Saturday, May 30, 2026

Fifth Fantasy Revised Classes

I fiddled with these ones a while ago but they never got typed up. Not playtested but I like them better.

Fighter

Paladin Journeyman

A Link type

Skills: Investigation, Sleight of Hand

Knack: Once per day, you can use an item without expending its uses, e.g. a potion remains undrunken, an arrow remains unshot. +1 use per day at every even level.

Weak Point: Once per fight, you can use a noncombat item to attack (anyone can do this but its especially good for you). For example, use a warming blanket to wrap an ice ghost, or throw a lantern at a monster. If it makes some amount of sense, it stuns the enemy for a round, in addition to whatever damage it might do. This might destroy the item. If it makes no sense, this ability isn't expended.

Ranger Cook

A Senshi type

Skills: Nature, Survival

Hearty Meal: When the party takes a rest and eats a meal prepared by the cook with fresh ingredients, they gain HP equal to the cook's level. If they would regain HD, they regain 1 extra.

Cookery: If the cook uses an edible elemental material to prepare a dish, their food gives one of these effects
- +2 to 1 stat (Fire -> STR, Ice -> CON, Storm -> AGI, Light -> PRE, Dark -> LOR)
- Resistance to damage of the opposing type (Fire -> Ice -> Storm -> Fire, Light -> Dark -> Light)

Rogue

Adept Bard

Leave the wizarding up to the wizards

Skills: Performance, Persuasion, History

Fame: When you would gain favor from a quest, you may spend a downtime action telling tales to gain double.

Rumor Mill: When you gather rumors as an action, you may spend 1 favor to do one of the following
- Learn 1d4 more rumors
- Learn if a rumor is True
- Spread one of your own rumors

New Rule: Favor

Favor is a measure of your standing in a town. It functions as a secondary currency to Guilders. When you forgo payment for a quest, or give gifts of magic items, you gain Favor in that town equal to the Guilder value. You receive a bonus to reaction rolls from townsfolk equal to your favor, up to a maximum of 6. By default you can only spend favor to receive hospitality, at a rate of one favor to four days. If you accrue negative favor (through overstaying your welcome or evil acts), there is a [negative favor] in 6 chance per week that you get run out of town (this is also checked whenver you enter town). Favor (and negative favor) for each town is halved at the Moonday, except for the town you are staying at for moonday.

Universal Subclasses

These can be taken by any class, and have unique names for the main class you take them with, given as Subclass (Fighter name, Rogue name, Mage name).

Beastmaster (Ranger, Tamer, Summoner)

Skills: Animal Handling, Insight

Friend to All: for Living creatures, you may cause them to reroll reaction and tatke the better result. A roll of 12 means they are friendly to you.

Heart Bond: With Any creature friendly to you, you may bond to it. You may only have one bond. It gets a bonus to HP and to your highest stat equal to your level (e.g. if you are level 3 and have AGI as your highest stat, it gains +3 to HP and AGI). It may take on an element you are proficient in, or an element of a material you give it. It will, generally, obey you. If it was summoned, the duration of the summoning is permanent.

Princeling (Knight, Marquise, Magister)

Skills: Persuasion, History

Noblesse: Choose one town as your domain. In your domain, you get +1 favor per quest, and you may gain favor for public works as though it were a gift. Favor does not decay for you at the summer moonday (since you are expected to be out adventuring), but is quartered at the winter moonday (because you should be at home).

De Jure: You may spend favor to attract merchants to your domain, and recruit townsfolk from it for adventures.

Acrobat (Dragoon, Assassin, Adept)

Skills: Acrobatics, Stealth

Leap: You may leap [10 + twice Level] Feet, vertically and horizontally (and both)

Evasion: While in light armor, double your AGI bonus for the purposes of AC.

Thursday, May 14, 2026

LIBRA Houserules

Did some setting, now for some rules for my LIBRA game. Again, thanks to Archon. By the way, if you want more content easily insertable into this kind of game, check out some Black Books, Black Auctions, and Anomalous Media. Folks have been working on a lot of this sort of stuff, you'll have to search it out a bit.


COMPOSURE
Characters have an attribute called Composure (CM). Psychics and Apsychs get 2dr and Friendlies and Freaks get 1dr of CM per template. Most WIS saves are replaced by CM saves, especially for psychic influence, and CM goes down by 1 for each unsuccessful save. At 0 CM, the psychic influence overwhelms you. You become Connected with whatever psychic force was influencing you (or something else if nothing in particular was influencing you). If your psyche is attacked again, you gain one of these madnesses:
1. Phobia. Of whatever just happened probably
2. Minor Hullucinations. Senses (listening at doors, telepathy, etc.) become unreliable.
3. Vacillation. One character you loved you now hate, and vice versa.
4. Nonverbal. Hope you like charades.
5. Delusion. Paranoia, megalomania, glass piano, etc.

Connections represent footholds that outside influences have in your mind. The GM can always tell you what your Connection would like you to do, and you can always resist, but once per mission per connection the GM can make resisting reduce your next draw by 1. If you have more Connections than maximum CM, you become unplayable as your core psyche is overwritten. But if you are careful, doing the will of alien gods and nefarious agencies can get you some fun prizes, you know. Lore and paratech and more powers.

Composure can be restored by a good nights sleep in a safe place. Madness can be cured with a week of rest (you don't actually have that mental illness, its just a psychic effect). Connections require more difficult methods.


F R E A K
2dr HP, 1dr CM per template
A: Evolution
B+: Metamorphosis

Evolution
You get +2 to one stat of your choosing. Add 1 to a random stat for every mutation you have. You may start with up to 3 mutations.

Metamorphosis
When you gain this template, you gain as many mutations as you have mutations.


Note: If you ever have more mutations than your max HP, you become something totally inhuman (and unplayable). Also, unlike psychics, people might notice you just walking around. Writing a mutations list seems boring and there's already plenty of good ones.


CATCHING 77 WINKS
Most people visit the dreamlands about once every two weeks. Most people don't remember it. Psychics can. To enter the dreamlands, any character who is either psychically active or has been there before (and remembers) makes a check drawing 1 + their maximum psychic potential, drawing twice as much if under the effect of certain drugs. That character may "bring along" a number of other willing people in their vicinity equal to their psychic potential (who can then bring along their own, who can bring along their own, in a daisy chain). The exception here is Apsychs, who can't enter it at all (they should have a dreamlands specific character to play though).

The Dreamlands is essentially a sword-and-sorcery setting overlaid on the world. Great ones and earth-bound gods, elven civilizations, Ynn, Pagana, Carcosa, throw whatever in. Everyone in the dreamlands has +1 psychic potential. You can always spend a psychic potential to try to wake up, making a check with your highest mental stat or LUCK. Wounds gained in the dreamlands don't stick, but Madness and Connection does. If you die in the dreamlands, you never wake up.

Obviously you can't bring back treasure from the Dreamlands, with very few exceptions, but you can learn lore, make deals, meet other psychics, kill people with your brain, edit the collective unconscious, etc. And if you do want the ancient artifacts you find there, you might be able to learn the location of their real-world counterparts.

Time passes very differently in the dreamlands, so you can adventure for a whole week before the night is over. Even though time passes much faster while dreaming, it doesn't pass much while you aren't dreaming, so you mostly "resume" when you go back, unless a whole week has passed in real life. When you enter the dreamlands, make a check with your highest mental stat or LUCK. If you succeed, you may decide to enter where you left, or at a nearby "acessible" location (e.g. you can't dream your way past a locked door, but you can get back out of a dungeon). If you fail, the GM decides.


Wednesday, May 13, 2026

Excerpts from OSIRIS dossiers

Libra is a game by Archon's Court, where you play as psychic weirdos and the people who help them as they run from the government and investigate spooky stuff. I like it a lot, although the direction I want to take it is slightly different from the way that Archon took it.


The "Polestar" is the codename used by agents for the black octohedron of unknown composition hovering ~100 kilometers above the south pole. Manned missions passing too close result in brain deterioration, coma, and death. Remote viewing, either by visual, technical, or paranormal means, for extended periods produces what OSIRIS terms as "Theurges". Theurges display reduced creativity, emotional intelligence, and linguistic ability, increased levels of physical and mathematical knowledge, and psychic dampening, and are perceived by baseline humans as "soulless puppets". Technology produced in collaboration with Theurges is the backbone of OSIRIS R&D, and they are present in OSIRIS field teams, security, as well as OSIRIS high command and shadow council.


Psychic Phenomena are simply defined in opposition to Physical Phenomena. Where Physical Phenomena come about via physical means, the movements of atoms and the fundemental forces, Psychic Phenomena apparently do not come about by physical means. Often, this comes as a result of the influence of living beings, and comes in the form of causing change in a physical object at a distance (telekinesis) or perceiving something at a distance (telecognition) in a physically impossible way.

Paratechnology is any type of technology which works via means not currently physically understood. This includes Psychic means, but also highly advanced technology that functions via physical principles. OSIRIS strongly discourages staff from using the term "Magic" or any synonym thereof, to avoid superstitious and archaic attitudes which may prove inefficient or even deadly. Paratechnology is to be cautiously understood, not feared or adored.


OSIRIS is aware of multiple similar scientific organizations supported by national governments. The National Institute of Coordinated Experiments (N.I.C.E.), based in England, is a purely scientific organization with no political leanings. It has been totally subverted by OSIRIS since 1970, after Incident 280 ("The Elephant"). The main research interest of N.I.C.E. has been in contacting Macrobial entities and advancing human evolution. These projects are much smaller in scale than the LIBRA and VIRGO projects, and have been closely monitored and occasionally sabotaged by OSIRIS agents. OSIRIS High Command has designated N.I.C.E. a Eosphoros-class group.

The Technological and Scientific Academy for Neuroscience (T.S.A.N.) is a similar organization based in Japanese Taiwan. OSIRIS espionage and diplomacy has so far been unsuccessful in totally subverting T.S.A.N. to the same degree. T.S.A.N. research focuses on technological and paratechnological applications for the prosperity of imperial Japan. The technological advancements made by T.S.A.N. and their ability to detect and expel OSIRIS agents are likely due to Macrobial influence and significant precognitive ability throughout the organization. OSIRIS High Command has designated T.S.A.N. a Phaenon-class group.


The term "Macrobe" is a shortening of Macrobiological Psychically Active Entity, coined by the scientist François Alcasan in 1962 to describe creatures larger than humans which possess psychic influence at least equivalent to psychically active humans, though often their psychic influence is much greater. This term has a deliberately wide application, anything from a psychic bear to a universal intelligence. Other terms used for these creatures (by non-OSIRIS groups) are M-Psychs, cryptids, and gods. OSIRIS strongly discourages staff from using terms that promote superstitious and archaic attitudes which may prove inefficient or even deadly.

In contrast to M-Psychs, Macrobiological Non-psychically Active Entities are also known to OSIRIS. OSIRIS promotes the use of the term "N-Psych" for such creatures, though "Monster" is acceptable in practice. Though both M-Psychs and N-Psychs may be refered to as Macrobes, traditionally Macrobe refers to M-Psychs, the description of which led the term to be coined. Parahumans are creatures outside of the species Homo Sapiens which nontheless possess human shape. Parahumans are often (but not always) psychically active, and some parahumans may also fall under the M-Psych or N-Psych categories.


Luna, commonly known as the Moon, is a Macrobe in orbit around the Earth, and is the largest piece of pseudo-biological paratechnology known to humanity. She was built, or grown, for an unknown purpose sometime before the hadean era ended. Though possessing immense computational power and intelligence, her psychic field is comparatively weak for an entity of her size, and her personality appears to be mutable. She freely admits that she has been influenced strongly by humanity's perception of her over millions of years, and has become [a huge humanaboo lmaooo]. She does not drastically interfere with humanity, and apparently cannot do so, but appears occasionally through holographic projection (through fine manipulation of reflective moon dust), psychic contact, online personas, and physical avatars made by paratechnology given to devotees.

Known aliases include: Isis, Artemis, Diana, Gabriel (one of few male aliases), Princess Kaguya, the Lady of the Lake, Marilyn Monroe, Cate Blanchett, and indie Vtuber Annika Tsukihime. Aliases and avatars appear to be capable of independent action, and only able to communicate with Luna while the physical moon is in the sky. Luna is apparently in favor of the continued existence of human society and normalcy, though is willing to impart some knowledge to those who have already seen through normalcy according to her whims. She is an incredibly good actor, and none of her aliases have substantially broken normalcy in the modern day. She is most commonly described as bubbly, personable, coy, and condescending, and often appears as a dead female loved one, preferentially white European, or else as an woman pleasing to the taste of her collocutor.


Homo Abditus is a diverse mutated subspecies of Homo Sapiens. The most common English name for this group is "Elfs", though they are also called "Witches" and "Goblins", among other names. They are found globally in insular communities, hidden by paratechnological and psychic means. Anthropological studies suggest that Homo Abditus communities both manipulate and emulate local folklore to ensure that baseline humans perceived them as not real, not worth bothering, dangerous, harmless, and too mysterious to interfere with. Though Homo Abditus are a subspecies of Homo Sapiens, OSIRIS classes Homo Abditus as a Parahuman group.

Homo Abditus communities apparently all trace their ancestry back to a single source, a legendary ancestor or deity, possibly a Macrobe. The name of this ancestor in all communities seems to be linguistically descended from the obscure ugaritic deity Kothar Elhatu, the Wise Destroying-Lord of the Spear, who has apparently vanished "within". Their use of paratechnology relies on cryptic and closely guarded oral traditions. Interrogation of living specimens has proved unfeasible, and the paratechnology possessed by Homo Abditus communities is currently inaccessible to OSIRIS agents.


The LIBRA project was a series of experiments conducted to attempt the artificial creation of psychically active humans. These tests relied on paratechnology salvaged from the floor of the Atlantic Ocean, including psychoactive substances (Solutions B-F), paratechnological devices (Objects 54-60), and memetically active patterns (Motifs C1-C4). The LIBRA project was deemed a liability to normalcy in 20XX after [REDACTED] test subjects escaped. Subsequently, all test subjects still under OSIRIS supervision have been disposed of, and [REDACTED] escaped test subjects have been terminated.

Successful LIBRA test subjects display(ed) the following traits: Erratic Behavior, Narcissistic and megalomaniacal tendencies, increased artistic and theatric talent and tendencies, greatly increased psychic influence (both actual and potential), and being too damn annoying for a certain piece of self-righteous geometry. LIBRA test subject were all tattooed with a Libra constellation symbol on the nape of their neck, along with an identification number. LIBRA test subjects are all extremely dangerous. Sightings should be reported to OSIRIS security, and field teams without an OSIRIS Theurge present should not engage.


"The Sleeper" is an entity that has been identified by a OSIRIS as a Macrobe, located in the Mohorovičić discontinuity below the Shetland islands. The Sleeper's psychic influence represents a global "background radiation", overlapping everywhere with the Human Collective Unconscious, if the two phenomena are not in fact the same. This fact has led to the identification of many Sleeper-inspired figures in folklore, fiction, and religion. Analysis of this folkloric evidence leads OSIRIS agents to believe the Sleeper physically resembles an squat, radially symmetric decapod of unknown size. Accounts of psychically sensitive individuals allege that the Sleeper maintains a psychic para-reality, the alleged "Dreamlands". No direct evidence for this has been found by OSIRIS scientists, and it is suspected that this phenomenon is in fact random hallucinations caused by prolonged psychic vulnerability.