from the royal armouries museum unless stated otherwise. 

“The fact that I am allowed to live, that my works are not brought low, that your laments are fruitless, is proof that God has bestowed me the right to do as I wish.”

-Man

Firearms: Firearms are loud, and will ALWAYS attract either monsters or humans when shot, depending on if the area is wild or urban. This takes 1d100 and 1d10 rounds respectively (hidden role). 

This does not apply on exceeding desolate areas such as the graveyard of stars.


Smoke: Certain firearms generate smoke at the end of your turn. Smoke occupies x cubic meters, last x rounds, and provides concealment. When two smoke clouds meet, they combine their smoke values. If they both have effects, the cloud still combines and does both effects. Strong winds will move the smoke downwind 10-30m a round, in a confined space with poor ventilation, the smoke lasts x minutes instead.

You get 1 smoke from firing a 32mm, 2 from a powder charge, and 1 from firing at least 3 bullets from a 9 or 13mm firearm in a single round. 


Gas is a type of smoke which deals damage and inflicts an effect on everyone within it at the end of each round. Sealed suits grant immunity.


Dawn broken: Conventional explosives and firearms do not work on sundays. This is due to the influence of the spirit Alemayehu (who has seen the world).

Electronics and explosives with the "dawn broken" keyword will violently detonated if not shielded in specialised cases. The black powder which these firearms use will merely deactivate.

Alemayehu is vengeful and crafty, and resents defiance. As such, electronic beings which flaunt their freedom instead of cowering beneath the earth rarely survive long. 

A case is 1 slot in volume, and fits 5 smaller slots inside. A small case costs 200s, and fits 5 tiny slots inside.


Notes on firearms: 

-Firearms do not add stat modifiers to damage. 

-Acc is short for accuracy, and is equivalent to “to hit” (add to a d20 roll to hit). 

-A small slot is essentially equivalent to a regular slot for most GLOG systems. A medium slot fits a human or medium creature, a large slot a bear, a huge slot fits an elephant, ect. 

-10 small slots fit inside a medium and 10 tiny slots inside a small.    

-This list assumes a player can carry 6-12 small slots, and has 2 small hand slots.  

-If you can't fit a weapon inside your hand slots. You can't use it on a turn where you have moved. 

-”F: condition” is short for forte, when the condition is met, you gain advantage on the attack roll.

-Costs are listed in silver, if you use gold standard, then replace s with g.

-If damage is written in the "force/fire" or "piercing/slashing" format, you can choose which damage type to apply.

-Anti-Material means no critical damage, ignores cover, and counts all ac as light armour. 

-Close combat means no penalty for using while grappling. 

-Multiattack is the maximum number of times you can fire a gun in a turn after the first. So you can fire a Multiattack 2 gun three times if you have the attacks. Each firing still costs an action point/ap. 

-x2 shots means you fire 2 shots per attack action. Make a separate attack roll for each attack. All the attacks must target a single target.   

-Shotgun rounds and shrapnel are written in a "6x2" format. For a shotgun (which needs a hit roll), that's 6 attacks which each deal 2 piercing. This is identical to the x2 shots, just on the bullet side.

For a shrapnel round, which is an AOE weapon (and so does not need a hit roll, it works like a flamethrower), that's 6 hits that each deal 2 piercing.


Ap and reloading: Shooting a gun takes 1ap, reloading a gun takes xap, you may sacrifice an attack, your movement, or your reaction for a turn to get an ap. (e.g. If playing with a 2 attack fighter in a system with reactions, you have a potential 4ap at your disposal.) Guns use action points rules even in systems where other weapons do not. 

Rsc 1917, what I imagine the battle rifle to be.


Ye list of armaments: 


13x30mm:

Compact pistol: x2 shots, Reload 1, Close combat, 1 tiny slot, 60s.


Self-loading pistol: Acc 1, x2 shots, Multiattack 1, 1 small slot, 900s.     


Pump/lever/bolt action: Acc3, 2 small slots, 100s. 


Submachine gun: Acc2, x2 shots, Multiattack 2, 2 small slots, 900s. 


9x90mm: 

Heavy pistol: Acc 1, Multiattack 1, 1 small slot, consumes 2 active slots, 600s. 

Halves range of all shots. 

F: When one handed 


Breech-loading rifle: Acc4, Reload 1, 2 small slots. 80s. 

You may add additional barrels (30s), which increases shots before reloading and reload time by 1 each time. +1 weight for each 2 added.


Pump/lever/bolt action: Acc3, 2 small slots. 120s. 


Battle rifle: Acc3, Multiattack 2, 4 small slots. 1200s. 


30x130mm:

Flare gun/grenade launcher: Reload 1, 1 small slot. 50s. 

Flares go +100m, halve range and kinetic damage to non-flares. 


Breech-loading shotgun: Acc 1, Reload 1, 2 small slots. 100s. 

You may add additional barrels (40s), which increases shots before reloading and reload time by 1 each time. +1 weight for each 2 added.


Pump action shotgun: Acc2, 4 small slots. 300s.

 

Anti tank rifle: Acc4, Full length, Reload 1, 4 small slots. 500s. 

F: Vehicles 


Autocannon: Multiattack 2, acc3, Full length, 8 small slots, 4000s. 

F: Flying targets 


Gatling gun: acc2, x2 shots, Multiattack 2, 2 medium slots, 3000s. 


Gun modifications: 

-Extended barrel: +1 Acc, +1m minimum range, +1 max powder charges, +1 small slot, 100s. 

-Autoloader: Loads 1 powder charge at the start of the turn, regardless of whether it is equipped or not, 1000s, +1 small slot.

-Scope: Mitigates long range penalty if you do not move on your turn. 220s


Munitions: 

13x30mm (10s for 10, fit 10 in a tiny slot)

-Solid: 3 piercing, 60m, 

-Rat shot: 4x1 piercing, Impale (prevents regeneration until removed), 12m.

F: Small and tiny creatures.


9x90mm (10s for 5, 5 fit in a tiny slot)

-Standard: 6 piercing, 300m

-Tracer: 5 piercing, 300m 

F: When a previous attack against this target with this forte has missed this turn.

-Birdshot: 6x1 piercing, Impale (prevents regeneration until removed), 60m,

F: Small and tiny creatures.


32x130mm (10s for 1, 1 fits in a tiny slot)

-Shot: 6x2 piercing, Impale, 30m

F: Shots within 6m  

-Slug: 10 piercing, Anti-Material, 120m. 

F: Shots within 6m

-Sabot: 6 piercing, Anti-Material, double damage and range increase from powder charges. 

-Powder charge: Launches a projectile 150 meters, +3 physical damage (or +1 per pellet), 1ap to load.

Full length lets you load up to 3 powder charges, 1 max otherwise. 


Ordinance and grenades: Projectiles below this need a powder charge to work. 

-He: 3d6 force, 3m/10ft diameter, Dawn-Broken. 80s. 

-At: 4d6 piercing/force/fire, Anti-Material, 2m line, Dawn-Broken. 100s. 

-Le: 2d6 force, 3m/10ft radius. 20s. 

-Frag: 1d6x2 piercing (roll once per target), 12m radius. 20s. 

-Shrapnel: 6x2 piercing, 6m cone, only usable when shot. Can be shot point-blank without a powder charge, where it detonates upon exiting the barrel. 30s. 


Ordinance below this point is unaffected by dawn and operates on Sundays without issue. 

-Bale-Fire: 3d6 fire, 1m cube. Detonates when exposed to anything but air or glass. 50s.

Secondary explosion on hitting water/blood: 3m/10ft diameter, d6 acid.  

-Gasoline: 3 burning (DOT fire), 1m cube. 10s. 

-Thermobaric: 2d6 fire/force, 6m/20ft radius. 50s.

-Smoke: Generates 10 smoke from a single point. 10s.

-Gas: Generates 2 gas, effect is a medication from the medication list. (medication cost)+20s 

-Vial: Metal and glass shrapnel, deals 2 piercing on hit, and can hold 1 liquid or powder, which it counts as injecting into the target upon dealing damage. 5s

-Vessel: Store any tiny slot item inside. 5s, +50s for magical shock absorbers. 

-Flash: 1 force/radiant, 12m, save vs blindness for 1 round and deafness for 1 hour, 30s. 

-Flare: Emits bright light for a minute. Comes with adhesive and colour changing powder, the former can be used to mark targets, the latter to signal. 


Flare system: Color changing powder and the signalling language also works with beacons, and is very compact. You can fit nearly a hundred doses in a tiny slot. Paint and tinted glass is also used for more enduring signals. Monsters can read flares. 

-Red: One red means “danger, stay away”. Red+white is “request-help”. Help will arrive in d20 rounds in most lands, d12 if developed, and d100 in graveyard of stars/expanse, if you roll below a 50 in the later, it fails, below a 25, opportunistic monsters show up instead.    

-Blue: Resource/positive, blue+white is “excess resource/opportunity, help us for a share”. 

-Yellow: Obstacle, often paint is left behind. Yellow+black is “maintenance/construction”. 

-White: Meetup, requests for camping during the night. 

-Black: Used by officials, a response is legally mandated. Red+black is “evacuate”. White+black is “gather for inspection”. blue+black signals “outpost/fortress here”. 


Materials

-Brass bullets cost twice as much, take twice as much time to heal, and add +1 accuracy. 

-Black Steel bullets cost 10x as much, deal +2 damage (+1 per pellet) and gain: F: Heavily armoured targets. If fired at a soft target, the bullet can be recovered and repaired for its regular (non black steel) cost. 

-Silver bullets cost 20x as much, deal soul damage (max hp) and deal double critical damage. 


Powder: 

-Pale sky powder: 5x the cost, emits silence instead of noise and calm instead of light and smoke.  

-Glinting powder: 10x the cost, doubles range and damage. Incredibly loud (all save vs deafness in enclosed spaces). Small arms cannot fire more then once per turn unless stationary, Dawn broken. 


Northern Italian crossbow-pistol, 1630. Belonging to Prince Galeatto Pico della Mirandola


Blessings: 


There are three ways of having your firearms blessed: You must roll for the first 2, you cannot choose.


1st: The gunsmiths of the sunken city will bless your firearm given a week and (2000s+10x base firearm cost). The materials may only be sourced from there, and the techniques they use only work within the city. This is changing, as the church of the last revelation has uncovered an alternative. Currently these are unavoidable for purchase, but are given out as rewards. 


2: Come to a forge demon with a promise or secret, a pure, refined soul, and your firearm. Should you break your weapon, you can use the firearm in place of the soul. 


3: Pledge eternal service to the flayed lord. You will then be given three quests, each more difficult than the last. After each completed task, you may choose the blessings, companion, fireborn or briar. It is impossible for you to willingly break your oath of service. 


German double barrelled gun-halberd, 17th century. 


12 blessings for your ordinance: Applied to the firearm which fires the munition.  


1: Feud: Key the explosive by using the blood of the species you want it to converge on. Items and creatures not from that species automatically succeed on all saves, and collateral damage is minimized, those from that species receive disadvantage on their saves.


2: Convergence: Pick a point within reach of your weapon, an orb forms there, slowly pulsing, visible to all. After d6 turns (hidden roll), it detonates with a radius multiplied by x.


3: Smothering flame: Creates a flame which burns for a day and an hour. It deals the original damage dealt (1 damage per round), and maintains any effects applied by the ordinance but does not enhance or grow them. It spreads only to living beings but sticks to and burns even stone. The only way to remove it is to remove the layer it adheres to. The flame sticks its roots 10cm deep into any surface it burns.


4: Bound: The force of this ordinance is stopped by a mere line of chalk drawn on the ground.


5: From on high: Comes sideways from the fourth dimension, ignoring any armour and cover.


6: Illusory: Wounds are imagined, even flesh is tricked by this. Those brought low by this fall unconscious, unharmed. The wielder of this arm may touch the afflicted and make the wounds real.


7: Moon touched: This effect is repeated every full moon (choose the moon, this effect may be repeated to take multiple moons), so long as the light touches it.


8: Aerosol: The detonation is turned into a gas, with a value equal to the diameter. Gas weapons instead have their value doubled. 


9: Livid: The explosion generates silence instead of noise. 


10: Abyssal: Explosion is replaced with creation of enough water to fit the whole diameter cubed. Within it lies an invisible beast, which lasts for 3 days, or for 3 victims. When the beast touches the target, they are hit by the effect. 


11: Remote detonated: Adheres where it lands, can be detonated within 100m with a thought. 


12: Roll twice and combine. 


“Flesh of flame, bones of iron. 

The leftmost hand screams a breath of smoke, its roar drives nails of fear into their minds. 

The final word is spoken, none can stand against us”

-Layth Tamaddun Sayyid. 



20 blessings for your firearms.

1: Unbroken: This firearm may never be prevented from firing should it remain intact. Dawn broken munitions remain safe and functional within this arm. 


2: Companion: Should this implement of destruction be lost or destroyed, it will return to you next you wake, cradled between your arms.


3: Immaculate: On a hit roll of 1, 12 or 20, a new bullet is born (automatic weapons bear twins) within the chamber, and the firearm counts as not having fired. The action is still consumed.


4: Collapsible: May be collapsed to 1 tenth the size with an action, and extended to full size with a thought. 


5: Fireborn: Gain fire and acid damage, the wounds scream when burning.


6: Briar: Damage converted into bleeding when you roll an 11. 


7: Revelation: The most recent thoughts of the target are written out on the walls and floors by their blood. 


8: Hollowing: Deals flaming damage, targets brought low rise again and attack nearest creature for 1d6 turns. While they do so smoke pours out of their eyes and mouth, and they are mindless. 


9: Corridor: Gain 1d3 barrel extensions without increasing weight or length.


10: Sacrifice: Take x points of damage to gain x points of damage and accuracy on a hit. 


11: Slumbering: No initial damage. After 3 rounds, bones detonate for double initial damage. Only affects creatures with bone marrow. 


12: Tearing: Ignore all inorganic armour and resistance, stone and metal are torn as paper. Spatial locking is unmade. 


13: Grazed: A colony of insects live within the stock, this weapon is repaired and maintained from any hazard so long as the colony remains alive. 


14: Hadal: Ballistics treat water as air and air as water. Does not help aiming. 


15: Spiralling: Bullets on your person start spinning when battle starts. Add [round number] to accuracy. Requires special gloves if not using a magazine. 


16: Recursive: Add [encounter number] to accuracy. 


17: Refractive: Changes angles 90 degrees once. Allows for a second attack roll on a new target if a target is missed, or to shoot around corners. 


18: Self propelled: Range becomes (sight). Takes (total distance/weapon range) rounds to arrive. 


19: Smiting: Roll with advantage against one person (choose on first picking up), demons, and cancer. 


20: Roll twice and combine. 


1864 Swiss bolt action.


Iberian 5 barrelled gun-axe, ~1620. 


Scaling weapons, armour, implants, and other equipment

For each “step” in the scale you go up, the following effects happen. A step is from small to medium, or medium to large. Scaling is how mech armaments are derived.


Consumables used by those items must also be scaled (only scale the rules that apply/make sense). Tiny items may be upgraded, only double one thing, and don't double range automatically. Anything with a size and stats can be scaled. 


1 Weight, and cost are multiplied by 10, 

2 Triple range

3 Pick 1 of the following numerical values to double: Damage/resistance/acc/area /range/keyword variable/other.  

4: Any slots are stepped up one step. 


Note: A step is a doubling in dimensions, so 1x1 to 2x2, 2x2 to 4x4, etc. 


Note: Things that do not often come in larger sizes or have some diegetic or balanced reason for their difficulty to scale may have some of these effects not apply, or more likely, have their cost increased by more than 10x.   


Note: Ammunition and weapons are scaled separately, 


Making combination weapons/tools: 

-These are items combined, you can buy/commission it for the combined price of the two items, times x. You may switch which item you are holding as a free action.

-Each one has 2 slot values, these are the maximum slot size of each item you are combining, the total size of the item is the size equal to the largest of the two. 


Note: Upscaling: You can choose to upscale the template by any amount, not just multiples of 10. This only increases the sizes of the slots, nothing else. 


Transforming weapon/tool: X=2 

2 equally sized slots. 


Attachment: X=1

1 small slot, 1 tiny slot. Can be upscaled, so long as the 1-10 ratio is maintained. 

You can replace/remove what is in the tiny slot with a minute of work.   


A few additional nonstandard firearms, these cannot be blessed unless stated otherwise. 


13x30mm. 

Blacktail: acc3, Multiattack 2, x2 shots, Close-Combat, 1 small slot, 1200s. 

F: When used on a turn where you have moved


9x90mm:

Pressure rifle: 4 small slots, Reload 1, acc8, can only use glinting powder, anti material, 3000s. 


Storm rifle: Comes in a 4 slot, 2000s version for 13mm, and a 8 slot, 5000s version for 9mm. 

-Burst (3ap): acc2, x12 shots, if you roll triples, the gun jams, and cannot be used for d6 rounds.

Storm rifles can receive the blessings of the flayed lord.


32x130mm: 

Recoilless rifle: acc4, Reload 2 (2 grenades), 32mm, 4 small slots. Must fire with exactly 2 powder charges, and only gets the benefit from 1. Recoilless rifles may receive any ordinance blessings.

F: Larger targets


Stake driver: 1m, Close-Combat, Anti-Material, strength-scaling x2, delayed 1, 5 small slot, 2200s. Takes up to 2 powder charges (yes you can use extended barrel for this, it does give acc). It does not gain range, but gains 4x damage from the charge. 

F: Heavily armoured targets

F: Larger targets. 


Mortar: Range is horizontal distance. Fires in an arc at a specific point you or a creature/sensor that can communicate to you can perceive. Arrives (powder charges) turns after being fired. Full length, double range from powder charges but no physical damage increase. 4 small slots, 1000s.

Mortars may receive any ordinance blessings.


A few example firearms and weapons made using the scaling system: 

Will be using the common GLOG weapons list instead of my own for the melee weapons,

this just for familiarity. It is assumed a two handed weapon or shield costs 50s. 

Only some of the costs are calculated, for illustrative purposes. 


Bolt action rifle with bayonet: Acc3, 6 piercing, 300m/1000ft, 2 small slots. 120s. 

Attachment: Knife: d4 slashing, close combat. 


Gun halberd: Halberd: 1d10 slashing, 2m, 2 small slots. 

Attachment: Compact pistol: 3 piercing, 60m/200ft, x2 shots, reload 1, close combat. 


Rapier shield: 1d6 piercing/slashing, 1m. 

Transform: Shield: +1 ac, sunder to reduce damage by d12. 


Mech scale great sword: 2d10 slashing, 3m/10ft, 2 medium slots. 


Mech scale quad barrelled shotgun-Spear: 2d10 slashing, 6m/20ft, 2 medium slots, 3800s.

Transform: Shotgun 6x4 piercing, Reload 2, 4 shots before reloading, Impale, 90m. 

F: Shots within 6m  


Mech scale pump action shotgun: acc4, 6x4 piercing, Impale, 90m, 2 medium slots, 3000s. 

F: Shots within 6m


Refractive mech scale battle rifle: Acc6, 12 piercing, Multiattack 2, 900m, 4 medium slots.

Changes angles 180 degrees once. Allowing for a second attack roll on a new target if a target is missed, or to shoot around corners.

140 000s derived from (2000+(1200x10))x10. 


Mech scale anti tank rifle: Acc8, Full-Length, Reload 1, 4 small slots. 5000s. 

F: Vehicles 

-Sabot: 12 piercing, anti material, double damage and range increase from powder charges. 

-Powder charge: Launches a projectile 1200 meters, +6 physical damage, 1ap to load.

Full length lets you load up to 3 powder charges, 1 max otherwise. 


Belgian revolver sword, 1870. 

Derringer (the inspiration for the compact pistol), Parker gun store. 

Smith and Wesson pistol conversion, unknown. 

The Sun, the Moon and the Star: Three mechs for Cy-Borg

Three mechs:  These were made for a campaign, the moon is the one I play as, and aside from a few customizations, is largely made by my gm  ...