Tuesday, June 24, 2025

Our greatest hope is obsolescence: Glog Class: Forge priest

A: Curse, Forge, Imbue malice. 

B: Returnal

C: Respite

D: Demonsmith


Skills: Religion, Metalworking, Factory management, and one or more others determined by the forge you trained at (see below). 


Curse: Whenever something conceptually associated with horror, misfortune, or the occult occurs within 3m/10ft of you, you may record a copy referred to as a curse. You may store [templates] curses within you.

For clarification, while it is possible to attack in a way which invokes horror in order to activate a curse, someone merely getting hurt is not inherently horrifying (something like power word flense or most Infernal curses would work). In addition the curse is a copy of the effect as it stands within the radius. Even if a nuclear bomb is horrifying (the storage makes copies, and so offers no protection to the well itself), the curse will replicate the effect around the collector,
not the entirety of the blast. 

Forge: You may use curses to generate any piece of mundane machinery you can fit in both hands for an hour. You get the curse back after the timer. 


Imbue malice: Given an hour, you may construct one of the following by consuming a curse. There is no limit to how many of these you can construct. 


1: Trap/ordinance: Can choose to either be a single target or 10ft radius upon construction. Stores the curse used during construction and releases it into the environment when the trap is destroyed, a predetermined trigger occurs, or an event similar to the curse it has stored within it occurs nearby (larger events travel further). The curse used in the construction is the curse released by the ordinance.

2: Collection/storage: Can store up to 2 events within 3m/10ft as curses, does so automatically. You may also empty a storage to put the curse back within yourself as free action at the end of your turn. The curse used for the storage has no effect, it is simply a raw material in the construction.

3: Magic item: Imbues a minor blessing conceptually linked to the curse into the item. These add utility, and can never add numerical bonuses, only offering new functionality. There is also a minor drawback. The drawback should be at least as bad as the blessing is good, but not significantly worse. 


As a mental action, you may transfer any of the curses stored within you to one of your storages or any creature currently touching them. A creature with the curse inside them experiences the effect, but with a doubled duration. You may only do this for items within line of sight.

 


I mean it's berserk, do I even need to cite it (yes I do). Kentaro Mirua.


Returnal: Encase a being that has died or been grievously wounded within the last minute inside a suit of armor. The entirety of the target must fit within the armor, and must be able to occupy at least half of it. There must also be enough remaining space for you to fit inside for the next step. You must regularly sprinkle your own blood upon its surface once an hour (1hp of blood) for a full day and night, and should they be souled, prevent the soul from escaping. 


Encase a being that has died or been grievously wounded within the last minute inside a suit of armor big enough to contain the remains and your body. You must regularly sprinkle your own blood upon its surface once an hour (1hp of blood) for a full day and night, and should they be souled, prevent the soul from escaping. The target must occupy at least half of the internal space inside the armor. 

Once the target has marinated long enough, you must put on your own suit of armor and get inside with the target. By now the target will have liquified due to the inherent magic of your blood, allowing you to fit inside without issue. The liquified target will feel a strong magnetic attraction to you, but should start to absorb into the inner armor instead. If it is complete, the target and the two sets of armor will reanimate as a demon engine that shares your basic morphology writ large, instead of their own (stats below).


The creature used for this process is considered both the pilot and the template creature (alternatively, you may choose for the creature not to be a pilot, in which case it becomes unable to enter the “active” phase). Unlike other demon engines, you may not have any additional creatures aside from your template. The creature has [forge priest templates] HD instead of what it would normally have. 

While the armor is in passive mode, you may mentally control it as part of your own action. While it is in active or berserk mode, you may not move under your own force, and may only perform mental actions. However it has an entirely separate pool of actions. 


While you do not suffer any encumbrance from your armor while it is active and worn, it still weighs as much as 2 sets of armor+the weight of the template. Only another forge priest may wear your armor, and they must “prime” it by spilling a mix of your blood and their own onto it. This process is instant. 


Respite: If you gather 10 curses from the same location, building or group (must be under dunbar's number and connected to each other), you may forge them into a fate well. The well automatically harvests roughly half of all the curses that will occur in the location. It can only do so with natural curses, and will not harvest any curses intentionally inflicted upon the protectorate by a being with free will. The original 10 curses must stay within the well, but the well can store up to 20 curses, which may be freely harvested. This harvesting, unlike your malice, is zero sum. 


In addition, whenever you gain misfortune, you also gain a fortune (see bellow). 


Demonsmith: You may create automata, brazier golems, and demon engines. This takes [creature hd] days of work as well as sufficient material to construct a complete metal armature around your target. Multiple demonsmiths may work on the same project to divide the time accordingly. 

Constructing automata and brazier golems will be described in their own post, but uses the same process, substituting physical materials for spiritual ones.   


To construct a demon engine, you must choose a still living, but grievously wounded target to be the template creature, complete the armature and the associated rituals, and wait for the metamorphosis to happen (while this occurs the creature must still be fed as normal, the metamorphosis is included within construction time). 


You may also apply a souled creature as a pilot (or a demon held within a refined soul). This pilot will supplant the original consciousness, and add their soul slot onto the template creature (yes, this can be used to artificially create a twin soul). 


You may also add [template creature HD] worth of chaff in the form of biological matter to double weight, HD, and construction time. The specific properties of the chaff are irrelevant. 


Daemon engine: Can only be applied to a biological creature, or a mechanical creature/vehicle with biological chaff. The creature still keeps any corruption and insight it originally had.

-Add 20ft/6m to all movement ranges, replace any existing resistances and armor with that of munition plate or chain (+10ft movement if using chain). Triple or double weight of base creature, respectively.

-Fix all active slots with the items inside them at the time of construction being ended, they gain the close combat keyword* and any weapons that already had close combat gain lifesteal* on any critical damage dealt. 

-Consumes rations as a standard organism, heals as a souled organism (In the nine rivers, only souled creatures may heal simply by sleeping for a few hours). 


*No penalty for use while grappling

*Heal equal to damage dealt, critical damage is just the bonus damage, not the base damage. 


You may convert a mech into a demon engine, or even originally construct one as a demon engine. A demon engine must have a pilot, but follows demon engine pilot rules instead of mech pilot rules. In addition, a demon engine removes the “integrated weapons” template from any mechs or vehicles it absorbs. 


You have no inherent control over any of your demon engines, however you, and any other priest who assisted in the construction can flip them between the following states as a free action while within line of sight. If all priests who worked on that specific demon engine are dead, incapacitated, or otherwise unavailable, then you might need to restart the reforging process using the same pilot and raw materials. 


Passive: “Sleep” mode, consciousness is turned off, but all biological processes remain active. If used with armor, this allows manual control. 


Active: Controlled by the consciousness of the pilot. Pilots of non divine nature will accumulate 1 point of insight per day if not given at least 1 hour on passive to reset. Pilots which are demons are demons, and all that that entails. 


Berserk: Designate as many targets as you want, you may add an additional batch of targets. So long as the engine can perceive the targets, and they are still alive, it will keep attacking them, and cannot be switched out of berserk mode. Berserk demon engines resist (x0.5, rounding up as always), necrotic, and exhaustion. Creatures not designated as targets will be completely ignored by the engine, and automatically hit the engine when making melee attacks, as they are effectively invisible to it. 


List of example cursed tools: 


Orphan Amongst Shadows: 

Curse: Nuclear detonation used in a populated area: 


Curse manifestation: Those brought low by this arm turn to ash painted onto a wall, wind scattering the excess.


Curse manifestation: Blindness is instead converted into 1d6 radiant damage, you cannot have radiant resistance. 


Ever Seeking Judgement: 

Curse: The financial or spiritual ruination of a family; 


Curse manifestation: You may instantly spot flaws, manipulations, and loopholes inside contracts, pacts and agreements. 


Curse manifestation; Demons, spirits, and other supernatural lawyers automatically dislike you, and will attempt to harm you in a non violent manner. 


Dogs Devour Heels: 

Curse: The aftermath of a rout. 


Curse manifestation: You gain any mobility options of your prey while pursuing them. 


Curse manifestation: If you attack someone, you must kill them before fleeing or surrendering. 


Vengeance Lends Wings: 


Curse: A slight forgiven, leading to a repetition. 


Curse manifestation: If you are slighted, you must resolve the slight as soon as possible. Upon the slight and the resolution, all your exhaustion is cleared. 


Speak truth to power: 


Curse: An atrocity seen by many, but acknowledged by one alone.


Curse manifestation: You must save to avoid pointing out hypocrisy, lies and ignorance when you know with certainty that it is not True. 


Curse manifestation: When you mock someone in a way that describes something True, you may ask a single yes or no question about that person to the GM (this is lesser divination). 


Fingers Frequently Fed: 


Curse: Starvation without end, a gnawing hunger never sated. 


Curse manifestation: When you have the opportunity to steal something which could help you survive, with a reasonable chance to not be noticed or affected by the theft, you must save or steal it. 


Curse manifestation: The former owner of the item is unable to recognize this item as formerly theirs once you have stolen it. 


Ignorance Is Bliss: 


Curse: A mind broken by the Truth, curiosity catching up for one final time, eight lessons ignored.  


Curse manifestation: You are unable to judge the strength or identity of anyone you are fighting. You can derive only the most elementary information from their appearance, and their words are silent to you. 


Curse manifestation: You are immune to fear, terror, and passive memetic effects while in combat. 


A few forges of note: 


The hellforge: 

Most infamous of forges, one of two created. It is currently jointly ruled over by a rebel branch of the concord of the deep, under treaty between both the Church of the Last Revelation and the Dominion of Tsenkulti. 


Compatibility: Forge/industrial/deep mage.


Skills: Arson/firefighting, psychology, Humanism, Anarchism, Christianity, Unitarianism.


The city of silver: 

Their interest in curse magic is in its ability to remove sin. By this mechanism, it is theorized that they simulate ontological divinity within their creations. This may prove to be a vital step in their great project. 


Compatibility: Savant


Skills: Silverworking, robotics, higher dimensional manufacturing and navigation, Neo-Humanism.


The City of brass: 

The birthplace of curse magic. It is thought that the first deed saints sought to take suffering unto themselves in order to relieve the suffering of their people. Ultimately, this has failed, misfortune is yours alone, and cannot be taken from you. 


Compatibility: Demon, pyromancer, mage of primordial creation. 


Skills: Diplomacy, law, Hinduism, Judaism.


Inim Eresh: 

Little is known of the hollow forges, its existence only known through their products. If the hollows can be said to field armies, then the silent, skittering hordes of demon engines they often use on expeditions fit this description best. 


Compatibility: Hollow:  


Skills: Memetics, Recycling, Buddhism.


Notes: 

Fortune/Misfortune: Fortune may be permanently expended to set the result of a coin flip before it is “rolled”, to influence a roll on a random table up or down by 1, or to reroll any roll not able to be affected by fame. Misfortune does the inverse, and is controlled by an npc.  


Fame/infamy: You may expend fame to reroll a social check or a critical failure (fame is not expended if the result is unchanged). All your fame resets whenever you perform a deed worthy of your reputation (larger deeds are needed for larger reputations). You add your fame and infamy (even if “burned out”) to any reaction rolls with creatures that could have heard of you. Infamy is added rolls to bluff about being willing to do something amoral.

Infamy does the inverse, and is controlled by an npc. 

Compatibility: You may not multiclass if your classes are incompatible.  



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